NVIDIA Compo 2008 / Final Exodus |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
Final Exodus ![]() What is it? Final Exodus is a Single Player Space RTS with first person control elements. You command a fleet across a small sector in the galaxy and kill any hostile threats, while researching new technologies and advancing your fleet. What can you do? Currently you can build ships either into the solar system or from a ship, you can order ships to move or attack, or goto a different solar system. You can also pilot any allied ship you wish if you feel you are better than the AI. You can research new ship building documents or upgrade your engine speed, hull armour, weapons or scout for new solar systems. Videos? http://forumfiles.thegamecreators.com/?i=1121606 http://forumfiles.thegamecreators.com/?i=1055558 Screenshots? ![]() ![]() ![]() ![]() ![]() ![]() Also: I'd like to thank EVOLVED for creating lots of useful shaders which I used 2 of in this game. Very Old pics(for nostalgia http://img245.imageshack.us/img245/7602/fex2og5.jpg http://img80.imageshack.us/img80/7672/ship1yc3.png |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
Perhaps not using links to images will gain some replies?, anyways I've now added normal mapping to everything and added a moon, which uses earths moon surface map for now, and the flat shadedness of the meshes will be worked on. http://img135.imageshack.us/img135/3880/fex3kz3.jpg |
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Seppuku Arts
User Joined: Wed Aug 18th 2004 Location: England |
That looks pretty good dude, however with the asteroids I feel they're too smooth and the ship isn't one of your best I must admit. Good work nevertheless. "Cut down the gods if they stand in your way" - Hakamoto Tsunetomo ![]() |
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Alkaline
User ![]() Joined: Thu Dec 4th 2003 Location: Seattle, Washington |
I agrre, the asteroids look like pebbles, the bump mapping is really nice tho! 1.5 GIG DDR pc3200||ATI 9600xt 256mb||330 GB hard drive||Amd XP 3000+ ![]() |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
Yeah I realise they are too shiny, just evolved's shader seems to only take one type of dds file for the cube map layer, and reproducing that type is a bit of a pain, and the hull designs aren't supposed to be that complicated as the ships will be contructable from many other parts. Hallowed are the ori. ![]() |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
Well I've been working hard the past few days to get some gameplay in there, aswell as effects. I also added in tracking based weapons, as weapons come in 2 types, fixed mounted weapons such as standard lasers or mass drivers on fighters, and tracking turrets/cannons for larger ships that can't turn as fast, the cannons are made from 3 parts, the mount/base and barrel(s), so if you do a flyby you can see them gradually tracking you I've been trying to make the target tracking system better, currently the enemys/cannons track you and lead you based on both ships velocities, projectile speed and time, however somewhere in my function it's messing up as they usually aim off slightly thus making it rather easy to kill enemys by using some basic evasive manuvers and that shall be worked on. I've also modelled the exodus class carrier, haven't really decided on the exact class of ship it should be, as I will likely make more ships alot bigger than it, but it's fun to see them in battle Here's a pic of a test battle I created there were 20 exoduses and 20 fighters and shooting whatever the rnd command assigned them to and the battle is pretty cool to watch http://img151.imageshack.us/img151/9324/fex6gf8.jpg I've also made it so that when ships are partially damaged they emit smoke, alot of damage and they fire, and my ship in the center is on fire And this is the aftermath of the battle, http://img84.imageshack.us/img84/8231/fex7wk5.jpg Currently weapons can be added to ships or various things like engines as seen here, http://img149.imageshack.us/img149/1945/fex8ze0.jpg Though they only have temp meshes as you can see I used my basic engine mesh for it, all ships have boxes around them, these will soon change to a colour of the team, and the small diamons show activated gun batteries, and I've also added burst fire support, as the ship I'm in fires a burst of 10 every 0.05 secs and takes 0.5 secs to reload the next salvo. Next I'll probably add missiles, and then engine effects, then add teams, then allow ships to search for targets, then allow the user to pick a target, then add the rts view so you can command the battle/issue orders etc, then I'm getting ahead of myself. |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
