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Work in Progress / Faction conflict

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Butter fingers
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Posted: 16th Sep 2008 00:04 Edited at: 10th Jan 2009 17:01
Hey, if you're one of those people that clicks onto page one instead of last page then this edit is just for you!

At the bottom of this post I'll add links to all the videos I've done so far, but you'll have to read through to find the screen shots.


I appologise for the number of off topic posts from Fallen One, please just ignore them.!

(I'm gonna make a few posts...sorry)
For a long time, I've been trying to make big shiny games in DBp and FPSC, and I've come to the conclusion that it's quite tough to get it all working in one thing. Either the massive textures will kill the FPS, or the shaders or something. So this is a real back to basics project. I'm not aiming for the sickest graphics or the most saturated bloom shaders, I'm going for gameplay. Down to the minutiae of detail!
I'm working full time now, so this whole project is a slow labour of love. Each function and subroutine is made in an evening, so the whole process is very gradual. I don't see it being complete any time soon!

So what is it?
Well. Faction conflict is [going to be] a squad based RTS with 3rd person and RPG elements.

It's set in a suitably desolate apocalyptic near-future. Factions of fighters battle it out between each other and the ever increasing army of irradiated mutants.
Think Jagged Alliance meets soldiers heroes of ww2 meets Stalker. only probably not as good as any of them. A bit like their mutated love child, that they don't talk about.


What have I got so far?


There are 2 parts to this project. The first is the editor. It's pretty straight forward (although it's taken 5 months to make). It can save and load, handles scenery and entities, CSG, meshes, UV adjustments (nightmare to load), cloning, deleting, undo, level globals (like light, wind and time of day), mission objectives , spawnpoints, ambient sound, and (once I get dark lights to contact the server and register through my damned NOD32 firewall) lightmapping.

VIDEO 1 : Early Cover map

VIDEO 2: Cover now with crouch&Blindfire

VIDEO 3: Larger Combat 2 teams.

VIDEO 4: Player Control, Weapon specific muzzle flash. 1st/3rd person.


VIDEO 5: Street level. Team ambush! VERY early gameplay


Screens in Next post

I want robotic legs.
Butter fingers
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Posted: 16th Sep 2008 00:05 Edited at: 16th Sep 2008 00:06


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Butter fingers
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Posted: 16th Sep 2008 00:06 Edited at: 5th Jan 2009 16:38
cut!

Butter fingers
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Posted: 16th Sep 2008 00:07 Edited at: 16th Sep 2008 00:08


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Butter fingers
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Posted: 16th Sep 2008 00:13 Edited at: 16th Sep 2008 00:21
ingame shots... Bear in mind it's a VERY early WIP. theres onyl very rudimentary AI and no HUDs or anything. I'm just coding the way the weapons handle, inventories and physics right now!, no player interaction at all yet!



Comments and crit would be much appreciated, story etc and even some suggestions or even questions. I'v been working on this a long time without really posting, and now I'm reaching the gameplay stage, I could really do with some input (and encouragement)

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zzz
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Posted: 16th Sep 2008 00:22
! This looks really good, I really like all the effort you've put into this project and the nice editor especially. Keep it up!

Butter fingers
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Posted: 16th Sep 2008 00:28 Edited at: 16th Sep 2008 00:29
Final post. Just to credit, and say there's a fair amount of FPSC content in there (not stock but from forum members), and just wanted to say thankyou. Especially to ErrantAI and Stamina.

Also.. attached to this post is the UV map for the character, if you want to have a go at doing a texture for a faction, I'd love to see what anyone can come up with!

EDIT : Cheers ZZZ. The editor may not be aesthetically pleasing, it's more the home-made equivalent of an in-house tool. It dont look pretty, but it gets the job done!

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Roxas
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Posted: 16th Sep 2008 01:04
I really love every piece of your work. But try to get this finished okey ?

flickenmaste
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Posted: 16th Sep 2008 03:11


looks sweet!


