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KAH - Kill All Humans   [2013]

KAH - Kill All Humans Released by :
Onslaught [web]

Release Date :
9 January 2013

Type :
C64 Game Preview

User rating:awaiting 8 votes (5 left)   See votestatistics

Credits :
Code .... Enthusi of Onslaught, RGCD
Graphics .... ptoing
Concept .... Enthusi of Onslaught, RGCD
  ptoing

Download :

Look for downloads on external sites:
 Pokefinder.org


Production Info
Submitted by enthusi on 9 January 2013
KAH stands for "Kill all humans". Use joy in port 1 for this one.
An game idea ptoing and me came up with after the first NEH - not even human
game. You'd control a lost robot on an human spaceship heading to attack an outer
world. You'd run berzerk and had to kill basically all humans/scientists that cross
your path. Multiple levels among the ship, each featuring a 100x100 map.
The core of the engine is a raycaster that hides all tiles in shadow that are not within
sight from your robot. This is carried out in charmode. The rendered map is than converted into
hires bitmap on the fly replacing all chars with true 2 color hires bitmap tiles.
Automapping included. All gfx as well as the HUD and the test-level-map by ptoing.
You will find some tiles marked 'T'. Those are terminals.
The idea was to switch to some cyber-engine then that instead of using the paths inbetween the
walls, utilizes the walls (i.e. same levelmap data) for you to travel in cyberspace to i.e.
cut the life support in some rooms and have all people suffocate in there.
We stopped on this project when real life took over and we realized that it would take some
designated work shifts to continue.
We still love the concept and idea. Personally I love the raycaster which in char mode is VERY fast
as well. It was a bit tricky to get the corners right.
I'm much less happy with the speed of the resulting hires-bitmap which is what's keeping me from
having this high on my list. Another case of required re-write since I learned so much since then.
The story and its design however I still like alot.
enthusi 01/2013
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