First triple post in quite some time, I've now added a sun and a basic nebula to the system, and also improved the target displays, so instead of the health is has a health bar, and the target boxes don't go off screen but wrap around a circle in the screen, I also added missiles, there accuracy needs to be worked on slightly, as with the turrets and ai in general, I've also finished the skin for the exodus class carrier, next I will add hyperspace travel, which will work almost like a instance of the normal space, only moving 1meter will result in 1000 meters travel outside of hyperspace, and thus makes traveling alot quicker between places, then I will make a actual galaxy and replace the stars which are currently random, to ones that reflect your current position in space. I've also made a video as per pestering request from kentaree on irc [edit] forgot the link, http://youtube.com/watch?v=PfxMj1y-r1E And feel free to post, don't want to end up with just me talking in here :/. [edit2] some piccies, New scenery and hud. http://img62.imageshack.us/img62/3263/fex10de2.jpg Missiles in action. http://img62.imageshack.us/img62/7134/fex11hm4.jpg |
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Bizar Guy
User ![]() Joined: Wed Apr 20th 2005 Location: Collegeland |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
hehe thanks The most important change I've added is the way the solar system is handled, as currently it's 1000000000M in diameter, which is small compared to real life, and I also made planets and the moons 1/10th the real scale, as traveling towards something for a few hours isn't that fun, and as you can imagine having space of that size is boud to cause loads of float errors and make the objects shake around all sorts, but I made all the objects shift every 2km so that the players ship never exits the bounds -2000 to 2000 on each axis, this cuts down on the error, and adds alot more code, but means I can make very big solar systems. I also revised the games storyline, this is the whole storyline of the game, so if you don't want to spoil yourselves then don't read it. + Code Snippet I also added engine effects, so when you turn on the main engines, the flames come out, and retract when not in use, also each map will be based on each solar system, so I won't have a vast espance inbetween stars instead you just travel between them and arrive there, this allows me to make a better game, and saves time. and next to come is the rts mode so you can issue orders to friendly ships, and then hyperspace, so that you don't spend all day trying to get across the map, and currently that's how long it takes Engine effect~ http://img153.imageshack.us/img153/545/fex12wb3.jpg Nebula and the star~ http://img153.imageshack.us/img153/4941/fex13bt8.jpg Showing how far the distance between the battle and the moon is http://img153.imageshack.us/img153/7664/fex14bi5.jpg When fully zoomed out, a plan view of the system, and the 2 x's represent the earth and moon. http://img85.imageshack.us/img85/313/fex15od5.jpg |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
Just posting to say that as with all my projects I'm going to recode it, as I hit a few code organizational errors, and in it's current state adding beam weapons, more rts components would make the code very bodged, so recoding it would sort these issues out, Not to worry though, since I'm a fast coder, and I have all the media ready I could build it upto this stage fairly fast, and also I will add some new features, like the smoke trails will be made from plains that stretch/follow the missiles, rather than spawning lots of plains behind it, this will run faster, and look better, I will also add bloom somewhere along the line, and speed up the ai, as the current version if you have more than 20vs20 it starts to slowdown when there's some major combat. I will also change the way the collision checks work, currently I'm updating the collision meshes based on the ships locations, however since I want subsystems damageable that's a slow approach, so raycasting relative to the collision mesh location will speed this all up. also means I can add ship to ship collisions, and avoidance fields so that enemy don't smash into eachother and all that. I will make the weapons system more versatile as currently I have quite a big function to load up and handle weapon systems, also I will work on the rts system some more, taking homeworld as a good base, also ships will be able to target multiple targets, as currently carriers attacking one one ship looks a bit stupid when you're getting swarmed by enemys. anyways that's enough talking, I've attached prettymuch the latest build until I messed it up a bit, note that I haven't yet added failsafes for systems that don't run ps 2.0, so you'll probably get an error, and it's fixed 1024x768, other than that trype the number of ships you want. Controls are mouse for pitch/roll, a/d for yaw, q/e strafe, r/f for climb/decend, w/s accel/decel, shift = main engines, mousewheel is zoom in/out, left mouse button = guns, right mouse = missiles, space = linear brakes, alt = angular brakes. THe controls maybe a bit confusing to some, as one of my testers said, however after around 5 mins he liked them, and so do I, can't have games that reward noobs now can we if you enable missiles, make sure you look at an enemy ship and press 'T' to target it, else the missile will just do nothing, and if you wish to switch ships, perhaps to a carrier then target it with 'T' and pres 'C', the fighters require you to be zoomed in to the max to control it, since the weapons don't turn to targets, whereas the carriers weapons do, so just target an enemy ship and the guns will do the tracking you just press fire. Hallowed are the ori. ![]() |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
