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Work in Progress / Vision

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C0wbox
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Posted: 22nd Mar 2008 02:53 Edited at: 30th Mar 2008 02:14
Well yeh, I can't do realism; I don't have the software or technique to make realistic games, but nevertheless I can make them fun, so I go for a cartoony style in most projects.

EDIT (Instead of double posting):
What I've decided to do, as well as posting the updates that come around every so often, I'm going to post mini-updates, that just show you all pictures of whats going on and let you know what I've been working on.

Here's the first:
Mini-update:
So far I've spent a lot of time on the map because without a good map, I won't be motivated to make a good storyline. (Yes, I'm still pulling the story together.) But now I have made a large portion of the first map, I have a pretty good feel for what is going to happen. (Sorry this will remain a mystery to all you fans until the next version where you can experience it yourselves.)

Part of the map is of a storage area, where the incedent* will occur. I have already shown a picture of the storage area in a previous post, so no need to repost that, but I will show you a newer screenshot showing a large room of empty storage crates that will be required to - get out/get away/get somewhere.

As you can see by what I've just said, there is obviously more for me to work on, and some things to be decided upon. But for the time being, be amazed by my amazing screenshot of the storage crate handler.


This plays the role of existance purely so an NPC can tell you it is malfunctioning, so you have to troggle off through the level to go fix it, but don't get the chance because the incedent occurs.

*the incedent is being called this for the time being because I haven't decided on what exactly will happen to cause the player to actually need to do anything.

Dr Schnitzengruber
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Posted: 22nd Mar 2008 06:00
"the incident"? Sounds like "the black mesa incident". So we have to fight head-crabs and defeat the evil test administrator? Will the head-crabs make the scientist NPCs zombies? I hope that this is going to be the last refrence to Valve you make.

tha_rami
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Posted: 22nd Mar 2008 10:15 Edited at: 22nd Mar 2008 10:15
Dude, Deus Ex begins with the incident, as does DOOM, and FEAR, and any story-based shooter starts with an incident.

Great news, I'm interested!


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C0wbox
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Posted: 22nd Mar 2008 12:25
@ Dr Schnitzengruber
Yeh, what the_rami said; I'm not going for a Half Life/Valve feel, I'm simply utilizing FPS creation technique. - Would you moan at me for calling the weapon a pistol, because there are pistols in quite a few games... The idea of the incedent is simply because I haven't thought of something to go wrong yet: when it does, I will call it by its propper name, E.G. The explosion, or the plasma leak.

@ the_rami
GLaD to see the mini-dates are interesting too.

Joeeigel
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Posted: 23rd Mar 2008 00:46
Quote: ""the incident"? Sounds like "the black mesa incident". So we have to fight head-crabs and defeat the evil test administrator? Will the head-crabs make the scientist NPCs zombies? I hope that this is going to be the last refrence to Valve you make."


That was a joke^, Haha, fat chance.

C0wbox
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Posted: 23rd Mar 2008 01:20 Edited at: 30th May 2008 23:33
@ Everyone besides Joe
Ignore that last post^^^.

Mini-update
I've been working into the incedentness now, and I've finalized what is going to happen. You'll all still have to wait till the next version before you find out though.

But this mini-update is devoted to putting commentary and announcements in the main game. This is first shown at the start where you get introduced to the mark 2 personal task reminder that tells you that you have one pending task: to go to the main reception.

So off you troggle, through the first part of the level until you come to main reception:

where you are funneled into the activator that gives you the next task, to perform maintenance protocol 3 in storage room 6 on the storage crate automatic organiser.

But on the way to storage room 6, there is an announcement which leads to the first clue as to what is about to happen.

After you get to the crate organiser (I haven't actually finished this bit yet) the unnamed incedent occurs and you must use some scattered empty storage crates to get out of the trashed storage room:

(Just for the record, I have no idea why there is a white (255,255,255) rectangle in the 3D rendering of that map.) :S

Joeeigel
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Posted: 23rd Mar 2008 05:47
Looking good, I dont see why the thread is so dead, thats alot of progress, mapping wise and story wise. Well done, looking good.

White Fang 12
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Posted: 23rd Mar 2008 16:47
i have a question i doesn't have to do with the game how do you use deleD maps in DBPRO?

I'm a noob help will be accepted
Mr Z
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Posted: 23rd Mar 2008 17:18
Sounds good C0wbox. Want to know what the Incident is!!! But I can wait . Looking forward for the next version. Keep up the really, really good work .

