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Work in Progress / Estate of Mind. WIP thread

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Opposing force
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Posted: 30th Oct 2007 21:38
Quote: "alcohol"


Alcohol is a drug.

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demons breath
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Posted: 30th Oct 2007 21:43
You don't really deal alcohol though. You might get it a little below the board if you're under age but it's not the same thing as drugs where there's all that hassle to buy them...

Opposing force
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Posted: 30th Oct 2007 21:49
I know yeah lol . But I'm sure they had people dealing booze in the Prohibition period.

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Deathead
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Posted: 30th Oct 2007 21:52
Drugs should make you go to to a candyland full of chocolate. And then you realise you was running around biting peoples arm. Ahh.. My fantasy world.lol

Accoun
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Posted: 30th Oct 2007 22:10
Quote: "Skorpion machine pistol"
Are you going to make all guns alone? Because I have a model of a Skorpion and you can use it if you'd like to.

Make games, not war.

Butter fingers
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Posted: 30th Oct 2007 22:21
Thanks guys, I've been checking in here hoping for some feedback!

Quote: "surely recreational drug use doesn't really help you run faster or become resistant to bullets"

Good point, but taking coke or uppers will increase your heart rate - you can run faster for longer, but you also bleed quicker when shot.
Cannabis is an effective pain reliever, smoking it reduces bleeding (as it's the closest thing I have to pain in the game), it reduces co-ordination though, so reloads take longer, and the crosshair wobbles.
I haven't put any other illegal substances in the game yet, because I want each one to have a specific effect on the gameplay. I'm also starting to think that other trade elements are important.

I realise that you could sell alcohol or cigarettes, but the prices for these wouldn't really make you any cash. You'd have to sell so many to make even the littlest amount. Sure it's realistic, but not that much fun to play.
I'm thinking of letting you sell things like firearms or ammo. Meaning you can collect weapons of downed NPCs and sell them on, the risk being that the AK you sold could get used against you.

I've yet to post a video, but I've finished up the (text) trade system now for drugs.
Here's how it works.
1)You visit the suppliers house, and purchase what you want in bulk.
2)Your order is dropped off in a bin-bag to a location on the map.
3)You follow an arrow to the drop off, and collect the stash.
4)You can then sell it on.

I'm gonna add the ability to buy on credit too. So you could buy 5 ounces of skunk for only £100, but you'd owe the supplier for the rest. You then have a time limit in which to sell the stuff and pay back the supplier or he sends out a crew to erase you. I have all the code in place for this, I just have to alter the culling system, so that the NPCs can start on the other side of the map, without having their AI disabled.

Thanks for the feedback guys!

Butter fingers
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Posted: 30th Oct 2007 22:23
Dang it, I think you must have posted while I was typing
Quote: "Are you going to make all guns alone? Because I have a model of a Skorpion and you can use it if you'd like to."

I would love that dude, it would save me a bunch of time. Whats the poly count, and is it multitextured?!

Deathead
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Posted: 30th Oct 2007 22:24
But remember Butters. If you have healing cannabis. Kids might try some to heal them from a bruise.XD lol JK

Accoun
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Posted: 30th Oct 2007 22:36
Quote: "I would love that dude, it would save me a bunch of time. Whats the poly count, and is it multitextured?!"

Sorry, i'm nat a good texturer, so it's just a model, but, maybe it could help. And the polycount is ~1000, but I can try to make it less if you want...

Make games, not war.

game lover
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Posted: 31st Oct 2007 00:35
This is looking good. but out of curiosity and in no means trying to sound annoying but, are going to implement some sort of multiplayer? In my own opinion that would seem like a good addition to the game. But probably not wise because it could mess up the frame rate.

We all want to be awesome, but does awesome want to be us?
Gil Galvanti
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Posted: 31st Oct 2007 00:41
Video was very nice . Looks great so far .


demons breath
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Posted: 31st Oct 2007 00:53
I don't think it would be such a multiplayer sort of a game. Unless you MMORPG-styled it But it looks like it could be quite good if you can make it a little openended yet also story-driven...

Butter fingers
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Posted: 31st Oct 2007 02:05
re - multiplayer.

