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Work in Progress / Estate of Mind. WIP thread

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cyril
17
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Joined: 6th Aug 2007
Location: 7 miles away from big ben
Posted: 6th Nov 2007 18:50
wow, the new video is amazing
This shows what DBP is about.
Keep up the good work
You never fail to amaze us.
Opposing force
19
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Location: England
Posted: 6th Nov 2007 20:16
Oh my GOD! That new video is just such the best thing ever!

I am so chuffed for you getting the drivable car working. Well done.

Out of interest, how did you achieve that? Because when I used to do it, I added a limb to the vehicle and added the player to that limb and used a lot of variables etc.

Did you use a different method? I'm just so impressed. Well done!

Also, a suggestion. When that bag of drugs gets dropped off, other people might see that as suspicious so you could have them go for a sniff around so the player has some challenge to get it.

Keep up the great work.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Butter fingers
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Location: Mecca
Posted: 6th Nov 2007 23:09
Quote: "brilliant video there, the car physics might need a bit of work but as you said its just basic."

Thanks. THey have a long way to go. You can still turn while stationary, and acceleration is way too fast.

Inspire.
Thanks bro. I'm indeed going to get the walls in, but only once I've expanded the city as far as DB can handle! I'm waiting on Raj to have a go at this vertex culling thing, because if it works, the maps can be much much larger.

Quote: "Wow, that's probably the most impressive thing I've ever seen with DBP!
Did you do all this yourself?"

Thanks, although I think there are some much better things out there for DB. I wouldn't dare to stand against the likes of Cash or DarkCoder.
With regards to whether I did it myself, probably about 90% of what you see is mine. The textures are from images I've snapped around london, all the buildings and cars are 100% mine. THe character meshes are from Model Pack 4 for FPSC, although I've redone the textures and animations and added things like hoods or baggy pants. Weapons by Jon fletcher.
Quote: "
Every time I check your progress on this it's leaps and bounds from where it last was. Simply amazing!"

I romise to take a break from it to do your characters soon dude!

Thanks to everyone else that offered support. Other suggestions like buildings on the other side of the wall are all noted down and will defo be going into it.

now for a long winded reply to Opposing FOrce.

To get cars in I had to re-write the player movement and animation thing.

There's a "player in car" flag that is either 1 or 0.
Theres a global "currentcar" value

If the player is within distance of a car, and presses use then player in car becomes one and currentcar is set to the object number of the car.
If player in car is 0 then it runs a sub routine for player movements, animations and camera control
if player in car is 1 then it runs a different sub routine for car movements, animations and camera control (using the currentcar global to control only the car the the player "used")

When the game is in car mode the player character is simply hidden and positioned at the car. I didn't bother to have him sitting or anything, because you cant actually see through the windows. Gonna update the character meshes with my own pretty soon, and when I do, I'll also add a "driving" and "riding Bike" animation, so that you can actually see him in the car (or on the bike....yes there'll be bikes).

The cars obviously each have a set of variables determining their top speed and (eventually) sound set. This should mean I can quickly add cars to the game, assign them a type (like sports, or saloon) and have them working!

I could really do with some help on car physics though (I don't want to use darkPhysics). I've heard mentions of car physics tutorials, I don't know if anyone could point me to one?!

Thanks for the interest dude. Looking forward to your next update.

Inspire
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Location: Rochester, NY
Posted: 6th Nov 2007 23:12
Oh yeah, when you mentioned the vertex culling plugin for the first time, I had this insane deja vu. It was freaky. Probably one of the most "realistic" (can't think of a better word) ones I've had.

Accoun
18
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Location: The other end of the galaxy...
Posted: 7th Nov 2007 11:02 Edited at: 7th Nov 2007 11:04
@Butter fingers: Nice video, but are you ignoring me? I've posted 2 times about scorpion and still no anwswer...

Make games, not war.

Opposing force
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Location: England
Posted: 7th Nov 2007 17:40
Smart system you got there Butter fingers. I had something similiar to that set up ages ago at the start of my project and then I tried it with limbs but it was awkward because the glue to limb command kept on making the car shrink and grow or something like that.

I might try out your method because it seems great. I wonder how they do it in GTA or the getaway?

As for car physics, they're a pain. You're best off searching google and learn the basics then try and put them in Dark Basic code (since I'll doubt google will return any Dark Basic code)

Good luck by the way. It looks so good now.


http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
tha_rami
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Location: Netherlands
Posted: 7th Nov 2007 22:53
Some dude made a Top Gear simulator in the DBC forums. Drives kinda good, might be interesting?


