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Work in Progress / Prophets of Elijah {{56k warning!}}

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Butter fingers
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Posted: 13th Sep 2007 14:36
BizarGuy

Thanks man. I'm really getting annoyed with the camera to be honest!!

I'm just finishing up the new player model, and once that's done I can start actually setting up the camera and animations propperly. From the way the new mesh poses, it's gonna be essential to have the slightly side-on camera angle that you're talking about..

Are curve values the best way to get the camera moving smoothly? Or am I better off positioning it at an invisible object?

Bizar Guy
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Posted: 13th Sep 2007 17:38
I'd use curve values. The camera can be manipulated in pretty much any way an object can position wise. I built a camera function so that I don't have to deal with the math every time I make a new camera set. I'd recommend doing that so you can have a more flexible camera, and then just inputting variables to control the camera.

Butter fingers
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Posted: 13th Sep 2007 19:56
A ha!
Thanks man. I had forgotten I was positioning the camera to an object, so my curve values for the camera position were being overridden! I'm using curves to make it swing a bit when you turn, and bob up and down on the run sequence, unfortunately I had tied my player rotating to the camera (school boy error), so I'm gonna have to rework it from the ground up. Yay. Redoing 3rd person cam...fun.

with regards to the crosshair going through walls, it now ignores z depth, which sorts that out a treat. I easily got it changing colour depending on the target's health, but all that array reading and constant retexturing drained the FPS a bit much... I might try and do it with the colour object RGB command, but it's not really essential.

gonna get the player character in game, then I'll have another update for you guys.

FireIndy
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Posted: 13th Sep 2007 20:06
Wow, good job man. Your game is looking really nice. I really like the scuba diver model. I give props to ya man >.<

Dr Manette
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Posted: 14th Sep 2007 03:53
I couldn't help noticing the cross hair missing it's left side in one of those shots. From that I assume you are using a textured plane? If you are, you should disable z depth for the object, that way it will be rendered in front of all other objects. Or, you could use a sprite. Other than that, amazing.

Inspire
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Posted: 14th Sep 2007 04:11
@ Dr Manette:

Quote: "with regards to the crosshair going through walls, it now ignores z depth,"


Dr Manette
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Posted: 14th Sep 2007 05:47
Ah, silly me, I completely missed that.

Well, I guess I've got no complaints then.

Squelchy Tom
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Posted: 14th Sep 2007 18:37
naw buters the fpsc crew is here supporting you but we are scared to post on the big bad darkbasic forum
Tom J
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Posted: 14th Sep 2007 23:43
Looking very good so far congratulations!

SamHH
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Posted: 16th Sep 2007 00:26
looks like the segment textures from meat. nice work
SamHH
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Posted: 16th Sep 2007 00:31
double post, hehe dev 4 video is already on youtube.
Butter fingers
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Posted: 16th Sep 2007 02:06
looks like the segment textures from meat.

the base is the same, but I've completely re-worked it. not only does it have many more layers of detail (urine stains, hairline cracks), it also has normal and specular maps.

game lover
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Posted: 16th Sep 2007 02:13
Any thing new?

We all want to be awesome, but does awesome want to be us?
Disturbing 13
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Posted: 16th Sep 2007 02:13
Very nice man Love it!


Inspire
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Posted: 16th Sep 2007 18:54
Sent you an email, Butters.

Butter fingers
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Posted: 17th Sep 2007 00:41
Actually yes, I have some of the actual characters for the game. Kinda more modern day than the placemarkers I had before. I'm changin concept a little, but I'll explain more of that soon.

anyway, for now, here are some of the new characters...


phil17
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Posted: 17th Sep 2007 02:02
Cool stuff Butters, are you going for a gangland style game now?

Opposing force
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Posted: 17th Sep 2007 09:54
Great work! Those Yardies remind me of the ones from "The Getaway".

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Butter fingers
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Posted: 17th Sep 2007 11:49
Quote: "Cool stuff Butters, are you going for a gangland style game now?"

kinda, hold on!

Quote: "Great work! Those Yardies remind me of the ones from "The Getaway""

Cheers man, I honestly feel they're some of my best texture work... all individual faces, and the rastas even have dreads! I only ever played the demo of Getaway, but they're kinda on the real style...

Explanation time : I started off making POE as a basic shootemup to improve my DBpro skills. It was my intention to learn DB to an intermediate level, so that I could then use the knowledge I gained to make a propper project. so here's the full idea:


You awake in a dank basement store room. The place smells like deisel and urine. Your head hurts. A tape player is on loop:

"You are test subject A. Injected with a slow acting debilitation drug. Over time the drug will make you incoherent, paralysed.. then dead. There are cures..."