The recode is getting there, I've now fully organised all the ship parts for weapons/hulls/panels etc and now weapons are much more organised, I decided to add a new ship as a temp mesh, and also added one of geecee3's fighters The destroyer is just a temp mesh, as if any of you are into scifi you will realise why I can't enter the game with that ship in there, it's a damn sweet ship though http://img144.imageshack.us/img144/1916/fex27ta1.jpg |
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Benjamin
User ![]() Joined: Sun Nov 24th 2002 Location: France |
That's looking really nice! I like the dreamlike feel that blue-purple skysphere gives. I recommend that people look at the video posted a couple of posts above (here for the lazy ones). Tempest - P2P UDP Multiplayer Plugin (DBP/DBCe) Download the free version |
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Reality Forgotten
User Joined: Wed Dec 28th 2005 Location: Phoenix AZ |
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Kentaree
User Joined: Sat Oct 5th 2002 Location: Clonmel, Ireland |
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TEH_CODERER
User ![]() Joined: Wed Nov 12th 2003 Location: Right behind you! |
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Bizar Guy
User ![]() Joined: Wed Apr 20th 2005 Location: Collegeland |
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Cash Curtis II
User Joined: Fri Apr 8th 2005 Location: Ramstein, Germany |
It looks good in this project. It does get abused though. It looks bad if everything is bright. It looks fabulous if used correctly. I will say, however, in that last picture the ships don't look all that great. The textures are flat and too bright, and it causes an odd bloom effect. They're placeholders though, so that doesn't matter one bit. I know DCs ships will look great. |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
Yea don't worry, I like to get thinngs working first, as visuals can allways be tweaked later without risk of compilation errors ![]() ![]() I haven't finished the texture yet though just done the important parts. Also I finished adding beam weapons today, they look really sweet in realtime so the pics don't do them much justice, and the beams increace in width/length and fade back as they fire so it's all smooth ![]() I will now allow the AI to fire weapons, then add collision between weapons and ships(then the fun stuff begins). |
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Steve J
User ![]() Joined: Sat Apr 22nd 2006 Location: Vancouver, Washington |
How are you doing the lasers? I dont quite understand how to do that, but besides that, this game looks excellent. Much better than my game currently, mainly because you have amazing ship models=). I have a modeller helping me out with mine. For the lights on the ship, are you doing luminosity mapping? If so, how? I cant figure out how to make certain things glow when there are shadows cast on them. Or are you just using really dark textures with lights being very bright? |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
The beam weapons themselves, are basically 2 plains at 90 degrees to eachother with culling off, and when I model and texture them I create them to how they would look when at full range, and in my game I position them at the gun barrels, and gradually stretch them out to the full distance they can reach, and then I reposition the laser to the gun each frame so it appears asif the beam is coming from the gun. To get the windows to glow, I attempted to make a fake illumination map by making a image with just the windows on and the rest transaprent, but it doesn't seem to work with the normal mapping shader, so I just edited my normal map and made all the windows transparent, which prettymuch gets the result I want, however from some angles they get no lighting, but it looks sweet none the less. |
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Google Ad
AdBot Joined: Aug 26th 2002 Location: Everywhere |
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Steve J
User ![]() Joined: Sat Apr 22nd 2006 Location: Vancouver, Washington |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
