WIP / Ultimate apocalypse: Chaos Architects (Real Time Strategy) |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
Hi, we are developing a Real Time Strategy Game. The idea is to have a fully commercial quality game, so we can sell it. ----------------------------------------------------- ![]() ----------------------------------------------------- GAME UPDATING: http://www.youtube.com/watch?v=PW1tvDc9cd8 http://www.gametrailers.com/player/usermovies/291451.html#new_comment http://www.gametrailers.com/player/usermovies/99616.html Human Barracks http://www.gametrailers.com/player/usermovies/101657.html Human Soldier http://www.gametrailers.com/player/usermovies/88111.html Human Builder http://youtube.com/watch?v=cL5ceYUl-5I The game will be a futuristic game with four races: The Humans (The tecnology). The Lumis (The light). The Gars (The mutation). The Bist (The darkness). For development, we are going to make use of schedules of activities, and we are going to make tools that can help us in the development of the game. The style of presentation of this WIP is taken from Geisha House (Thanks cash). More a Dev Diary than a game presentation. This is the progress of the game so Far(We will be adding more items and will update progress Below): Design: Game Architecture (60%) Story (60%) Tools: Administrative tools (80%). Object viewer (57%) -> last 50% Level Editor (42%) -> last 38% Objects: Characters(6.5%) -> last 6% Estructures (3%) Level Objects (12%) -> last 10% Engine : Campaign (0%) Core (34%) -> last 30% Dialog System (0 %) AI (0 %) HUD (38 %) FX (8.5%) -> last 7.5% Music(3%) Main Menu (0%) NetPlay (40%) -> last 0% Extras: Artwork (24%) Cinematics (0%) Challenges (0%) --------------------------------- Recent development: For now: Second Iteration. Start Date: 12/07/2009 Expected Finish Date: 04/04/2010 Main Engine: - Path finding with map accelaration. - Air Units. - Patrol behaviour. - Stack of orders. - Fog of war. - Minimap workout. - Building behaviour. - HUD Codification. - Futher improvement in selection system with Teams Aggregation. - Improvement on design on selection, cursor image and displacement of screen image. - Implementation of Sounds. - Integration of FX into the main Engine. - Futher optimization for faster gaming experience for Slow PC's. - Shader implementation for objects targeting different HW levels. - Web Interaction for the above items. - Implementation of Enchanced animations to characters. - Implementation of timer based movement to characters. - Rally Points for structures - Old web coding enhancement Characters and units: - Human Imperial Caza. - Human war Mech. - Human Transport. - Geyser Tank. - Space Blitz. Estructures: - Human Command Center. - Bist Mist Generator (Keep in secret). - Facility (To increase unit production limit). - Human SpacePort. HUD's: - Icons Design. Level Editor: - Improvment on system used for level editing. - Construction of map acelaration and integration with the main Engine. - Improvement on Level Design Tool integrating it with windows. - Improvement of various level effects [- water [- raining [- snow - 3D tile set system and windows, for level editor. - 3D tile set construction on levels. - Design of various levels with all its objects. [- Forest. [- Plains. [- Snow. - Minimap automatic construction based on tileset and level layout. FX: - Explotions. - Propulsion. - Gas Function. Sounds: - Basic Sounds - Explosion. - laser. - gun shots. - Recollection sound. - Unit production sound. - Some Voices. Object Viewer to 100%. (Internal tool for RTS development Many subsections not shown) --------------------------------- First Iteration. Start Date: 3/12/2008 Finish Date: 12/07/2009 - We are codifying that structures can produce object. - We are improving further the selection system so there is more flexibility and potency. - We are making crystals for gathering. - We will be working more on levels. - We are codifying the ability to create groups with keys. - We will be coding the gathering behavior. - We are codifying the laser. - We will be enabling the attack for ranged objects like the soldier. - We will be coding the use of a player or another, to enable multiple player possibility. - We will be making the same optimizations for the soldier and Barracks as for the human collector so the engine runs faster. - We will be optimizing more the engine, so it runs faster. - We will adjust the box selection to eliminate a problem we have with perspective with math. - Last but not least we will be making net play, so two players can play at a time with soldiers, constructors and Barracks. |
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Opposing force
User Joined: Wed Aug 10th 2005 Location: England |
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Crazy Programmer
User Joined: Mon Sep 6th 2004 Location: Cyberspace |
Quote: "Design:
Game Architecture (50%) Tools: Administrative tools (65%). Object viewer (35%) Level Editor (0%). Objects: Characters(4%) Estructures (0%) Level Objects (1%) Engine : Core (5%) Dialog System (0 %) AI (0 %) HUD (10 %) FX (5%) Music (3%) Extras: Artwork (20%) Cinematics (0%) " I dont think your ready for a WIP. Id like to see some screenshots tho. ![]() Learning C++ thanks DGDK |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
ho man. I Forgot that the community loves screenshots. @ all: Since this is a development right from the start it's kinda difficult to post screenshots in this moments. This is a BIG project. The first part of any difficult and long project is to begin with architecture and tools. There are many things to say: Architecture: Right now I writing the Game Spec. The story is going to take place in various parts of the universe, there are going to be ships and land units. One thing to say thogh is that each race is going to have it's own characteristics and advantages. Right now I'm finishing with the humans and they are going to have aremored and unarmored units. The Gars are going to have Heavy an low units mainly, they will have high reproduction rates on low units. For now I will say only that. Quote: "I dont think your ready for a WIP. " ScreenShots are part of a WIP. To get a good game when it's complex, you have to start from the architecture. And that is not easy task it can take several months. For those of you that don't believe we are working in this project for 8 months but decided to start the 3D objects again from the beginnig because they could be improved. (I have problems uploading a video of the hman constructor ) Wait a few hours please. |