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
C0wbox
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Posted: 23rd Mar 2008 18:13
@ White Fang 12
I export the maps (and objects) as .X (Direct X) files from Deled LITE then load them into Dark BASIC Pro. If I want to use an object as a map, I use Sparky's DLL to setup polygon collision, and if I want to use an object as an entity, I simply load the object and tell it where to go and how to move.

@ Mr Z
Look no further, I have parts 1 and 2 of the game finished:

Version 0.09 (23/03 build)

This update includes the following:
1. Parts 1 and 2 of the game finished.
2. New sounds (voices)
3. The introduction to the storyline.

As usual, Vision can be downloaded from here:
Vision 0.09.zip

Screenshots:

A shot of the storage room before the plasma ignition.


And after the plasma ignition.

This version is not a finished version of parts 1 and 2, but its 98% there: I just need to add subtitles for the voices (because not everyone can understand an English accent, with the pitch turned up, being spoken into, what sounds like, a drainpipe, not a microphone. (When I do subtitles, I will do it for the training room too.) The other thing I need to do is make a decent transition from the menu to part 1, and from part 1 to part 2. (In that you are meant to teleport into part 1, and from part 1 to part 2, everything's meant to explode and the lights are supposed to black out.

Enjoy

Pet A Mizzle
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Posted: 23rd Mar 2008 18:45

[img=http://img233.imageshack.us/img233/7466/glitchmw8.jpg]
<a href="http://imageshack.us"><img src="http://img233.imageshack.us/img233/7466/glitchmw8.jpg" border="0" alt="Image Hosted by ImageShack.us"/></a><br/>

Head stuck in broken grabber thing.

Grrrr you ALL!
Pet A Mizzle
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Posted: 23rd Mar 2008 18:53
Because of nOob slap I was forced to duble post..


[img=http://img233.imageshack.us/img233/8493/glitch2ok8.jpg]
<a href="http://imageshack.us"><img src="http://img233.imageshack.us/img233/8493/glitch2ok8.jpg" border="0" alt="Image Hosted by ImageShack.us"/></a><br/>

If you jump enouph your head and body wil go through pipes and such, aswell as your head goes through the ceiling.

Grrrr you ALL!
C0wbox
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Posted: 23rd Mar 2008 19:00 Edited at: 23rd Mar 2008 20:51
@ Pet A Mizzle
Ok, when you say stuck, do you mean it doesn't come back? Or it can just go through objects it doesn't collide with?

Pet A Mizzle
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Posted: 23rd Mar 2008 19:13 Edited at: 23rd Mar 2008 19:58
DELETED

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Pet A Mizzle
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Posted: 23rd Mar 2008 21:00
Sometimes you get stuck and you can't move.

Sometimes you just go straight <--- Spell Check through it.

Grrrr you ALL!
C0wbox
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Posted: 23rd Mar 2008 21:35 Edited at: 23rd Mar 2008 21:35
@ Pet A Mizzle
Well don't worry, I know how to solve it. (Because I know what's wrong.)

But I don't get what you mean by just go straight?

(And why were you attempting to jump into something you clearly can't jump into anyway?)

Insert Name Here
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Posted: 23rd Mar 2008 22:39
Yes! Awesome. Was kinda hard to tell what the people were saying though, and also that a plasma ignition had happened.

Lee Bamber - Blame Beer
MonoCoder
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Posted: 23rd Mar 2008 22:47 Edited at: 23rd Mar 2008 22:56
The loading time for me when starting a new game was abysmal, somewhere around ten or more seconds. I've no real idea why.

EDIT: Recounted. At about 35 seconds, a voice starts talking. At 37 seconds, the hud and a blue screen appear. At 40, the game starts properly. Also, there's a delay of about 10 seconds before the title screen appears.

Give me an ounce of Puyo, good apothecary, to sweeten my imagination.
C0wbox
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Posted: 23rd Mar 2008 22:47 Edited at: 23rd Mar 2008 22:52
@ Insert Name Here
Yeh, I said I'd put subtitles in for the voices... and there would be a transition between parts 1 and 2. (The plasma ignition in other words.)

@ MonoCoder
The reason for this is because the maps have not been reduced in polygons: they are exactly as they were when I built them, with every box having 6 sides, and every cylinder having a top and bottom face too. This means it takes a bit longer to load than I'd like it to.

The other reason is because it has to load all the entities in the level, so it has to access another file, and clone all the objects according to what that file says.