I don't want this to turn into a "how great would this game be if it was multiplayer" kind of thread, but I have to agree I had considered it. Straight up, I have no idea how MP works. I don't play multiplayer games on PC, so I don't know ANYTHING about how it works, let alone how to make my own.... ok, I know it involves sending packets with info like positions of entities etc, but you know, for the most part I'm clueless.

When the SP game is finished, I would love to cut my teeth on an MP project, and with all this media I've created this would be a great place to start.

I was thinking that it would revolve around the idea of you choosing a faction when you start, and you play for that particular gang. You would have to fight other gangs for control of key areas, and you'd be able to deal to other people etc. I think that MP games are a world and genre all to themselves though, and turning this into multiplayer would need more than a little engine overhaul. I'd need to completely re-think the gameplay dynamic. If anyone is interested, and can prove they have a "worthy" MP title under their belt, I'd definately consider collaborating with them once the SP game is done.

Opposing force
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Posted: 31st Oct 2007 13:30
Don't turn this project into a multiplayer game, please. They're so hard to make. Have a look at Benjamin's free tempest plugin. It's really good for creating those sort of games. I have tried it myself with success.

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Darth Kiwi
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Posted: 31st Oct 2007 20:10
about MP - make this SP. Once you've done that (which will be awesome) THEN think about releasing a sort of MP version. But the SP version has come a really long way in not much time, and I'd hate to have it lose momentum because you're banging your head against a wall that says "MMORPG land!"

Quote: "I've yet to post a video, but I've finished up the (text) trade system now for drugs.
Here's how it works.
1)You visit the suppliers house, and purchase what you want in bulk.
2)Your order is dropped off in a bin-bag to a location on the map.
3)You follow an arrow to the drop off, and collect the stash.
4)You can then sell it on."


That sounds excellent! One suggestion, however: I really REALLY dislike quest arrows. Maybe you can have an option to turn it off, and the dealer would actually describe where the stash is? Like "at the intersection of broad street and Dylan avenue, in the trash can" or something.

I'm not actually a Kiwi, I just randomly thought it up one day.
Butter fingers
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Posted: 1st Nov 2007 01:49
Quote: "That sounds excellent! One suggestion, however: I really REALLY dislike quest arrows. Maybe you can have an option to turn it off, and the dealer would actually describe where the stash is? Like "at the intersection of broad street and Dylan avenue, in the trash can" or something."


way ahead of you buddy! The arrow is relatively inconspicuous, and when you purchase the supply, it says the location as well, so once you have visited a place once, you won't have to even look at the arrow.

Veron
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Posted: 1st Nov 2007 08:26
Sounding better each day, can't wait for some more screens/videos!

Keep up the good work man.


Darth Kiwi
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Posted: 1st Nov 2007 15:25
Quote: "way ahead of you buddy! The arrow is relatively inconspicuous, and when you purchase the supply, it says the location as well, so once you have visited a place once, you won't have to even look at the arrow."


It's... it's like you read... my mind...

I'm not actually a Kiwi, I just randomly thought it up one day.
Butter fingers
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Posted: 1st Nov 2007 20:23 Edited at: 1st Nov 2007 20:24
Hey hey.

Just a little update.

I've taken a break from the headaches of DB to do some more modelling and texturing of the map.

It's doubled in size, with the new area comprising of older industrial buildings , offices and victorian town houses.
I spent most of wednesday walking from central london around Aldgate, Bethnal Green, and stratford, collecting images. Then today I started using the images to make new buildings.

I'm posting these as attachments rather than embedding them in the thread, because I think they're going to stretch the thingy otherwise.
This first one is an old mill and a large office block. Reference wise, the mill is a composite of images taken around the factories and warf in TowerHamlets. The Office block is made up of some of the flats around the Northbank, near Aldgate.

[Give it a second to load, it's pretty hi-res,promise it's Jpeg]

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Butter fingers
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Posted: 1st Nov 2007 20:27
Here's the second one. The building isn't in it's correct place on the map, altohugh it is finished! Made up of images from the Grandplace in Belgium.

Just to clarify, these are still in Maya, and aren't DB screenshots. I'll be getting this new map area in game over the weekend, setting up the new waypoints, and road markers and so on. So there'll be a new video soon.

Quote: "Sounding better each day, can't wait for some more screens/videos!"