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Crazy Programmer
User Joined: Mon Sep 6th 2004 Location: Cyberspace |
Quote: "I dont think your ready for a WIP"
I could be wrong ![]() Learning C++ thanks DGDK |
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tha_rami
User ![]() Joined: Sat Mar 25th 2006 Location: Netherlands |
Mmm, I could see why this gets flamed though. It sounds really good, but I really recommend you upload some stuff asap. Otherwise, I, personally, just consider this the 19000th WIP that doesn't comply. |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
Ok I supose I have to make haste (Edit) This is the sketch of the human constructor (/Edit) ![]() (Edit) This is the sketch of the human soldier (/Edit) |
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blood walker
User ![]() Joined: Tue Jan 23rd 2007 Location: Cyberspace |
Wassup people I'm with Alpha X in the game's development. I work in character modeling and part of the programming. Nice to meet you all. We started this game a long time ago, but we decided to start all over again in order to make it better. We are very excited with this project and we want to consider all details. I'll have another video for you tomorrow. with the movement it will have in the game. See ya |
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Deathead
User ![]() Joined: Sat Oct 14th 2006 Location: Cyberspace |
Hmm W.I.P. is called w.i.p. for a reason. Screenshots! ![]() |
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Crazy Programmer
User Joined: Mon Sep 6th 2004 Location: Cyberspace |
Quote: "Mmm, I could see why this gets flamed though. It sounds really good, but I really recommend you upload some stuff asap. Otherwise, I, personally, just consider this the 19000th WIP that doesn't comply."
I wasnt flaming.@Alfa x Nice drawings. ![]() Learning C++ thanks DGDK |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
@ Carzy Programmer,DeathHead: thanks for your comments about the drawings. I don't know C&C Tiberium. ' -------------------------------------------------- New Update: We have uploaded the human constructor video in youTube. Here is the link: (please watch it full screen) http://youtube.com/watch?v=cL5ceYUl-5I enjoy. |
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Crazy Programmer
User Joined: Mon Sep 6th 2004 Location: Cyberspace |
Now thats cool ![]() Learning C++ thanks DGDK |
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Deathead
User ![]() Joined: Sat Oct 14th 2006 Location: Cyberspace |
*Spits out Coffee* now i need another coffee...*Spits it out again* LOLXD ![]() |
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jasonhtml
User ![]() Joined: Sat Mar 20th 2004 Location: OC, California, USA |
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Deathead
User ![]() Joined: Sat Oct 14th 2006 Location: Cyberspace |
jasonhtml has a point. But I would like to see a game arena for the game like in Command and Conquer Tiberium Wars they had like buildings in there not just tanks and command centres. ![]() |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
Since we are repeating Game graphics, we need some time to get everything together with graphics. I hope you are patient enough to wait at least four or five weeks. ' ---------------------------------------------- New Info: About the story you can say that the Gars are the Lumis primary enemies and they will be in open War in the beginning of the game. Humans Are going to enter to balance thing a bit between both. Since Lumis are Under fierce atacks. Kazaky Royalbird will be the the main character of the game in chaos architects, his main weapons will be gun and sword. [Edit] I have uploaded the human constructor video for you to watch in a better resolution [/Edit] |
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blood walker
User ![]() Joined: Tue Jan 23rd 2007 Location: Cyberspace |
I got the video of the human Soldier here in Gametrailers.com. the site has better quality compression than youtube http://www.gametrailers.com/player/usermovies/88111.html |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
new Update: The Object viewer versión 1 is nearly is done, and we are beginning to do the tests. Another thing to say about races is that they are going to be really different and will not have so much things in common in their abilities. After that we are going to do some equations to make game balance. [Edit] I Have uploaded the human soldier video [/Edit] |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
new Update: About the architecture, I will only talk about humans. Humans are going to have two main resourses: Lava recolection and mines recolection. About lava recolection you can say they will have especial devices that alows them to see were to place a lava extractor for better lava extraction. They will have also a satellite that will reveal all the map for them, this satellite launch will take several minutes and all enemies and friends will be alerted about the launch. I will be updating from time to time. |
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tha_rami
User ![]() Joined: Sat Mar 25th 2006 Location: Netherlands |
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Google Ad
AdBot Joined: Aug 26th 2002 Location: Everywhere |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