You have been hit by the Scientist. A sadistic drug dealer. There is no cure to your condition. Eventually the drug will kill you. There is a way to prolong your existence though. Laced into the meth that he has distributed to the gangs in the area is a kind of antidote, but to recieve it you will have to kill or steal it from the gang members.


The player must balance 3 variables : poison, blood and heart rate

Poison: continues to increase over time, it can only be decreased by taking antidote from fallen enemies, or by buying laced meth from dealers. Poison will increase faster if your heart rate increases.

Blood : blood is lost through combat.Once shot you will bleed, decreasing your blood level. This can be stopped using bandages or replenished using blood hypos. A dangerous advantage is that low blood levels decrease poison increment speed.

Heartrate : independent of the other variables, heart rate increases in times of stress or exersion. Running or diving will increase heart rate. Standing idle, or tapping the "beat" key in time to the heart beat will regulate heart beat.

So there it is. You can use stealth or combat to defeat your foes, while at the same time balancing the above variables to stay alive!

Whadda you think?

tha_rami
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Posted: 17th Sep 2007 11:53
Either a complete failure or a briliant concept - depending on how you work it out .


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Deathead
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Posted: 17th Sep 2007 21:42
Not to be horrid here but you should cancel this and start making a GTA game!

phil17
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Posted: 17th Sep 2007 23:28
Cool idea butters sorta what a game based on SAW would be like, i dont think a GTA style game is the waqy to go that market is super spammed already lol

SamHH
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Posted: 17th Sep 2007 23:49
some rpg elements, good idea.
FireIndy
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Posted: 18th Sep 2007 00:10
Sounds sweet, but gonna be confusing to a point to keep all those numbers straight when your writing it. But good luck man.

Butter fingers
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Posted: 18th Sep 2007 00:20
I've just kinda finished the combat system, and it's playing pretty sweet. I'm still trying to decide on the gore.. I'm not sure about the splats, I think they look a bit cheap, but I'm getting some nice body damage effects using the blend image shader. It saves on textures too.

With the combat gameplay nicely balanced (and easily adjustable), I've got a health bar in for the player, to kinda see how much damage you take. I've adjusted the accuracy of the enemies accordingly, although this can be easily tweaked using a global accuracy variable (so that later I can have the user choose a difficulty, and the accuracy of your enemies will be globally adjusted).

(sorry, that was a bit of a sidetrack), the point is, I now have a good idea of how much health the player is going to need, and I can now start coding the poison system and see how it works in conjunction with health. I know it's gonna be a lot of variables (for me) and the gamer, but I kinda think this game could be as much about thinking and planning your attack as it is about fighting... you'll have to balance up the odds to see if it's worth it...


FEEDBACK ON THIS PLEASE!

Currently you choose weapons and items from an inventory. when the inventory is open the game pauses and allows you to equip and use various items.
Do you prefer this kind of system, or would you prefer one that displays available items at the top of the screen and you press a key 1,2,3,4 etc to pick it?

I ask because the one I have at the moment (pause inventory) is a bit clunky, and a nightmare to code, the quick menu (numbers) would be much easier to do, but I kinda thought less proffesional...opinions?


game lover
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Posted: 18th Sep 2007 00:37
Well butters it all depends on the format of the game. i.e. do you think the number key to use item, would go better than the open inventory system in it?

I can't really say currently. But well I guess the open inventory would be more creative and more interesting to use. But of course that is only my opinion.

Hope I helped in any way. Good Luck with your game.

GL

We all want to be awesome, but does awesome want to be us?
phil17
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Posted: 18th Sep 2007 03:05
I think for a straight out FPS shoot em up, 1/2/3/4 is more suitable, but an inventory system could allow for further devolpment into objects and such. If its gonan have strong RP elements go for the inventory....its its run and gun 1/2/3/4.

Inverted
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Posted: 18th Sep 2007 05:26
Well if your doing more of a campaign FPS i would go with the 1-6 numbers + scrollwheal. But if its more of an RPG like you go were you want and finish objectives when "you feel like it" and its not a set spot were you need to go, go with the box inventory, but dont have it pause the game.


Lawl
Butter fingers
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Posted: 18th Sep 2007 06:13 Edited at: 18th Sep 2007 06:20
Thanks for the input guys.