Thanks dude. These should hopefully keep you going until I top you up with new vids later!

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Deathead
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Posted: 1st Nov 2007 20:34
Holy Moly! Thats nice.

Butter fingers
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Posted: 1st Nov 2007 20:44
Dagnammit! (as deputy dawg would say).
If you're set up means that you are viewing 4 pages for this thread, then new screens are at the bottom of page 3!
Please check em out!

SamHH
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Posted: 1st Nov 2007 22:36
The new buildings look excellent Butters.


Opposing force
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Posted: 1st Nov 2007 23:00
Ah, those screens look great!

I love your texturing work, you've made such a good job on the whole level as well. One question, are the pavements going to be modelled? Because I've noticed they're flat at the moment. The city has a good contrast between tall buildings and small houses, typical of most places in urban britain.

When I look at this project, I can see it has many more intelligent features than GTA. Like the fact that most of your pedestrians and gang members have a "life" behind them, a purpose. This greatly adds to the realism that your project presents. Also, the RPG aspects make it like San Andreas, but in my honest opinion, this is looking a lot better. This has high potential, don't stop it.

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cyril
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Posted: 1st Nov 2007 23:01
Totally impressive butter fingers
Am totally bookmarking this thread.
Am totally want to the want to see the outcome
good work
Deathead
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Posted: 1st Nov 2007 23:25
If I had a penny when Butters makes something rubbish I'd be a hobo. Without a penny.lol

Butter fingers
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Posted: 2nd Nov 2007 00:03 Edited at: 2nd Nov 2007 00:24
Quote: "One question, are the pavements going to be modelled?"

I did model pavements as I was first testing this, and I admit it looks much nicer, but my issue is with collision detection.
Once you add a pavement, you have to detect gravitation collision on all the peds and NPCs, to make sure that they step up or down the pavement/road.
This is like a total killer on the FPS. I tried to get around it by limiting the collision detections for gravity to only run once every 10 seconds (or so), but this just made it look like the collision was bugging out.
Basically, I'm not going to model pavements, not because I don't want to, or because I don't think it'll look really cool, it's just because in DB, it's too much of a CPU strain.

Quote: "
When I look at this project, I can see it has many more intelligent features than GTA"

Thanks, that's a great compliment. I never set out to do a GTA London clone. I have the humility to realise I'm never going to get close to programming a micro-universe as complex and detailed as GTA. But I'm pretty sure I can do something almost as interesting. It's not going to offer you the freedom, or versatility of GTA, but I'm hoping to create something fun, and visually interesting.
As a point I just tried bump mapping one of the towerblocks in Maya, and it made it look about 100x better. So.... I'm going to try and get everything normal mapped... when I have the time!

Quote: "This has high potential, don't stop it."

I hope so. Unless I hit some un-passable DBpro barrier that I didn't know about, this is getting completed.

Quote: "If I had a penny when Butters makes something rubbish I'd be a hobo. Without a penny.lol"

Cheers, but you'd actually be very very rich. Most of the stuff I make is crap! I only show the things that come out good, but I literally spend hours making stuff that I never use, because it doesn't workout how I wanted. Still, I look at it like this:

Accoun
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Posted: 2nd Nov 2007 00:11
Quote: "Philosophy over."

Being angry ON.
Couldn't you write it NOT in one line???
Being angry OFF
OK, I'm waiting for your anwswer, do you want my model or not?

Make games, not war.

Darth Kiwi
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Posted: 2nd Nov 2007 00:21
Those are just beautiful, especially the Belgian palace place. It's great that you're being imaginative about what structures to put in, rather than just make hundreds of boxes and texture them differently.

One thing - the graffitied walls in the first screenshot are great around the middle, but you'd have thought the top of the wall and the ground would maybe make it harder to spray-paint the stuff on? As they are, they just sort of go straight off as though... well, as though they were just textured with a beautiful texture but no fading toward the edges. Just a friendly suggestion, you understand.

I'm not actually a Kiwi, I just randomly thought it up one day.
Butter fingers
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Posted: 5th Nov 2007 16:29
Greetings Brothers!

OK, so I've been deep on maya (very few updates to the game itself, although I do now have almost all of the first district modelled and in game. I got some shots for you to peruse and crit, but I'll get a walkabout video up later, so you can really see where I'm at.