Hehe, thanks I just added double barrel weapon support, so each shot changes barrels when firing, I also added some basic AI to the larger ships, and the battle carrier turns to the side when engaging due to it's weapons setup I also made a small video showing the laser effects and double barrels, the cannons currently fire lasers as they look cooler :p, but once I'm done they will fire kinetic projectiles, vid is attached below. Here http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=1073617 I will now add muzzle flashes, and when cannons fire the barrel will retract. |
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Agent Dink
User Joined: Tue Mar 30th 2004 Location: Most likely my bedroom |
That video... is stunning! Congratulations Dark Coder! That looks excellent! Sometimes the only way over a wall is to pile up enough bodies to climb over - Dave W. |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
You think that's cool :p, I just added weapons collisions for both lasers and projectiles, and they have there own iamges and effects and all that, this isn't the finished article though, need to make it blast off debris and add some scorches to the ships eventually |
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Bizar Guy
User ![]() Joined: Wed Apr 20th 2005 Location: Collegeland |
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Agent Dink
User Joined: Tue Mar 30th 2004 Location: Most likely my bedroom |
I wish I had more time to resume my entry. This looks like such a fun compo Sometimes the only way over a wall is to pile up enough bodies to climb over - Dave W. |
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Supremacy
User Joined: Tue Dec 30th 2003 Location: Cyberspace |
wow did you got that dream like feel ? bloom shader ? |
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flibX0r
User ![]() Joined: Fri Feb 14th 2003 Location: Western Australia |
Looks very sweet. Only thing I didn't like in that video is that they only fire lasers at the center of the object. I assume you're going to change that eventually, with the possibility of missing the enemy altogether? Big whorls have little whorls which feed on their velocity, Little whorls have lesser whorls and so on to viscosity. - Lewis F. Richardson Also, my website has no content. But it looks perty |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
Yes in that build they only aim for the center, and if you cannot aim there it doesn't fire, I've since changed that so the larger ships are the more innacuracy you are allowed to shoot from, and I will make it so the closer you are the more that increaces, also for lasers I could just check for a raycast and then fire, the reason I can't do that with guns is because they will track the enemy(once I add that) so a simple raycast isn't enough. And I've now added damage to the ship hulls, and ships can also be destroyed, I also made a video showing this, and if you look closely you will see the individual parts catching alight as the ship is about to blow up. I missed the first ship explosion due to fraps cutting out :p. I will also need to add ship to ship collision checks as in that video you can see some of the friendly ships intersecting, and actually shooting eachother sometimes :p Vid -->> http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=1074303 I would have added more types of ship in that battle but I never got round to making more collision meshes for everything. |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
Hey all, I've added quite alot to the engine now, not so much visually but technically, ships now collide with other ships, they don't damage each other from collision yet, they just bump each other out of the way which you can see from the video I've attached, also I stopped ships from shooting themselves or allies, ships now blow up better, as each part catches alight gradually then BOOM!, aswell as adding fighters with ai that doesn't totally suck, and I like how fighters explode, as there is a small trail of fire then a pop I added a space station as you can see, and it's comprised of 2 moving parts for artificial gravity, this station is merely temp, as it's far too lowpoly for its size, but it's a good placeholder, I also began work on code for the hangar bays, currently I can detect when a ship enters a bay, and not only enters but fully enters it so that they don't vanish, or at lest not visibly. Soon to come is designing of your own ships, which can be done via parts being welded to the hull, as well as weapons, and engines and what not, you will be able to place panels of armour around your ship to make it look like anything you want, place as many guns on it as you want, however having lots of weapons will mean you will need to start with a large hull which can support the energy requirements, and big ships are slow, and easy targets, so it's all about getting the right balance with your fleet. I added some other things, like a small sun glare which fades when behind objects, changed the AI of everything, so fighters can kill each other, the carriers also change there y height, though don't yet z rotate themselves to