Reactive is a new genre in gameplay. Reactive can be played like a 2D shooter if you play it in Deathmatch or Capture the Flag mode. This can be done over network or by using splitscreen or both.
The single player quest however is a puzzle style game. There are over 25 visually stunning levels where you need to manipulate your environment to get to the exit.
In reactive you control a 2-legged chameleon armed with 9 different weapons. You manouvre in a 2D world where everything is interactive.
You can for example bust a dam to flood your enemies. In fact the fluid simulation is a key aspect of playing reactive. In the world of Reactive there are 24 unique materials that can react with each other.
There are 5 gasses, 6 liquids and 13 solids. It is for example possible to let water drip on lava. The water will heat up and turn into damp.
By controlling these reactions you can work your way through the quest levels, in the multiplayer level you can use your understanding of the reactions to boobytrap your enemies.
Here are some key features of "Reactive":
?· 3D fully physics interactable characters. ?· 2D physics. (Fluid Simulation) ?· 100% interactable environment (You can destroy the ground and walls). ?· Network play. ?· Artificial intelligent bots. ?· Voice over network. ?· Bump mapped Levels ?· Stereo Sounds. ?· Game Device Input. ?· A Level Editor.
Requirements:
Minimum Requirements: ?· G3 600 MHz ?· 384 MB memory ?· Ati Rage 128 or Better or nVidia geForce 2 or better ?· 16 MB video ram ?· 50 MB free Hard Disk Space
Recommended System: ?· G3 900 MHz ?· 512 MB memory ?· Ati Rage 128 or Better or nVidia geForce 2 or better ?· 32 MB video ram ?· 50 MB free Hard Disk Space
What`s New in This Release: [ read full changelog ]
New features added:
· Optimized Matrix 4x4 multiplication with vector code.
· Used sqrt estimation in ClearLineOfFire and avoided double float->int conversion
· Used sqrt estimation in bone::interpolateposition->interpolate quaternion.
· Minimal mode Interface immediately changes color on mousedown.
· Add icon for humans in waiting room.
· Don`t allow the use of name Bot
· Add a lift in DM_Giza
· Editor responds to kEventAppQuit
· If enemies get hit by lava or fire show blood.
Bugs Solved:
· Adjusted the Gain of the microphone for VoIP by a factor 32. I don`tknow what caused this change.
· You could hit players that have passed the exit and see their name.
· Set the maximum name lenght to 30 instead of 31, to guarantee usage of it as a C-string.
· Demo user had 100% health (on the host computer only).
· Jumping on other players did not always work.
· You could fly on bugs if you jump on them with a grapplinghook.
· Added Force feedback when you jumped on another player or enemy.
· if bots are dead...