[url=http://userbarmaker.com/][img]
Satchmo
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Posted: 16th Sep 2008 03:20
I wondered where your other projects had gone, they looked so promising! But this has me just as excited, I hope you finish it.
Airslide
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Posted: 16th Sep 2008 05:33
This looks pretty great! Five months on the editor, eh? Makes be cringe as I think about how much time I'll be working on my project before it gets to that point

I particularly like your story. Seems to recycle old ideas well while spicing them up with new (or seemingly new ) concepts that should make for a unique setting. Good luck, and if you ever get stuck programming wise, drop me an e-mail

Phosphoer
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Posted: 16th Sep 2008 08:36
This looks really awesome, nice work

Glad you chose gameplay over graphics xD.

Butter fingers
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Posted: 16th Sep 2008 13:48
Quote: "I really love every piece of your work. But try to get this finished okey"


Point taken! I realise I haven't finished some of my own projects, but in my defence, over the last year I've completed 2 commercial titles, which has meant I haven't had time to finish my own stuff!

Quote: "I wondered where your other projects had gone, they looked so promising! But this has me just as excited, I hope you finish it."


Don't worry. I'm taking it slow, and just enjoying the process. It's going to be awesome..

Quote: "Five months on the editor, eh? Makes be cringe as I think about how much time I'll be working on my project before it gets to that point"


Admittedly, I'd probably have been done alot faster, but I'm only working on it a few hours day at most. Thanks for the story comments.. I hate resource management games, but I wanted that element in there if the player wants to get involoved with it. You won't have to harvest pollen, or grow Trees, but the option will be there to do that.
I might have to take you up on the coding help... I'm having a nightmare with collision on my bullets... probably a retarded mistake, but I'll drop it over.

Quote: "This looks really awesome, nice work
Glad you chose gameplay over graphics xD."


Thank-you!

DarkBasic Pro Guy
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Posted: 16th Sep 2008 23:32
Incredible screenshots and great storyline. Looks like you'll be making some great progress soon

The admiral
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Posted: 17th Sep 2008 02:06
This looks great

The admiral
darimc
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Posted: 17th Sep 2008 03:00
I love it, I hope this gets finished.



Chris Ritchie
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Posted: 17th Sep 2008 03:11
Looking good Butter, ill take a good story and game play over graphics any day of the week. I liked the story, there are some nice elements in there that you could build set piece action around in the game. I envisioned tree roots breaking through the concrete as you run up the road dodging beasts and bullets. Keep up the good work mate, looking forward to seeing more progress.


Lead programmer ULIDIA
Butter fingers
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Posted: 17th Sep 2008 03:29
Thanks guys,

I've been puttting the game code in of for The Irradiated all evening, their AI is sort of difficult. They don't really have firearms, but they still need to pose a threat to the other factions. Right now the balance is pretty good. In small numbers, any party will be threatened by the Irradiated. Only large numbers can overcome them. They have a nice feature when some of them charge their target if their target shoots them too much, kind of like they get raged out.

Anyway, my objective was to get the basic code for melee in there, and it's done. Also added characters firing a burst from their weapon in certain death animations, so some do a little whirl blasting off the last of their mag as they die. Some shoot from the floor before expiring. Looks pretty cool, and when they actually kill something like that, it looks sick!

Thanks for the support. Its all very early an needs polish but I'll try and do a video soon.

Chris Ritchie
I like that. I'd envisioned that there'll be areas of the map where the EFGIs have put Tree production into overdrive and buildings and so on will be covered in the roots etc. I'm working on some cool shader effects for the photosynthetic generators too.. as their going to be an important objective!

Inspire
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Posted: 17th Sep 2008 04:36 Edited at: 17th Sep 2008 04:37
That's such an excellent story. Completely bizarre, I love it.

I'm just wondering why there is nobody trying to destroy all the trees? Or is there something I missed? Wouldn't somebody realize that the Trees are ruining the Earth and destroy them?

Gameplay sounds nice, looking forward to the video.

EDIT: Can't you come up with a better name than that though? I really liked the name "Fall of the Fireflies", and I know you're capable of something better than the current name.
Butter fingers
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Posted: 17th Sep 2008 13:04
Quote: "I'm just wondering why there is nobody trying to destroy all the trees? Or is there something I missed?"

Ha, there's the paradoxical element that trees are the only source of power, as well as the bain of humankind - a bit like Oil and fossil fuels now.
Quote: "
Can't you come up with a better name than that though?"