I've spent the last 3 hours designing and coding this. In the end I went for a floating HUD. It appears un-obtrusively on the top and right of the screen, although it can be set to fade in and out so it only appears when in use.

comments and crit welcome. (I realise the health and poison bars need to look alot smoother and more polished!)
EDIT - AH yes...how do I recolour text, so it isn't white?! I can't find a command or a thread anywhere


Vorg1
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Posted: 18th Sep 2007 06:25
Cool! Neat lookin hud. looks kinda like a modern gangsta version of Star Wars:KOTOR. very good!
Micophone
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Posted: 18th Sep 2007 06:40
Umm, how come I still cant see the images?

Mico
Disturbing 13
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Posted: 18th Sep 2007 09:35
Man the vid rocked! It was great to see all those guys in action helping you out. So much going on it seeems action packed! Did you work something out on my suggestion for the "leadership" skill? keep it up man.


Accoun
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Posted: 18th Sep 2007 13:32
About the inventory: I know it may be hard to code, but I've seen a nice idea in Chrome - You have a inventory and after managing it you select guns with 1-6 keys.

Make games, not war.

Butter fingers
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Posted: 18th Sep 2007 15:21
REPOST FROM BOTTOM OF PAGE 2 (where it will never be seen)
I've spent the last 3 hours designing and coding this. In the end I went for a floating HUD. It appears un-obtrusively on the top and right of the screen, although it can be set to fade in and out so it only appears when in use.

comments and crit welcome. (I realise the health and poison bars need to look alot smoother and more polished!)
EDIT - AH yes...how do I recolour text, so it isn't white?! I can't find a command or a thread anywhere


Mico, I don't know why you can't see it. paste this into your browser


D13
Cheers bud, I'm not sure if allies are gonna feature that heavily in the opening section of the game. Later there will be neutral chracters who you can pay to help you out, and If I get that in action there will definately be leadership variable, that controls if they stick with you, or split, but that's a much later feature.

Accoun
I like that idea dude, and I don't think it would be that hard to do, the "currentINVitem" would just have to be an array instead of a global, but I think it may be slightly un-neccessary, there aren't a great deal of weapons (yet) and the items don't need to be rapid selected, but I'll revise the inventory system once I have all the weapons and items created.

SamHH
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Posted: 18th Sep 2007 16:48
the huds look great!
Opposing force
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Posted: 18th Sep 2007 17:59
Quote: "...how do I recolour text, so it isn't white?! "


I think it's the command "ink". Place that command with your colour value before the text command and it will colour the next text with the chosen colour.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
tha_rami
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Posted: 18th Sep 2007 18:06
Jeez, that guy in the HUD-image reminds me of Jigsaw. I think the color is too bright - it jumped in my face and never let go - not really unobtrousive. Another color would be better, I feel.

But the idea and layout are great .


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Butter fingers
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Posted: 19th Sep 2007 16:24
Thanks for the feedback on the HUD.

I took a break from the gameplay bits of the engine last night and tried adding in a few shaders. It's not amazing or anything, but it certainly makes some degree of difference to the fidelity.

I'm probably gonna do something totally different with the shaders when I do them propperly, I jus thought I'd show this because its the first time I've got shaders working, and it looks quite cool... cheers to evolved of the shaders.

Oh, and does anyone have a link to his lightmapping shader? I can't find it anywhere. Most of the lniks I have for it are dead.

Micophone
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Posted: 19th Sep 2007 16:41
I have to agree with tha_rami. Its quite 'in your face with the color and shape' make it a soothing color. Try to organize differently as it seems to get in the way of the player view.I prefer the HUD's to be 'just' there to help out, not THERE in my face if you get what I mean.

Oh, looking at the inventory, thats a hell lot of needles to be carrying about.

Mico
SamHH
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Posted: 20th Sep 2007 00:03
looks quite nice. the colors are a bit saturated but otherwise its good.
Disturbing 13
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Posted: 20th Sep 2007 00:54
Quote: "the colors are a bit saturated "

i think that a bloom shader. not a big fan of bloom. I guess its one of those"I'ts not a bug it's a feature." kinda things. I never got the whole big deal on bloom shaders, I mean I want my graphics crisp and clear not washed out.
Sorry not meaning to go on like that.
Just some advice, I'de flatten the back of the head more of the player model as the line seam going down the back plays havok with your lighting. Take a lok at the smoothness of the light on the shirt compared to the head to see what I mean.


Inspire
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Posted: 20th Sep 2007 00:56
Hm...I really do like bloom shaders. I think they make everything look way, way better.

Butter fingers
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Posted: 20th Sep 2007 15:38 Edited at: 20th Sep 2007 15:39
OK, so I got rid of the shaders and spent all my time focussing on the stats system. It's working pretty nicely, with stamina, bullet wounds, bleeding and poison all working and interlinked.