point toward the enemy ship, thus wasting some guns by not allowing them to aim. I also added anti fighter weapons as seen in the video, these are not just the same as laser with a faster fire rate, these will only track fighters so you can happily engage another carrier, and the anti fighter weapons will lock onto the nearest fighters and start blasting it out of the sky, I also added deviance to the laser rounds, as during my testing one carrier could take on around 200 fighters at once without getting killed I will soon add multiple maps to my universe, as well as hyper space travel, and some more RTS things, like researching/building and selection of using using a box, as clicking the mouse is rather tedious. Also in 1hour I'm leaving for England for Christ(fictional)mas, and will be without a net connection for 3 weeks, so I made this video longer than the others as you will not be seeing any updates for a while, but I will be working on it, so once I'm back you will see a very good video and maybe a demo I also have some very good story line ideas in the planning to make this game fun and not click the mouse and see the outcome Also I'm told by one of my testers that the lasers in this game rock, of course he used much more colourful language [edit] ok, well it seems that the apparent "(Max. 50MB)" is actually 20megs and I don't have time to uploa da new one, so pretend you saw a really awosome vid |
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Bizar Guy
User ![]() Joined: Wed Apr 20th 2005 Location: Collegeland |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
Back :p, I just got back home around 20mins ago(straight on the PC And I rather dislike YouTube now as the videos quality really sucks when uploaded, I don't see why they don't just use the uploaded videos quality rather than making it super compressed and crap, but I will post some new pics/vids etc once I've added some of these plannes features, like ship construction |
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Mr Crazy
User Joined: Mon Nov 29th 2004 Location: Cyberspace |
Yo Carlos! Bloody nice work you got there Seen my entry so far? Hope you had a good christmas, Nick. "God - he's my favourite fictional character." - H. Simpson. |
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Bizar Guy
User ![]() Joined: Wed Apr 20th 2005 Location: Collegeland |
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tommie
User Joined: Fri Oct 13th 2006 Location: Belgium |
wow thats amaizing cant wait to play it if its ready that shader effect makes it realy nice how do you do that btw ive reath thise + Code Snippet but i don't understand will you plees explain some more abaut thise your game is realy looking nice it looks a bit on eve whitch is e realy nice game |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
Hey, sorry for the lack of updates, I've been working on an example game for benjamins Multisync(but you didn't hear that from me @tommie, The last build of my game used 2 shaders, a normal mapping shader which was applied to prettymuch all the objects other than planets( as they are prettymuch fixed in space so I can pre-render them) and a bloom shader, I use Evolved's PS 1.1 shader, as it's P1.1 alot of people will be able to support it, and also the normal mapping uses 1.1, you can get the shader from the Ultimate Shader Pack I belive but in my game I changed the rendering process from the example it comes with to only bloom certain things, like the sun/nebula and ships to minimize FPS overhead. |
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tommie
User Joined: Fri Oct 13th 2006 Location: Belgium |
thx man , and very nice game to , i realy like it are you gona sell it when its ready ? |
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Bizar Guy
User ![]() Joined: Wed Apr 20th 2005 Location: Collegeland |
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Roxas
User Joined: Fri Nov 11th 2005 Location: http://forum.thegamecreators.com |
This is dead!? Noo.. Looked so good! ![]() ![]() |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
Far from dead actually, and I will be spending the next 2 weeks working amazingly hard on it Anyways here's a screenshot of the Galaxy/Star Map, obviously I'm not depicting 400billion stars, as that would take a bit of time to name and all :p, so the game will take place in a local cluster of around 40 stars. In that screenshot you can see some fleets being moved across various systems(Green cones) , aswell as ownership of systems, you can currently select ships and move them around and see the radar range of each planet, which uses a very nifty bloom trick to get the halos to all merge up without any overlapping issues, also you can see some Hyperspace routes which make ships go faster if they are travelling across them, so that makes invading other systems slower and gives the enemys/you more time to react. ![]() |
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