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Disturbing 13
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Location: Murder Capital of the World
Posted: 8th Nov 2007 06:21
Quote: "I romise to take a break from it to do your characters soon dude!"

Nah , Take your time man, i'm in no rush. Finishing up a smaller project first anyway, Then I have to start a website for Grave before I jump back into making the game, so no rush at all.


Chris Ritchie
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Location: Norn Iron
Posted: 10th Nov 2007 03:05
Another FPSC comes to db pro and welcome aboard. This project is looking really good very polished even at this stage. I see the gta influence which is no bad thing as Vice city was one of those games I played from start to finish. The town is looking good and I'd be wary of a hoodie any day of the week. Give us a good story and keep us enthralled in the action. This is one project I'll be watching closely


Lead programmer ULIDIA
Zombie 20
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Location: Etters, PA
Posted: 10th Nov 2007 10:27
Well I had written out a e-mail but then it went stupid and I'm really tired from work so I'll just post here.

Butterfingers- Can I have an interview with you about your current project and your other exploits into game dev?

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

Butter fingers
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Posted: 10th Nov 2007 15:55
Quote: "Another FPSC comes to db pro and welcome aboard. This project is looking really good very polished even at this stage"

Thanks! I feel welcome!
Just wait till you see the new update... there has been ALOT of polishing! It's looking 100x better now, but I'm not posting screenies for a while, until I have finished this next phase.

Quote: "Butterfingers- Can I have an interview with you about your current project and your other exploits into game dev?"

Uh, yeah sure. What for? I mean, do you have a site, or is it just for your own interest?

Opposing force
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Posted: 10th Nov 2007 17:22
I can't wait.

By the way, I've added a driveable car to my project and it works good. For example, the player always gets out from the right hand door using the move object right command. Only problem is collision. I'm using Sparky's Dll and I'm trying to get it working on the car. Lots of work.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Zombie 20
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Posted: 10th Nov 2007 20:12
Well since your game and opposing forces and cash and zzz and bizar, I want to get all the big names of DBC and DBP and put together a little section of interview. I also want to talk to LB about TGC and KYP with Mr. bear.

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

Roxas
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Location: http://forum.thegamecreators.com
Posted: 10th Nov 2007 20:29
Zombie 20

Dont forget Serdjo3D

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Satchmo
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Posted: 11th Nov 2007 00:08
Zombie : So, how did you go about making this game?

Serg : No, none! I am best prog maker of games!! Yes yes, you see my skill is prime ready!!!1 I release and you is I am the best of the best!

Zombie : Ok..

I used to be Fxgamer
Butter fingers
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Posted: 11th Nov 2007 00:40
Hey! Please keep this on topic..
No more comments on interviews.
Zombie20, my email is in my profile.

Roxas
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Posted: 11th Nov 2007 00:45 Edited at: 11th Nov 2007 00:54
Thanks Butters

You should make the logos for companies like the Felony Rise guy did already

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Zombie 20
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Posted: 11th Nov 2007 04:12
Thanks butters, I'll write it up tonight and send it to you, *yawn* but then it has been a long day so if not tonight then tomorrow.

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

Butter fingers
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Posted: 12th Nov 2007 19:38 Edited at: 12th Nov 2007 19:56
Update Time!

I've been slaving away. My fingers are all-but gone.

The paint has come of the keys on my keyboard. (mostly on Ctrl+Z)

Anyway. Having had some crit about the emptyness of the streets I decided to do street furnature... but then that made me wanna do trees... so I ended up doing both.

I've also worked some on the car physics, so that now the cars can "slide" when you turn at high speed or pull the hand brake. It meant changing the control of the cars from using "turn object..." to using actual rotations on the Y axis, but it's all good. The new system allows the cars to have varying accelleration, weight, grip, turn speed and max skid angles. It's not very well tuned yet (so the VW in the video handles a bit like a bar of soap), but theres definately potential.


Here are some screens of the new street furnature.
the image is like 1024x2000, so I'm linking to it, rather than posting...please take the time to check it out. It represents alot of new effort gone into the creation of the level!

Heres a video too!


Inspire
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Location: Rochester, NY
Posted: 12th Nov 2007 20:02 Edited at: 12th Nov 2007 20:07
Nice screenshot, watching vid now.

I'll edit when I'm done.

EDIT:

Very nice! It does seem as though, when you turn the car, it doesn't freely rotate. It seems like it turns 5 degrees over and over again. It's kinda' hard to explain, but you know what I mean?