Hi, I posting to let you know that we are working in this at the moment. We are reviewing the code of the object viewer and the artwork code at the moment. The code of the artwork is nearly done, but we haven't done the grphical design yet. We hope to have a video of the Artwork functional bahaviour from 7 to 10 days. We are also coding the lasers of the game. The codification is going smooth and we are nearly done. Hope to have images or a video soon also about lasers. We are also designing the model of the humans barracks. Hope to have also images about it from 7 to 14 days from here. We are also working on the HUD and coding the engine. I make estimations to have the first version of the HUD in 21 days and a first version of the engine in about 30 days. The architecture for humans is done. |
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Jeff032
User Joined: Mon Aug 13th 2007 Location: Cyberspace |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
@ Jeff032: We are using blender to make the models and GIMP to do the textures. |
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Demon000
User Joined: Tue Aug 21st 2007 Location: Cyberspace |
Hi, I'm working on this project as well. Sometime ago I made some models of rocks for the game enviroments and recently I started to work on some textures for them. These are some images of the rocks with different textures: http://i213.photobucket.com/albums/cc278/Demon000_bucket/Rocks_1-1.jpg http://i213.photobucket.com/albums/cc278/Demon000_bucket/Rocks_2-1.jpg http://i213.photobucket.com/albums/cc278/Demon000_bucket/Rocks_3-1.jpg |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
Hi, Some update. - Enviroment basic rocks complete. We have to work in enviroment complex rocks. - Barracks model complete. We are texturing it in this moment. - Explison FX sttarted. - First song is in progress. |
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tha_rami
User ![]() Joined: Sat Mar 25th 2006 Location: Netherlands |
17th of August: We hope to have a video of the Artwork functional bahaviour from 7 to 10 days. Hope we still get to see that before the 27th! Can't wait to see more |
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blood walker
User ![]() Joined: Tue Jan 23rd 2007 Location: Cyberspace |
got the gameplay video of the arwork program http://youtube.com/watch?v=Q39oZvO_V7I I'll have a higher qualitu video soon |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
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OBese87
User Joined: Fri Jun 30th 2006 Location: On Toast |
Wow that's awesome guys Your signature has been erased by a mod because it was rubbish. ![]() |
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blood walker
User ![]() Joined: Tue Jan 23rd 2007 Location: Cyberspace |
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blood walker
User ![]() Joined: Tue Jan 23rd 2007 Location: Cyberspace |
Please be patient guys. The texturing of the Barracks is taking time. I want it to be really detailed in the textures and many things are trial and error because it may look good in the image, but in the model it may not match with what we want. I'll have it done by the end of the week |
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blood walker
User ![]() Joined: Tue Jan 23rd 2007 Location: Cyberspace |
here's the image of the human barracs ![]() you can see the video of its transformation here http://youtube.com/watch?v=qJqS4-8Yzss and here with better quality http://www.gametrailers.com/player/usermovies/101657.html oh and don't forget the artwork video posted before |
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Deathead
User ![]() Joined: Sat Oct 14th 2006 Location: Cyberspace |
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NeX the Fairly Fast Ferret
User ![]() Joined: Sun Apr 10th 2005 Location: The Fifth Plane of Oblivion |
This is starting to become, as so aptly put, awesome. ![]() Since the other one was scaring you guys so much... |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
i'm posting to let you know. We are still working on this game. We dind't catch the goal, mainly because i had to stop working about three weeks. But i'm back so you can start counting three weeks from now!. At the moment we are still working on complex rocks, explosión FX and we are planning to start the level making tool. Hope you can wait. @ tha rami: I'm still waiting your comments |
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tha_rami
User ![]() Joined: Sat Mar 25th 2006 Location: Netherlands |
Well alfa x, here goes. The video looks like a great background encyclopedia for a game, something any really indepth game should have if you ask me. I loved everything in it, the music, the mountains in the background and the versatility of the system. So, you've got your artwork top-notch. I'll start waiting for the gameplay now. You earned yourself my attention. Whoa, that sounds arrogant. |
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Micophone
User ![]() Joined: Thu Nov 30th 2006 Location: <Updated every 1 millisecond> |
Very impressive, the artwork works well and the video of the the transforming barrack is superb. I just want to point out that I hope you consider revising the interface slightly, cause the style of the interface doesnt work with the models, the yellow square frames. And at some point you had it all stripped in beginning looks very odd. But the background looks cool though. Mico |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
Mistake. |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
@ Tha rami: Thanks for you comments. We hope to continue earning your attention as well as the community. PD: The background weren't mountains. @ Micophone: Thanks for the comments. The yellow square frames are placeholders,the artwork video only shows the functional part. We are waiting to have a more complete style to bring it to live. thanks to all. |
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Alfa x
User Joined: Sat Jul 1st 2006 Location: Colombia |
Hi, sorry for no posting in so long time, and to maintain de thread alive we are working in the level editor in this moment. I think, we will show our first update without a level by now. |
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