I'm going to include some trees, planters, flowerbeds, phoneboxes and otehr street furnature before I do the video... it's all very well having nice buildings, but at the moment, the actual street level is a little barren.

Anyway, here are some shots from the newer area of the map (the entire district is only...27000 polys! Not too bad. I've got a buddy who does C and he's going to look into making me an intelligent poly culling Dll, so that I can only be rendering that are visible to the camera, rather than simply infront of it. Should be beautiful. crossing fingers.



Right so with all that going on, it's now becoming quite a labour to get around the map.. so I am going to do cars. Sure its a probably going to age me about 10 years getting it working, but what the hey. I found theres a serious lack of UK cars/reference images around (people tend to want to model nice Mazdas and Ferraris, not clapped out old Saabs), so I've taken to modelling some (very) low poly cars. So far I have a VW golf GTi and a Saab900CDE.
I'm going to do a very basic interior for them before they go in the game, and re-do the windows with a semitransparent Alpha.
here they are so far:


These are the first 2 cars I've ever modelled, and I know they quite boxy and low poly, but what the hey. I got each one down in about 2 hours, all original reference images (thanks to my neighbours for letting me snap their cars). I know it's not neccessary TurboSquid quality, but it means its another bit of the game thats totally my creation.
Anyway, comments and crit welcome (be gentle, I haven't slept and I'm fragile)

FireIndy
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Posted: 5th Nov 2007 16:45
Lookin really great Butter Fingers. So, your gonna be able to drive these? Thats going to be sweet. What you should do is add a reflective shader on the cars. One thing I didnt really like is the position of the bars. I dont know if your just keeping them there for now, or what your plans are for them, but other than that, the game looks really nice.

Opposing force
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Posted: 5th Nov 2007 17:03 Edited at: 5th Nov 2007 17:04
Yer l'right our kid.

The city looks brilliant, really have to say. Also, despite being low poly, those cars look great! The photo textures make them look very real. I can't wait to see that new video. I get so excited (in a non sexual way) when I see your videos.

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Drew Cameron
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Posted: 5th Nov 2007 18:01
Butter fingers;

Awesome. Truly awesome work.

Constructive criticism:

1) Lightmapping?
2) Animations are great, but the animation speeds and actual player movement speeds are way off and it looks wrong. Sort that and I'd say what you've done so far is near enough perfect.

3) I don't know if it's to do with Fraps, but the muzzle flare from the gun is too constant; try throwing a random fade value as well as rotation value to make it even better!

Great work; I give criticism because I geniuenly think it's worth critiquing!

Butter fingers
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Posted: 5th Nov 2007 18:19
Quote: "So, your gonna be able to drive these? Thats going to be sweet"

Doing it right now, the car (basic) physics are done, I'm just quickly animating one of the cars so I can see what it looks like with animation.

Quote: "The city looks brilliant, really have to say. Also, despite being low poly, those cars look great!"

Thanks dude. I'm really really proud of it, 'specially as about 90% of it is entirely my work.

Responding to criticism...
Quote: "One thing I didnt really like is the position of the bars.
"

Me too! Probably worth noting that most of the HUD is simply, funtional for now. I don't need it to look too flashy while I'm testing. Rest assured when it comes to the final product I'll have something much sexier and sleeker.

Quote: "Lightmapping?"

Kind of like the above. I don't have lightmaps as such, as there is a live day/night cycle. During the day theres a shadow shader to live map shadows relative to the position of the sun, night time has light maps baked to the textures, and a bloom effect, but again, to decrease my load time while I'm testing, Ive got it turned off.

Quote: "Animations are great, but the animation speeds and actual player movement speeds are way off and it looks wrong. Sort that and I'd say what you've done so far is near enough perfect."

He he. Well, I had alot of trouble with the FPS, so for the minute the game runs uncapped (fluctuating between 34fps and 140fps). I'm not going to put a cap on until all the features are in there, and I know what kind of margin I have to play with. It's getting to the point where I think I'm going to have to implement Xplosys timer system to erradicate FPS drops, but for a minute I'm happy to deal with silly speed animations.

Quote: "but the muzzle flare from the gun is too constant; try throwing a random fade value as well as rotation value to make it even better!"