The loading time just seems long because it doesn't do anything like give you a loading screen. But if you think about it, games like Half Life used to take ages to load levels and even Half Life 2 does on older computers.

Insert Name Here
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Posted: 23rd Mar 2008 22:48


<Is working on a fan-film...>

Lee Bamber - Blame Beer
C0wbox
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Posted: 23rd Mar 2008 22:53
@ Insert Name Here
A fan film? =0

Insert Name Here
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Posted: 23rd Mar 2008 23:02
<Plasma Explosion! >

Lee Bamber - Blame Beer
C0wbox
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Posted: 23rd Mar 2008 23:18
@ Insert Name Here
Please explain what exactly you mean by a fan film.

Blobby 101
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Posted: 23rd Mar 2008 23:32 Edited at: 23rd Mar 2008 23:34
hey COwbox, What were you planning for the plasma Ignition? If you were planning a sort of Cinematic i would love to help with it. i've been playing around with some features in Cinema 4D and came up with this:
If you like it, i would be more than happy to Put together a plasma ignition Scene, if you don't like it i could change it! Can i add you to MSN?


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C0wbox
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Posted: 23rd Mar 2008 23:39
@ blobby 101
Hi, a cut scene sounds good, but I'll need persuading and I'll need to know a bit more of what you could do in it before I agree. So you may add me to MSN.

Insert Name Here
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Posted: 23rd Mar 2008 23:51
Quote: "Please explain what exactly you mean by a fan film.
"

I'm making a 3D animation with the Vision Robot as a character (For fun, not for commercial selling or anything, naturally). Hence:

But I'm gonna hide this away until completion

Lee Bamber - Blame Beer
Joeeigel
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Posted: 23rd Mar 2008 23:54
Well, The cartoon shading is possibly being removed from the robot, causing his texture to look.. different, I suggest waiting to see what it will look like afterwards.

Blobby 101
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Posted: 23rd Mar 2008 23:56
ok, i've added you to MSN.


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Insert Name Here
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Posted: 23rd Mar 2008 23:56
I think that's a good idea, currently the shading looks a little... pre-made, even though it's actually generated on the fly. (At least I assume it is, but I don't have telepathy)

Lee Bamber - Blame Beer
Blobby 101
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Posted: 23rd Mar 2008 23:59
wait, Joeeigel, did you just add me to MSN? are you C0wbox?


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Joeeigel
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Posted: 24th Mar 2008 00:05
Blobby Yes that was me, and C0wbox would like you to add him.

Blobby 101
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Posted: 24th Mar 2008 00:08
ok, i just added "c0wbox(at)hotmail(dot)com" is that right? a zero for the "o"?


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Joeeigel
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Posted: 24th Mar 2008 00:14
Yes A zero is correct, Would you mind adding me too?

Blobby 101
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Posted: 24th Mar 2008 00:16
ok then, done. Now, i'll stop posting before i drive this too far offtopic.


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Pet A Mizzle
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Posted: 24th Mar 2008 00:16
I pissed Joee off on MSN. xP

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Joeeigel
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Posted: 24th Mar 2008 00:46
How is that related to topic?

and also in reply to that, Dont piss people off who are trying to help you.

Pet A Mizzle
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Posted: 24th Mar 2008 01:14
But you weren't trying to help me.

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C0wbox
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Posted: 24th Mar 2008 03:18 Edited at: 24th Mar 2008 03:18
@ Pet A Mizzle
Quote: "I pissed Joee off on MSN. xP"

I agree with Joe, you're post wasn't helpful.

But when Joe queried how this was a related topic, you then continued it. - Please, if you have nothing more useful to say, don't say anything.

tha_rami
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Posted: 24th Mar 2008 12:27
Quote: "(And why were you attempting to jump into something you clearly can't jump into anyway?)"

Yeah! And why are we able to jump into something we clearly aren't supposed to jump into?

I just played another bit, a bit surprised about the suddenly longer loading times but besides that, it looks good .


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Mr Z
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Posted: 24th Mar 2008 12:40
I walked around and tried to jump at a place where I fell threw the floor . I think I where under something...

Anyway, good job. Will try and get out again later.

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
C0wbox
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Posted: 24th Mar 2008 14:56
@ tha_rami
I don't know why they are suddenly longer, but they are just, long anyway.

@ Mr Z
Yeh if you can tell me where you were jumping and fell through the floor, that would be good.