Hells yeah! The name is really a WIP title. I'll come up with something lovely later on!

I'll think about a video later in the week, if I have something more to show than 40 guys killing each other!

tiresius
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Posted: 17th Sep 2008 16:30
Quote: "So this is a real back to basics project. I'm not aiming for the sickest graphics or the most saturated bloom shaders, I'm going for gameplay. Down to the minutiae of detail!"


I was expecting a simple Rogue-like or something. Your game still looks huge with lots of media. Nice work so far I wish other WIP were this far along before people posted.

I'm not a real programmer but I play one with DBPro!
fallen one
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Posted: 19th Sep 2008 06:19 Edited at: 19th Sep 2008 06:54
Quote: "globalisation of banking in 2014"


Banks are already global, every country has a national debt, these are paid to the banks, your tax pays these debts, the debts was made before you was born, you are born into debt. That's called slavery. Its just a much more sophisticated form of slavery as the people don't know you what they are. The UK still hasn't paid of the debt from the first world war, wars are great for the global elite, people give up freedoms in times of war for supposed security, so one can bang in laws to take away any sovereignty they may have or have clawed back in the past, or take even more of there sovereignty from them and give the system more powers (system from the Latin word for sewer), then you can put them in even more national debt, fund both sides, twice the debt, debt for arms and debt to rebuild after its done, hell start the wars, after all you own both countries, and you have for a very long time.

Quote: "In 2043 climate change had become so drastic"


Climate change is a con, the Club Of Rome admitted so in there own books, its to bring down the world population, you see in a post industrial world, you just don't need that many people, they are not needed, so you get rid of them, you blame them for the global warning (its a lie, its was so warm in medieval times they stopped putting fireplaces in houses and the Romans used to grow vines in the UK, periods of warming and cooling are natural, tell them there are too many people taking too many resources, create a problem with the food so rationing comes in, put blame with too many people, countries will them get a quota of food, and will have to manage populations in accordance to the rationed quota, reduce the ration limit over time and counties will have to reduce the number of people in the country to fit the rationing quota, ie bring the numbers down. Also bring in loads of new laws, carbon tax, hope you like paying taxes, you've got more to come, restrict travel, ie its not environmental, punch up fuel costs and say its running out and not enviromental (oil is not running out, and sciense at the high levels does not have need of crude oil, they are way ahead of that in terms of technology), so then travel is reduced (no private travel, public services only), round them into controlled habitats, and one needs permits to travel outside of your city habitat, its a totalitarians dream, crash the economy, come up with an answer to the chaos from that, everyone gets credits, you cant save them, you get them on Monday, they are gone by Sunday whether you spend them or not, its called socialism folks, every body serves the state (I hope you are politically correct) and the planet/environment/Global govern-ment from Govern (control) ment, Latin mente (mind or thought), you wont even be born unless they have a use for you. Real world plans by the global elite are much more interesting then making stuff up, why go off the script.

Would be better if you followed more of the real reality of the way the world is run, I can give you some links if you want the privy on how things really work on our little prison planet.

Butter fingers
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Posted: 19th Sep 2008 14:22
Um, thanks Fallen One. Although I would emphasise the "Fiction" in science-fiction!
I'm not trying to make a game with a true to life political subtext, it's like mad max, or matrix or bioshock. The story isnt feasable or realistic, its merely a vehicle to drive the more micro-plot of the game!

(also, as much as fallen ones text is interesting I'd rather we didn't start a political debate in this post!)

Quote: "Nice work so far I wish other WIP were this far along before people posted."


Thanks, it's a long way from done, but I wanted to be far enough along that I wasn't going to drop the project before I posted.

Working on the AI. I had a get target function that really accurately identified the entities most threatening target, and even used nearby allies targets to ensure that they chose their targets as a team, but then stupidly forgot to actually assign the found target to the character (so they were all retards and I was scratching my head like whhat?), but got that sorted. Going to start thinking about adding character control, and making a short test mission. Then maybe get onto vehicles....

fallen one
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Posted: 19th Sep 2008 16:12 Edited at: 20th Sep 2008 00:30
Quote: "Um, thanks Fallen One. Although I would emphasise the "Fiction" in science-fiction!"


science-fiction many times is what is called predictive programing, a very usefull tool for social change.