Ah, this is infact fraps/camera. The flash does vary in size and rotation etc, but it doesn't get pickedup so well. Frankly, I'm not that happy with how the flashes look at the moment, and they're a total bad to the FPS, so I'm going to have to re-think them at some point. Thanks for critting it, I wouldn't have bothered to change it if no-one had commented!

Zombie 20
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Posted: 5th Nov 2007 18:35
Something I just thougt of that would have been good in the first page .

"Not too shabby for a fpsc creator " I'm just joshing ya Butterfingers, you and opposing force are creating two great games and I am impressed by both and encourage both of you to continue your hard work. I wishes my brains weren't mush from being undead haha. Zomb supports ya though, keep it up!

Zombie

Dr. Mannete- OMG It's Zombie's voice, it's so Suave!

Darth Kiwi
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Posted: 5th Nov 2007 18:44
This looks excellent, again! The cars, while low-poly, look quite good, mainly due to the way they capture the basic shape and have photo-realistic (or, rather, just "photo") textures. While more polys on the cars would be ideal, we all know how you're grappling with that beast, the FPS. So it makes sense to keep them low poly for now.

The city looks wonderful! Lightmapping of some sort would make it look far better but it sounds like you have that covered. The weather/day/night effects should really help everything pull together well. One suggestion: The Witcher, a new game out which has weather effects and such, makes it so NPCs actually run for cover when it rains, and complain to each other about the weather. Although you're not a multimilliondollar company with a state of the art engine, and although the gangsters probably wouldn't discuss the weather anyway, it would be a nice touch to have them react to it in some way.

The buildings are good: low poly, but again, that's a good thing for you I guess. Textures are nice, and the expanse of the city makes it look as though you could just live there. (Not that I'd want to live in such an unsavory neighborhood, hehe) Adding trees and dustbins and such would, as you say, make it looks better. Streetlamps, maybe? I also like the way that no building is really like another (except small crummy houses, but still). You've obviously done a lot of looking at different buildings! Will we be able to go inside them? Will we, for example, be able to steal from or maybe even attend the university?

My two cents, this is shaping up to look great!

I'm not actually a Kiwi, I just randomly thought it up one day.
Roxas
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Posted: 5th Nov 2007 19:49
You are coolest newbie dbpro user ever!!

Cant belive it! Thats so good looking.. This looks even better than some GTA's really nice work!

Also if you can get that culling dll maybe u can share it a little

[center]

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Into Darkness
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Posted: 5th Nov 2007 20:15
You need a vauxhall corsa, no British/chav game should be without a vauxhall corsa

--- Am I meant to put a signature here? ---
Roxas
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Posted: 5th Nov 2007 20:44
Yes and about british cars and my favorite car all the time
Noble M-15 should be modelled! Really great car!

[center]

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Inspire
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Posted: 5th Nov 2007 22:30
Looks good, but the textures on the cars aren't so fantastic. I would make the windows just plain windows, with nothing on them when you go to alpha them, and remove the lighting from the car texture. Just use a high pass / clone tool / heal brush to make the texture look normal. You don't really want reflections of the sun in your textures if it's night time, that would look silly.

Butter fingers
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Posted: 5th Nov 2007 23:53
Darth Kiwi
Quote: "The city looks wonderful!"

Thanks dude. I'm loving it. I've just started playing the witcher myself, and it's wicked. The rain thing would be very cool, but I don't think I'll manage it. I can see it being one of those things that will just totally bug out.... If I can see a way to do it simply, I'll put it in though. It's a cool concept.

Quote: "I also like the way that no building is really like another (except small crummy houses, but still). Will we be able to go inside them? "

Hey! I'd have to point out that all the crummy houses are different! Each one has different windows, or different crumbling paint. There are only a few identical towerblocks, every other buidling is unique! (sorry to sound annoyed, it's just I've spent ages making them all different!)
I'd love for the player to be able to enter buildings, even if it's only relevant ones (like the dealers house, or the gun traders factory), I'm gonna see how I get on once the full map is done and the street furnature is in place. If I can spare the polycount, I'll do some interiors.

Quote: "You are coolest newbie dbpro user ever!!
Also if you can get that culling dll maybe u can share it a little"

LOL. Cheers dude. I'm getting there (slowly but surely). Wish I'd studied harder at maths. If Raj gets the DLL done I will of course make it available, a propper poly culling system would be invaluable to DB users in my opinion.