C0wbox
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Posted: 24th Mar 2008 19:59 Edited at: 24th Mar 2008 20:07
Version 0.1 (24/03 build)

This update includes the following:
1. An incomplete (but fully functional so far) part 3. (Sector C)
2. Taken off cartoon shading from the robot because it is screwing lighting effects up and the game still looks good without it.
3. A better transition from parts 1 to 2.
4. Subtitles for the training room commentary, the mark 2 task reminder and the announcer.

As usual, Vision can be downloaded from here:
Vision 0.1.zip

Screenshots:

A shot of the first mildly challenging part of Vision.

I haven't got round to making the robot taller, so his head doesn't stick through things, but that will come soon.
I realise that turning the cartoon shading off will cause some alarm, but he wasn't meant to have a black stomach in the first place, just for some reason Dark BASIC Pro's cartoon shading screws the texture up and turns it completely black. At least now he looks how he should do, and well, we'll just have to get used to the fact that some images (such as the main menu) will need redoing.
I also realise that the subtitles look a bit rushed and don't go away once the sound has stopped playing. This is because I threw them in during the last few minutes of this version's release because I forgot about making them. But they will do for the moment, and will be improved later.

Insert Name Here
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Posted: 25th Mar 2008 21:08
*Cracks knuckles*

The Good
- The challenging bit was good, it was nice to have some game play action which was different in difficulty.

-I suspect I'm in the minority, but I like the lack of cartoon shading on the robot, it makes him look a tad more realistic. (Funny that )

- Subtitles were useful.

- The destruction after the plasma incident was very artistic; it was nice and destroyed looking.

The bad
- The subtitle section takes up most of the screen; it's a little intrusive.

- After stacking crates to escape from the damaged room, I got lost! I couldn't find my way around without lots of difficulty; pointers on where to go would be nice.

*Dusts hands*

Lee Bamber - Blame Beer
Joeeigel
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Posted: 25th Mar 2008 21:57 Edited at: 25th Mar 2008 21:58
Quote: "The subtitle section takes up most of the screen; it's a little intrusive."



Being fixed in a later version as has already been picked up by me, and Cowbox has said, thats only temporary due to people not being able to hear him properly

C0wbox
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Posted: 25th Mar 2008 22:49
@ Insert Name Here
I'm glad to see you support my opinion that the cartoon shading looks better off.

Joe said what's up with the subtitles.

But the getting lost after stacking the crates? - There is only one way to go, everywhere else is blocked or has a door over it. - You simply follow the coridor back to the room with the bridges and pick up the level back near the start.



jason p sage
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Posted: 26th Mar 2008 05:28
All this because of a dream - in school - during a mInUte lil dream?

COOL Good a reason as any!

Looks good man!

C0wbox
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Posted: 26th Mar 2008 18:40
@ jason p sage
Yeh I was thinking recently on how all this started. And yeh, I guess the whole game spurred off from a vision in dream I had that probably lasted only a few minutes maximum. xD

C0wbox
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Posted: 27th Mar 2008 00:58 Edited at: 30th May 2008 23:32
Mini-update

This mini-update is simply to alert you all to the fact that I've now made the subtitles go away when the speech is over and to the fact that thanks to Joe, we have a new, slightly nicer ceiling texture.

Aside from this, there is now an easter egg in the game that can be accessed in sector C. (No I'm not going to tell you how to get there, it wouldn't be an easter egg if I told you.) You will know when you get there. Teehee xD.

I've also retaken the menu image, so it now follows the non-cartoon shading trend the game does.

Thats all, but here are some pictures of the latest mini-date things:

Over the security bridge, in a random office.


A better picture of the entrance to sector C, with the security bridge and security office in view.


In the security office after activating the security bridge.


The new main menu. (Amazing, isn't it?)

Joeeigel
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Posted: 27th Mar 2008 01:16
Looking much better now, and in a few updates time (Not 100% sure when) There will be music added to give the game a little more atmosphere.

Note: This music will, most likley anyways, notbe implimented in the next versino (Depending on when it is)

Virtual Nomad
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Posted: 27th Mar 2008 02:23
looking good but the sub-titles window never left the screen, leaving me with ~1/2 a game-view.

i didn't find the easter egg but was distracted while playing (btw, the program did fine on alt-tab status ~ 15 minutes). will play again when i get a chance. also, if it's easier for you guys, some footstep sound effects vs in-game music would be nice.

also, just want to make sure the "end" was supposed to leave me falling down shaft? after falling ~ 20,000 units i figured it was "over". you may consider using a simple/temoporary object/trigger marking the "end" of the demos.

thanks for the update

Virtual Nomad
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