The pollen aspect is interesting aspect to your story (is it your story), the elite call people Bees, they do this because they see the perfect society as a Bee Hive, the worker bees as the bottom do the work, above them are the drones (perhaps I may drone on and on with my reply), drones are allowed a little royal jelly to turn them into drones, but no more, drones instruct the worker bees below, drones are like the priests, or the new priests that are now called scientists, instead of wearing black coats they now wear white coats (they are the experts who cannot be questioned, just like the ancient priests could not be questioned). And the Queen is at the top , she gets all the royal jelly of cource.

The Queen of England loves this allegory, her favourite jewelry pieces are of the royal bee. Of course she is called your majesty, it's really two words, magi - sty. Magi comes from magic, magi really means knowledge, this is why when you go to court you see a magistrate, a magi-striaght, for some straight knowledge, now its important to be a magi, from where we get the word magic, because when you have the knowledge you can do some tricks, you can do them with words, words are swords without the 's', should I spell it out, can you cast a spell.

So her (Magesty) - Magi-Sty has the knowledge, and what does she have the knowledge of, well a sty is what one keeps pigs in, so she has knowledge of keeping pigs.

Back to your pollen idea and what a bee really is. In the past there was no word for I am, people said I be, as I bee Fallen one , and that there be Butterfingers, its a little insult you see, and the bees had better keep their place, they must be made to Bee-hive, those that don't keep their place and want to higher there station are called wanna-bees, now they need to learn to bee-hive, stupid people must wear a dunces cap, a little cone for the head, you see the bees must work in the hive filling the honey cones, do you see cone heads.

Phosphoer
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Posted: 19th Sep 2008 21:57
>.>

I'm a little confused as to what any of Fallen One's posts have to do with this game.

@Butter Fingers: AI sounds nifty ^^. This is looking cooler with your every post! xD

draknir_
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Posted: 19th Sep 2008 22:58
@fallen one: Keep your politics out of this thread, please. Global warming is a real problem and if you'd like to discuss it I suggest another forum.

@Butter: Fantastic work! I love the screens, and it definitely sounds like the kind of game I like to play. I cant wait to see more of your progress!
fallen one
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Posted: 19th Sep 2008 23:46 Edited at: 19th Sep 2008 23:53
Quote: "I'm a little confused as to what any of Fallen One's posts have to do with this game."


Bees collect pollen to make honey. I believe so, I have seen it on nature documentary on the the BBC, do you see? his game idea was pollen as a fuel source.

Butter fingers
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Posted: 19th Sep 2008 23:58
Fallen one. I'm not denying your intelligent. I'm really not, but if I told you I was buying a dog, and you told me all about how to change the catalytic converter in my car (cats and dogs you see, and if you convert a dog into a cat you use a CATalytic converter... haha, I AM the PUN king. Punking, ha gettit I PUNKD you, I'm the king of punking, I'm the PUN kIng!! mwahahahah), it wouldn't be very helpful.
I'm not saying I don't appreciate your feedback, but you do tend to rant on, often completely off topic...
Please keep your posts on topic in the future, I don't want this to become a mad rant fest!
Thanks
Butters.

Oh, and Please don't use my real name. Edit your post.

fallen one
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Posted: 20th Sep 2008 00:55 Edited at: 20th Sep 2008 01:08
Quote: "I AM the PUN king"


But the difference is, mine are real language encodings, English was designed in the 1500, before that the people spoke High German and the upper classes spoke Latin, in fact many of the languages was re made at that time, English was developed to be the future world business language, you have to plan ahead, what I show are the real encodings, it was introduced by the king James bible and Shakespeare plays and the like,

To be, or not to be: that is the question:
Whether 'tis nobler in the mind to suffer
The slings and arrows of outrageous fortune,
Or to take arms against a sea of troubles,
And by opposing end them?