Opposing force
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Posted: 12th Nov 2007 20:40
It makes the world look a whole lot better with all those objects. I'm amazed at your city, it's just looking so good. I also like that new van. Keep up the great work.

At the moment I'm trying to settle down and make a new/expanded city for my demo. I also want to make a system that loads and spawns random characters such as pedestrians, police and gang members, whilst maintaining a high frame rate. I can then add traffic and improve car physics.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
tha_rami
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Location: Netherlands
Posted: 13th Nov 2007 05:32
Looks very, very good. I'm impressed.

I did notice you avoid the new scenery like a politician avoids answering a question. Made wond if they have collision?


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Dr Parsnips
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Posted: 13th Nov 2007 17:39
Looks fantastic! really does look great! the city looks so much better with all that scenery! the only problem i saw was that you drove through one of the bits of scenery in your car test, (i think anyway, unless my eyes decieve me) but other than that it looks great!

HMMMMMMM
Darth Kiwi
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Location: On the brink of insanity.
Posted: 13th Nov 2007 17:49 Edited at: 13th Nov 2007 17:51
This is looking really professional! The furniture (you spelled it wrong on youtube ) really adds to the atmosphere and realism, which contributes to the whole gritty feel of what we've seen so far. The car physics are also extremely promising. not perfect yet, since, like you said, the car handles like a bar of soap but the ground-rules are down and with a bit of tweaking I'm sure you can get it right. (The van in particular, though, looked as though it was rotating from its central axis rather than from a curve made by its wheels.)

But, all in all, this is a game I would pay for! I also suggest you get a demo out before the whole thing's finished: it's always easier to judge what could be tweaked or improved in a game if you play it, rather than just watch a series of videos (even if they're as impressive as these!).

EDIT: Just remembered - in the vid, at around 02:12, there was a texture flickering issue on the building in the top-left of the screen. But, other than that, excellent work!

I'm not actually a Kiwi, I just randomly thought it up one day.
Butter fingers
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Posted: 13th Nov 2007 21:03
ARGK!

SO, after 2 days of almost solid coding, I think I may have cracked it.

The cars now have much more realistic physics, skidding when cornering at high speed etc.

Turns out that coding car physics is actually really really hard. It's not that difficult to get the system working, but to have values for each vehicle that represent the way it handles is another thing entirely.

So far the VW is ok, if a little soapy, the transit and saab are fine, and the 4x4 makes me cry.

Still, it's all going to be ok. I'm gonna start on player collision now (as some of you noticed, there is no collision at the moment)
Hoping to bash that out tonight, and be tweking it into the early hours...

Opposing force
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Posted: 13th Nov 2007 21:21
Quote: "there is no collision at the moment"


Really? I thought you already had it.
How about vehicles? Do they have collision?

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Deathead
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Posted: 14th Nov 2007 00:05 Edited at: 14th Nov 2007 10:02
Quote: "Really? I thought you already had it."

No. Because if you watched the vids and inspectthem closely. He was awefully scared of buildings. And also on the Street Furn vid he was running through them. ME INSPECT! ME INSPECTOR! I am the vidoe whisperer.(Joke BTW.)

[href=http://www.freewebs.com/deatheadstudios/]
[/href]
Butter fingers
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Posted: 14th Nov 2007 00:30
You could also have inspected them.

Deathead is right, there was no collision until....now.

Copied my old collision code into this, and did like and hours worth of adjustments, and it seems to be ok. There are some problems with the detection distance when you reverse, and the scale of the collision box is a little off on some of the cars, but for the most part, it's all good.

Still got the 60FPS frames!

Inspire
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Posted: 14th Nov 2007 02:16
Can't wait to play, Butters.

SamHH
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Posted: 14th Nov 2007 02:28 Edited at: 14th Nov 2007 16:38
I watched the new video, and it was superb, one thing I would like to see is a lock or key system for the cars, so when you go up to one you can't just automatically get in it, you would have to steal the key or something. The music in your videos is always great, and I'm wondering whether or not the music in the game will be like it?


Deathead
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Posted: 14th Nov 2007 10:03
Quote: "You could also have inspected them.
"

yeah edited my post.