(rant time). I really don't like the way many video games deal with health. Most FPS and TPS games represent health as an abstract, usually a value between 1 and 100, that is decreased by damage and replaced by health packs. I'm trying to make the whole concept of health more tactile.

Therefore, you don't have a healthbar as such. You have a blood bar. Getting shot will do you an initial amount of damage, and leave you with a bullet wound. If you have a bullet wound, you will slowly bleed. The more bullet wounds you have, the faster you bleed. You can replenish blood using plasma hypos, but if you are still wounded you will continue to bleed. You can patch up wounds using bandages.

Sounds complex? Well it is a little, but then, death is complicated!

Also, I don't really show too much of this in the video, but the same system applies to your enemies, meaning that you can wound them and they will gradually bleed. I'm eventually gonna make the enemies heal themselves.

Overall, this makes the gameplay (and weapons) slightly more interesting, weapons like pistols and uzis are good when you have a large number of enemies, as the can inflict small amounts of damage to numerous hostiles, whereas weapons like shotguns are better for causing massive bleeding.

Here's a video demonstrating SOME of the new features.

SamHH
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Posted: 20th Sep 2007 17:08
sounds excellent!
tha_rami
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Posted: 20th Sep 2007 21:26
Although I think a bullet impact should hurt far more than it does now, the system sounds kinda like what I had in mind for Seadome.


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Disturbing 13
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Posted: 20th Sep 2007 22:09
Excelent! I love the system, plus its implementation of sreading from inward to outward. The system is symilar to Bethedsa's Call of Cthulhu. The visual damage on the player is very nice as well, not many would go through the trouble of doing somethng like that, and the white t-shirt helps reflect that well. I'd grunge up the t abit more though as it's kinda too white. just a bit. Excellent job overall!


Satchmo
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Posted: 20th Sep 2007 23:10
With the system your making you have to be realistic, like if you shoot someone in the head even once, he is going to die instantly, not keep on bleeding. Also I think you should add some subtle bloom, the other shaders aren't that important and just slow the game down.

Your about to get pwned.
Butter fingers
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Posted: 20th Sep 2007 23:37
Quote: "Although I think a bullet impact should hurt far more than it does now, the system sounds kinda like what I had in mind for Seadome."


Well I in no way meant to steal your idea. From the way my stats interact, I think it's pretty unique. But I'm gonna go check out seadome now to see whats going on there!

Quote: "With the system your making you have to be realistic, like if you shoot someone in the head even once, he is going to die instantly, not keep on bleeding"


I know. I totally agree. But the implementation of that is hard man! I think I can fake hit boxes for legs, torso and head, using the y height at which the "bullet" hits the enemy. I'm not sure about this though. At the moment the battle between you and 2 enemies is roughly equal, you have to fight hard to survive... what I'm saying is, at the moment is that the rules that apply to the enemy apply to the player. If I add headshots on enemies, I'll have to add it for the player, which will just be frustrating when you get clipped in the head mid fight. I know that sounds silly, but if I just have headshots on enemies then the whole system becomes alot easier...
Quote: "
I think you should add some subtle bloom, the other shaders aren't that important and just slow the game down."

well, I agree about bloom, but I'm not sure I agree overall. I mean the other shaders don't have any effect on the framerate what so ever. I put in HDR bloom from the shader pack (and tweaked it to make it faster), and I still don't get above 20FPS.

Ideally I'd like to convert the Nvidia object bloom shader for DB, so I could just bloom shade things like muzzleflash and light halos. It'd save a bunch of CPU, as Full screen shaders seem to kill DB for me.

**anyone who can convert the object bloom shader for me, so that it works in DBpro, I'll either do some free model/texture work for or pay..**


Quote: "The visual damage on the player is very nice as well, not many would go through the trouble of doing somethng like that, and the white t-shirt helps reflect that well. I'd grunge up the t abit more though as it's kinda too white."

Thanks man, it's not actually loads of different textures. The player's base texture remains the same, and it get blended with an alpha textured blood overlay. there are 7 variations. This means that I don't have to make (and load) 8 textrues for every character, just one texture for each character, and a global selection of bloodsplat images.

I agree the T-shirt needs grunging. Eventually I think you'll be in a different outfit, something more grubby shirt and suit pants.

Zombie 20
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Posted: 21st Sep 2007 13:34
Look you guys really have to stop making such damn good games okay..I'm never gonna get done with mine if I keep playing yours haha.

Disturbing 13
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Posted: 23rd Sep 2007 10:56 Edited at: 23rd Sep 2007 10:57
I don't think he will stop. he doesn't have it in him. Too much screaming to get out like only ButterFingers can.


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