William Shakespeare - To be, or not to be (from Hamlet 3/1)

(he is asking you if you are going to be a bee or if you will stand up for yourself)

Your game intrigues me, you have already done a political game with Soul Control, did you come up with that name? the soul can be called spirit, spirit is the will or drive, as in the horse has high spirits, ie a mind of its own, it doesn't follow orders, or the lady is head strong and high spirited, ie she is willful and determined. So Soul Control is control of the will, nicely fitting for the disarming Britain campaign, get them armless (harmless). I belive that was sponsored by some foundation if I am not wrong, then I see you working on another game with social direction, this time enviromentalism, is this also sponsored by a foundation or institute, perhaps the same one as last time, so when it is said that politics is not of the order, from where I stand it does, as I am clearly seeing political direction and intended social change within the themes of games.

For those that don't like politics, ill at least tell you what you don't like.
politics- poly-tics
Poly to have multiple meanings: As a prefix, often meaning more than one or many and tics, the involuntary twitching of the insane.

I wouldn't normally bring these matters up, but your whole environmental take on the game, and the pollen and its ties to bees catches my attention straight away, especially considering the other game you did, funded directly by a social control group, by the way, if you want to know where the money really comes from for the Soul Control game you was sponsored to make, if you follow the trail it comes from the Rockefeller foundation, they sit writing cheques all day for the right causes that is. Is this new game under sponsorship?

Also Ive taken your name off the former post. I remember when some forum posters moaned when they didn't get their fpsc butter products, they wanted your details and phone number etc, I thought imagine the Bedlam if I posted your contact details, I believe you lived near a park shall we say, and was the first in the wood of the high place, I refrained from posting it of course its my good nature you see.

Airslide
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Posted: 20th Sep 2008 02:20
How bout we all just say Butter's game looks absolutely awesome and move on?

fallen one
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Posted: 20th Sep 2008 02:59 Edited at: 20th Sep 2008 03:02
Im impressed with the changes he is able to code into DB, Id love to see him do some sort of editor perhaps for DB, perhaps some of the fpsc crowd would move to DB if they had an easy implication or editor for the game.

Also you should check the Torque website, they have some nice model packs that would fit into the game.

Butter fingers
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Posted: 20th Sep 2008 04:52 Edited at: 20th Sep 2008 05:05
Quote: "Id love to see him do some sort of editor perhaps for DB"

Um, dude. Second post, screen shots of the editor. Thanks for the English history lesson. Oh, and half the problem with the buttercutter orders was because I moved house. So, that's no longer my address. the real question is:
Do you bee "Hangman Doctrine"? or "A Marching Tendon"? or maybe you be nothing but an "Aching Adornment" (I know you like word games, try that on). And are you in a road named after something a blond magnet would have?

I think you might me a bit mixed up with your games. Soul Control was made by RollingSound and was funded by mediabox, who are a now defunct department of the DCFS.

Dead Ends was an anti knife crime game made (in 6 weeks) for Channel4's Disarming Britain campaign.

Both the above games were created by members of RollingSound, who have now started their own company called Roll7. Their aim is to make Socially Responsible games. Not necessary edutainment, but just games with some kind of learning or inspired-learning outcome.

This game isn't funded by anyone. It isn't even socially responsible. Pollen is simply an allegory for cocaine, the rest sheer Sci-Fi waffle I wrote when I was out of it.

the game in this post has been my side project since I started Dead Ends. The editor used for Dead Ends was an early version of this one. Only now I'm making it do more things.

Airslide

Thanks dude. I'll get some screens up when I've actually got something more to show.

Bizar Guy
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Posted: 20th Sep 2008 11:07
@fallen one, ... I must be missing some kind of inside joke here. I don't really need a history or language lesson right now, especially one with so much politics.

@Butter fingers, Like your other games, this one is looking to be very interesting. I hope you can follow through with this one like you've said.

I would work a bit on the background of the story perhaps, not on the core bits so much as the details. What I mean is say having parts to the story that end up being reflected in the game world, that aren't the major forces shown in the story. Just say flesh out how culture might evolve around the Tree and pollen, and the world being run by banks. With a good idea of how the world would have been like to live in, it will be much more believable and disturbing to see it in an apocalyptic state.

However, for all I know you've already done this. I just think it would make for a game you would really get into with the story.