Quote: "You need a vauxhall corsa, no British/chav game should be without a vauxhall corsa"

I totally agree. There's some rudeboy a few streets over with a totally decked-out one, so I'll go snap that!
Quote: "
Noble M-15 should be modelled! Really great car!"

I googled it, and you're right it's a lovely car, but I'm going nearer to the McDonalds worker pricerange of car, as opposed to the just-scammed-1million-out-of-the-stock-exchange pricerange!

Inspire.
You're totally on it. The cars are a bit sucky. And having got one in game, the shadows/light look even more obviously wrong. I'm probably gonna leave it for a bit, but in the end I'll get the textures "flat" so that they only get lit via the specular.

UPDATE TIME!

I got the driving system implemented pretty easily, thats to say, you can get in and out of a car and the camera and controls adjust accordingly. Right now the car handling isn't so great, but it's something I can tweak away at. It's all based on arrays, so it shouldn't be too hard to make each car handle differently.

The video shows the now completed process of buying drugs from the supplier and picking them up from a drop off point, then I just wen for a bit of a cruise. I shot quite a bit more footage, but my camera has decided to bug out, and the quality turned really pants. Hope you enjoy. Crit welcome (but please check it hasn't already been said LOL!)



Edit. LOL, my message kept getting returned as "unpostable" because it contained bad language, and I was like "huh?" because I knew I hadn't sworn anywhere... only to find, on the 5th read through that I'd missed the "o" out of the word "polycount".

game lover
17
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Posted: 6th Nov 2007 00:03 Edited at: 6th Nov 2007 05:46
Well this is looking better and better every update. The city seemed empty but that was probably only because you were still in the testing stage.

Edit: nvm then

We all want to be awesome, but does awesome want to be us?
Butter fingers
18
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Location: Mecca
Posted: 6th Nov 2007 00:08
Quote: "The music in the vid kinda sounded like some porn music."

Its Propeller Heads - Decksanddrumsandrockandroll. They did the music for the lobby scene in the matrix. I like em. so there.

Lazlazlaz 1
19
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Location: England
Posted: 6th Nov 2007 00:17
brilliant video there, the car physics might need a bit of work but as you said its just basic.

As with most people I jump around which projects I work on and which I drop for a while.
Currently I'm back working on Sioux, a Hollywood Western RTS.
Satchmo
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Posted: 6th Nov 2007 00:41
lookin uber l33t shaweet dude, I know your not the kind of guy to abandon I project so I know this will be finished, and I cant wait!!

Used to be fxgamer
Inspire
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Location: Rochester, NY
Posted: 6th Nov 2007 01:01
Lookin' sweet, dude. I would put in some noticeably landmarks such as monuments and other things to help the player with navigation. Also, are there concrete walls on the edge of the level as described by the story? I mean, if you're in a walled in area, you need some monstrous walls to keep people from getting over. Also, if you do do this, I would put some really low poly buildings on the other side to make it seem more realistic.

This game really is looking nice, dude. Can't wait to play it.

Libervurto
18
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Joined: 30th Jun 2006
Location: On Toast
Posted: 6th Nov 2007 04:58
Wow, that's probably the most impressive thing I've ever seen with DBP!
You deserve all the praise you're getting
I'm so impressed I subscribed to your videos

this looks better than half the games I've got for the PS2!
Did you do all this yourself?

"You must be someone's friend to make comments about them." - MySpace lied.
FireIndy
17
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Joined: 17th Jan 2007
Location: US of A
Posted: 6th Nov 2007 04:59
I agree with Inspire. If you do put walls around the area, make sure to put some buildings on the other side, to give it the impression that there is life on the outside But now after following this, you have inspired me to work on my FPS Butters(just thought Id let you know >.> But I am excited for the release of this. You got some amazing skill man.

Disturbing 13
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Location: Murder Capital of the World
Posted: 6th Nov 2007 05:58
Every time I check your progress on this it's leaps and bounds from where it last was. Simply amazing!


Drew Cameron
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Location: Scotland
Posted: 6th Nov 2007 12:57
Video looks amazing; keep up the great work!

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