[href=http://www.freewebs.com/deatheadstudios/]
[/href]
Opposing force
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Posted: 14th Nov 2007 17:34
I sent you an e-mail Butter Fingers.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Virtual X
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Posted: 14th Nov 2007 18:37
This game looks sick! well done on your efforts so far! expect a proper game out of this!
Zombie 20
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Posted: 14th Nov 2007 23:04
i've sent you an e-mail..erm..sending ..c

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

Emphasoft
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Posted: 15th Nov 2007 01:58 Edited at: 27th Dec 2007 00:17
did you write the music in the most recent video? I though I heard "Estate of Mind" in the lyrics towards the end. This looks great, btw. Very professional.

Them: Isn't that illegal?
Me: True, but the police are paying me to not turn myself in, so I wouldn't sweat it.
Opposing force
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Posted: 18th Nov 2007 17:39
Butter Fingers.

Have you got my E-mail which I sent to you as a reply from your request? I have been asking you for the past few days.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
General powell11
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Posted: 19th Dec 2007 05:45
sorry for big bump but, this looks amazing! nice work

Paul112
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Posted: 19th Dec 2007 16:22
It's nice to see a fellow FPSCer and UKer making such a top class game. I'm loving the whole idea of it, but just out of curiosity, what do you have planned for the use of drugs?

Do you have anything planned for the addiction side, such as needing another hit? I know you have effects planned for taking drugs, but what about if the player doesn't?

Do you have any ideas about drug sources? Taking a hit of bad cocaine or something could severely damage the player's health, and make it more important to source good dealers.

Looking fantastic so far mate

Paul

GhostDogg
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Posted: 19th Dec 2007 21:26 Edited at: 19th Dec 2007 22:00
Sorry for the stupid question but are there gonna be different colors for the vehicles ? Like this van is yellow the other one is green... something like this.

P.S.Sorry for my bad english.
DrewG
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Posted: 21st Dec 2007 03:30
Butter Fingers please update. And even if you aren't anymore, just atleast give us what you have done. We won't complain, honest.

Bizar Guy
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Posted: 23rd Dec 2007 22:08
for those that DON'T know, Butter Fingers is also working on a game called Prophets of Elisha.


Superman wears Chuck Norris PJ's
Inspire
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Posted: 23rd Dec 2007 22:32
For those who CAN'T spell, the game is call Prophets of Elijah.



Bizar Guy
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Posted: 24th Dec 2007 00:05
I corn spil.


Superman wears Chuck Norris PJ's
DrewG
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Posted: 24th Dec 2007 01:47
nah con't

Inspire
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Posted: 24th Dec 2007 04:42
Quote: "I corn spil"


ROFL! That was so funny.

tha_rami
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Posted: 24th Dec 2007 06:01
Lol @ Bizar Guy. That took me a second to grasp .

Hope this get updated soon, indeed.


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Butter fingers
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Posted: 26th Dec 2007 15:40
Hey hey.

This will get updated soon. I have a few people working on modelling for this. We're re-doing the first map, the actual design is going to be more realistic, with curved roads and hills.

I'm not sure about the engine anymore. It can do alot of things, but it can't do many of them very well. I think maybe it should do less, but do it better?

I'll update soon.
Best
Butters

Veron
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Posted: 26th Dec 2007 16:06
Sounds great that you've got more people working on it, and making it look more realistic/better.

It depends on what it can't do well, I think the best thing to do is make sure the main core components work properly first, before you decide to add anything half baked.

It really depends on how bad the "can't do well is", and what it's for. If it's "can't do well because it runs the game at 1 fps), then you need to look at re-coding that section.

Good luck with it all!


Inspire
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Posted: 26th Dec 2007 20:22
What do you mean "can't do them well?"

I generally go for quality above anything else. If the quality of anything within the game doesn't satisfy you, go back and work on it till you're happy.

Darth Kiwi
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Posted: 28th Dec 2007 11:50
I think I'd rather have a few things done well, than lots of things done not so well, UNLESS the overall effect of those "lots of things" is to make the OVERALL experience better. Deus Ex is a good example: hacking is reduced to pressing a button, lockpicking is reduced to using a tool and waiting, combat is slow because you have to wait ages for the gun to aim, stealth is nowhere near as polished as Thief or MGS - and yet the game as a whole is definitely worth playing. (Partly due to plot, but gameplay is a major factor too.) So, doing lots of things badly may not be so bad. It just PROBABLY is, hehe.

But, Deus Ex aside, quality over quantity is a good mantra.
Quote: "If the quality of anything within the game doesn't satisfy you, go back and work on it till you're happy"
is a very good philosophy. I'm just playing devil's advocate here.

I'm not actually a Kiwi, I just randomly thought it up one day.

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