Clearly tons of great work done though, I'll be following this.

Inspire
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Posted: 20th Sep 2008 19:13
I have absolutely no idea what fallen one is talking about. He tends to break down words a lot for no apparent reason, though.

Quote: "if I have something more to show than 40 guys killing each other!"


You could always just post a video of that!
darimc
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Posted: 21st Sep 2008 01:09
Fallen One, I should compile all of your posts and make a 10 000 page novel... Man, you write way too much, and about the most random things.



fallen one
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Posted: 21st Sep 2008 03:15 Edited at: 21st Sep 2008 05:08
Quote: "Both the above games were created by members of RollingSound, who have now started their own company called Roll7."


Roll7 - Rock and Roll, a rock is a foundation on which things are built, having a strong foundation of rock to build upon, ie stability, that's what princess Diana meant by her butler Paul Burrell being her rock.

If we want to rock the foundations, we have to move the stone, Rolling Stones, do you like rock and roll, lets shake the foundations. Lets upset the Status Quo.

7 is the seventh day, the Sunday, the day of the worship of the the sun (son) of god. Amen brother, or as the Egyptians would say Amen-Ra their sun god. The sun representing all that is good, ie it gives to the world, light, heat, a good allegory for the path of light, do you want to be a Jedi, like Luke Skywalker, lucere (Latin - to shine) or Lucius derived from the Latin lux, meaning light. Skywalker, to walk across the sky, as the sun does, the sun is the sky walker that walks across the sky.

So this Roll7 is attempting to roll away the influence of the light, light can also mean illumination or knowledge. Bringing you the dark. Are you ready to turn to the dark side.

Quote: "Fallen One, I should compile all of your posts and make a 10 000 page novel... Man, you write way too much, and about the most random things."


What I post is also true, I remember Ertov posting about publishers, I put my oar into that and gave my opinion on them, at the time he disagreed, but after getting published and having experience of what they was putting out, he saw what I said about them was absolutely true, and he posted so as well, unfortunately what appears to be dire cynicism, paranoia, or just plain odd is a fact of life unfortunately. As for writing things in a book, people don't like facts or the truth, I have a special blog that caters just for them, most of the stories and posts are made up nonsense, and boy do they love it, I know what the general public are like, they like all that is tawdry and crass, that panders to their emotions and insecurities and petty fears and wants, the blog caters to those with nonsense I make up, and the blog gets masses of traffic, just look at those daft celebrity magazines and gossip mags, that's the public for you, they are not the profane for nothing.

And Butterfingers, here is a link to the torque model packs, http://www.garagegames.com/developer/torque/contentpacks/ unfortunately they do not have pictures for every object in the packs, well they do, but they hide stuff all over their site and finding things can be a real pain.

darimc
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Posted: 21st Sep 2008 03:28
But why are you filling up this thread with facts that no one cares about? Roll7 is a company, not a meaning of rolling light or whatever.



Phosphoer
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Posted: 21st Sep 2008 04:51
Is this guy serious? o.0

I'd love to see a video of 40 AI killing eachother xD.

Butter fingers
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Posted: 21st Sep 2008 05:04
I've reported the spamming, so if we could try and stay on topic and ignore it, that would be for the best.

I'm apprehensive to do a video because the AI is only very basic right now. Characters with guns literally shoot and strafe. I'm making my first test level with pre-positioned enemy characters. Once I've finished that, I'll be working on player control of allied units, and then... I'll post a video. Right now that AI fighting is (basic but) cool, but not really something I want to show yet!

Inspire
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Posted: 21st Sep 2008 07:04
Do you think that you will be able to run the final product with 40 guys on screen, running around and shooting?
Butter fingers
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Posted: 21st Sep 2008 15:33
That is one of my ultimate goals yes. There will be smaller skirmishes, but I would like the game to occasionally open out into massive battles. I might just have to provide a number of performance options, for example, on slower machines it runs much smoother with shell casings blood turned off.

