+ First FPS 3D engine
+ Good frame rate (~13 FPS)
+ Use of grayscales
+ Well designed weapons and enemies.
+ We can choose the level of detail.
- Annoying display bug when the player comes near walls, this bug is the most important to correct.
- Textures of the walls are not really good looking.
+ Average good frame rate.
- When enemies are close, the frame rate can decrease a lot.
Game Play (4/9):
+ Smooth drawing and movements.
+ Possibility to save the game at any moment.
+ Different types of weapons available.
+ Targeting is rather easy.
+ Simple and good looking menus.
- The use of the multidirectional PAD isn't a good idea since it's difficult to use diagonals.
- No indication when you're hit by an enemy (a flashing screen or something similar...)
- Weapon graphics are good but the projectiles are all the same.
- Only one sprite for each enemy.
- you can't configure the keys nor see which key do what in the game, you have to read the Readme.txt.
- No death sequence for the enemies, they just disappear when killed.
Replay value (5/10):
- No story line (a little in-game story is needed in a FPS - that gives a reason to kill).
- The first level is rather empty.
- You cannot die (no real challenge).
- Enemies and weapon graphics are good but we cannot say the same for the rest of the décor.
+ Multiple levels.
- This game is incomplete; there is a lot to be done to make it a real game.
- There are some really annoying graphic bugs
+ Despite of these graphic bugs, the engine is still a real breakthrough for this type of calculator...
Programming skill (6/8):
++ First FPS ever made on AFX, a lot of original work and coding needed to be done.
+ Use of external files for graphics.
+ Use of best techniques available (grayscales, multi-key press, APO, contrast, Memzones)
+ Use of external libraries for part of graphics and Memzones (--> improve compatibility and reliability)
-- Rather long to load, the loading procedure uses a 1 byte long buffer with no logical reason; a 1Kb buffer could have been used without any problem... This would have divided the load time by at least 50!
- Moreover the loading of the file in memory isn't really needed since the file content could have been accessed by mapping the flash drive into memory...
- No compression for graphic files.
About the source code:
+ Many small source files with intuitive names.
+ Many small functions.
- Most of source files are badly commented, sometimes not in English
- "#Include" of .C files
- No indication on how to compile the sources.
+ This type of game isn't original but it's the first ever made for this calculator.
+ New 3D Engine / FPS
+ Good texturing
- VERRY annoying misplacement of walls on certain angles
+ Good frame rates (I think)
+ Details adjustable
+ own graphics engine
+ Nice enemies & guns
+ Good levels, gets more difficult and bigger
+ number of enemies increases with level
- Quite slow start (no enemies)
Game play: 8/9
+ Great realization
- Controls quite difficult and non-adjustable
+/- Difficult to adjust settings BUT in game
- No scoring system
+ Huge amount of levels
+ Nice enemies but sometimes strange (random) behavior (disappear)
Replay value: 6/10
+ Level editor
- Not really unique concept but nice
--- Bad graphics once again
-- Strange graphics on certain angles
- No on-calc help
Programming skill: 5/8
- Problems in engine
+ Creates own save files
+ New engine, unique, moldable
+ Free 360° rotation
- Probably inexact calculations leading to erroneous display (small sin tables?)
- Waste of memory (dat & level files could be heavily compressed) very important for calc
- Long load / startup times
A well known concept new on the calc but not too good realization
"It may rock"
* Graphics: 7 F:16
On the game website's screenshots wall textures are rendered quite well while on my calc they were rendered obviously incorrectly due to bug in algorithm.
When turning textures off I see strange horizontal lines - another bug.
At low angles and/or distances walls look completely messed up.
Besides that, game 2D art (walls, guns, and monsters) look exceptionally well and there's plenty of them.
Grayscale presents nicely and adds to the score - I especially like the transparent gun crosshair.
* Speed: 8 F:15
Good! Ray casting algorithm is quite computation-consuming and C@siomax did good job keeping frame rate on the proper level.
Game slows down only when enemy sprite is displayed near.
Sadly this is achieved by some "cheating" that destroy graphics when walls are at high angles - it seems that game's engine cast rays only on every 5th screen pixel column, other 4 pixel columns (walls) have the same height.
It would be better to allow user to control this behavior.
* Gameplay: 5 F:18
I am really sorry, but game programmers should not forget that game o be good must be playable. Programming challenge is interesting for programmers, but ordinary player wants just to play and even may not be aware of the overall complexity of the program.
This is not programming skill competition. We just want to encourage creation of playable games for gamers (of course as a programmer I know how difficult this is to achieve).
* Replay value: 6 F:16
Project's web page describes how to "mod" the game which may lengthen game's life when it will be at playable stage.
* Quality: 4 F:13
Sadly many bugs lower quality of the game. Game unfinished status lowers it even more.
* Programming skill: 9 F:13
This game was definitely hard to make - it needs fast graphics, graphics need complex algorithms, algorithms need fixed point math etc. Drawing sprites is not as easy too - you must handle sprites that are partially hidden by the wall and scaled. Making everything flexible enough to add new graphics, maps, weapons etc. is hard task too.
This game even uses compression for graphics.
Definitely one of the most complex games available for Casio calculator.
A bit of bitter: C@siomax used help from the TI community, which is nothing wrong, but I saw better implementation of wolf-engine there.
Originality: 5 F:9
First published version of Wolfenstein-clone on Casio AFX, lack some features (getting health, ammo, weapons from the floor), but tries (will try) to have original plot.
Very ambitious project, but it needs to be developed further to be playable.