Cliff Mellangard 3DEGS
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Posted: 21st Sep 2008 18:49
looks really sweet keep it up.
iam also trying to get back to basics with my programming
Gingerkid Jack
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Posted: 21st Sep 2008 23:14
Looks nice Butters

I was Jacko but I changed my name.
B I O M A S S
Deathead
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Posted: 22nd Sep 2008 21:24
@Fallen one: I'd be fine with you long posts if it was like Ravens posts, with lots of good points about the subject at hand, but really I have a suggestion to this game...

Lower the poly counts (Mainly for scenery), as this is a RTS, which doesn't need the most detailed of maps, look at examples like Command and Conquer Red Alert 2, the biggest of objects take the most polies you on the other hand are using it too much for small objects like those gas containers they could easily be lowered durastically. Use 5 sided circles then 10 then use planes as the support, also on the character images on of them is holding a axe instead of using a fully modelled weapon use a plane, you could even use normal maps if you are worried about the detail.


"Your greatest teacher is your harshest critic"-Butterfingers
Butter fingers
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Posted: 22nd Sep 2008 21:45
Thanks deathead, that's a good point.

I have 2 things to say on the matter, the first, is that you need to remember the player will be able to control any character on his team, real time, in 3rd person, so using plains for some weapons, etc will mean things look real ugly when you get up close and personal in 3rd person.
With regards to the level scenery, those oil towers ARE cylinders with plains for the supports, the supports are just alpha mapped. It's probably just the Jpeg compression, but the supports are not actually that smooth.

I'm working with a buddy of mine to make a vertex culling dll that should help with reducing the rendering, and therefore allow me higher poly meshes.

I agree that some of the weapons are a little too much, but I figure if they're low enough to be Vweaps in FPSC then they should be fine in DB.

I'm always a little frustrated at having to cut things back. Why should I have to use 512x512 textures when I want 1024x1024, etc. I guess I'll have a few final versions, with a high end version supporting bigger textures and more LOD on the buildings. FOr those of you with quad cores and a bunch of 8800s stickytaped to the motherboard I might even add bloom and that.

Butter fingers
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Posted: 22nd Sep 2008 21:47 Edited at: 22nd Sep 2008 21:49
Anyway, in response to an earlier request I made an empty map and recorded 46 guys fighting each other. It ran at 45FPS the whole way, although I think fraps maxed out at about 30.

Please note, I didn't really want to show things yet, the animations aren't quite done, the AI is MILES off finished (notice how the irradiated swarm instead of finding individual targets...d'oh), and really it's very early,
what it does have is collision, pathfinding, targeting, AI and projectile weapons, chainsaws, blood, tracers on bullets, shell casings, weapon types and a bunch of other stuff that I can't think of right now!
Here is a big fat screenie selection:


and for you lucky lucky people not slugging it out on a 50k modem, heres the Youtube

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Phosphoer
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Posted: 22nd Sep 2008 23:16
That, looks awesome ^^. Loved the vid!

Couple things, are the AI with ranged weapons going to keep their enemy at range? Or is that something that the player would manage himself?

Actually I guess that's it lol. Excellent work so far!

Satchmo
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Posted: 23rd Sep 2008 00:26
I'm pretty sure you are but just in case... are you instancing same characters?

Inspire
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Posted: 23rd Sep 2008 01:20
That video looked awesome, although it reminded me of a coordinated dance because the way the zombie guys were moving...although I know it's not gonna remain that way. Looked awesome though.
Butter fingers
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Posted: 23rd Sep 2008 03:03
phosphoer,
Um, well, I'm going to set up the AI so you can specify parameters for how each CHaracter on your team will fight. THere's be quick options like, go there and shoot, or attack this guy, and (hopefully) they'll do that in the smartest way possible, but I'm hoping to add the ability to fine tune your characters RPG style. Ammo will be in short supply, so you need to make sure your team eliminate threats efficiently. You'll (again, hopefully) be able to set constraints on how close an enemy is before attacked, and how long to fight for before retreating etc.

satchmo.
Yes!! I don't think it would run without! All the characers currently use 1 base mesh with different animations. weapons are also instanced, as are duplicated scenery items.

Inspire.
Ha! I know. I've been focussed so hard at just getting the weapons in there, getting them acting right and getting the basics in place so that they can function that really I haven't done anything more that the most basic of AI (which=retards).

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