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Work in Progress / Carnage - WiP 2

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Fallout
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Location: Basingstoke, England
Posted: 22nd May 2009 17:22 Edited at: 19th Aug 2009 19:26
My webspace is down now, so I no longer have any files available for download. However, you can check out the demo vid here:

http://www.youtube.com/watch?v=NUAAUftuC3M

flashing snall
19
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Location: Boston
Posted: 22nd May 2009 19:16
So Im guessing you have some talent with Dbpro then eh? That looks pretty darn fantastic.

Check out my current WIP. SLIME 09
forum.thegamecreators.com/?m=forum_view&t=149899&b=8
roka
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Posted: 22nd May 2009 19:52
yeah very nice work

Roka The French Boy
White Fang 12
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Location: In my office coding
Posted: 22nd May 2009 20:05
Wow... just wow...


Caleb1994
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Location: The Internet you idiot!
Posted: 22nd May 2009 23:55
2 words LOVE IT!

oh a few more...

Can't wait for the single player demo

New Site! Check it out \/
Alfa x
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Location: Colombia
Posted: 23rd May 2009 01:42
The game has improved very much.

Congrats.
Valle
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Location: in your girlfriends bed
Posted: 23rd May 2009 21:41
WOOHOOO

this looks f*cking awesome!
The graphics, the music, the carnage, it looks so professional and fun!
One suggestions though: Make the blood darker!
I'd love to see this finished and play it!
Is this going to be multiplayer?


Dragon Knight
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Location: Newcastle
Posted: 23rd May 2009 21:48
very cool fallout

Roxas
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Location: http://forum.thegamecreators.com
Posted: 23rd May 2009 23:49
Net play, please net play!! Nowadays i've been looking for good games but everything literaly sucks. So i wasted my money on new hardware.

So my only hope is indies now =)

Fallout
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Posted: 24th May 2009 00:28
Cheers for the feedback so far guys.

To answer the main question people have, this game is intended to be mainly multiplayer, so don't worry! The BOTs I've coded will be in there to make up the numbers in multiplayer, or to give some semblance of a single player game, but the main focus will be network/online play. There're plenty of cool (and what I think are unique) game modes on the Carnage road map.

Here the todo list for now. I won't give any promise of timelines, cos we all know it's impossible to stick to them.
- Compile with DBP 7.3. The game was developed with 6.9, so needs changes to work with the new exclusion code.
- Improve performance (optimise) as recently it's taken a beating on performance due to much increased media quality
- Switch animation system to EZan, to fix a performance issue DBP has with complex models+animation sets
- Release single player vs BOT deathmatch demo (the game also supports 2 players on the same compo, so that'll be available too). There is also PS3 via USB controller support if you have one.

After that, there will be loads more to do, but that'll be a start to get it out to get it played.

More to come.

Airslide
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Location: California
Posted: 24th May 2009 02:42
Looks awesome!

You should look up the fastbone shader as an [optional] performance booster on bone-animated characters. FPS Creator uses it to force the GPU to animate the character. It only provides speed boosts on some computers - others it actually slows it down - but you can make it an option for more modern computers.

Alfa x
18
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Location: Colombia
Posted: 26th May 2009 17:16
Quote: "It only provides speed boosts on some computers - others it actually slows it down - but you can make it an option for more modern computers.
"


and with some models. Model construction defines the performance boost.
Ron Erickson
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Location: Pittsburgh, PA, USA
Posted: 28th May 2009 21:38
Quote: " Switch animation system to EZan, to fix a performance issue DBP has with complex models+animation sets"


Do you mean Enhanced Animations? If so, let me know if you need any help. I'd be glad to provide any assistance that I can.

This looks great!


a.k.a WOLF!
Fallout
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Posted: 29th May 2009 11:20
Thanks Ron. Every time I mention Enhanced Animations in one of my projects, you pop up and offer assistance! This time though, I'll definitely be implementing it, so I may well be taking you up on that offer.

More small updates:
-Performance increased by using lower-poly media (thanks to Mark Blosser)
-Conversion to 7.2 seems to be fine. Only a few changes needs.

To-do for demo:
-Implement Enhanced Animations to hopefully fix a really slow loading issue with the media, and improve animation blending.
-Tweaks the sync system, so we can run at different frame rates (currently coded to run at a 100FPS cap)

zzz
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Location: Sweden
Posted: 29th May 2009 12:18 Edited at: 29th May 2009 12:21
This game looks really fun, nice work! The video was awsome too, and it's cool to see a dbp game with good voice actors!
I'm looking forward to a demo!

Lonnehart
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Posted: 29th May 2009 14:16
Wow... this game reminds me of an old PSX game called Loaded, but all I saw in that game were guns.

In the beginning there was nothing. There'll be nothing in the end...
Bizar Guy
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Posted: 29th May 2009 15:54
Yeah, this is looking very cool!

What are the controls though?

Alfa x
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Location: Colombia
Posted: 29th May 2009 16:15
Quote: "More small updates:
-Performance increased by using lower-poly media (thanks to Mark Blosser)
-Conversion to 7.2 seems to be fine. Only a few changes needs.

To-do for demo:
-Implement Enhanced Animations to hopefully fix a really slow loading issue with the media, and improve animation blending.
-Tweaks the sync system, so we can run at different frame rates (currently coded to run at a 100FPS cap)"


Excellent WIP style from my point of view.
Fallout
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Posted: 29th May 2009 18:09 Edited at: 29th May 2009 18:11
@Bizar Guy

Controls are a little odd, at the moment, since the game has been jumping back and forth between supporting 1 or 2 play on the same compo, and working for PS3 game pads, and/or mouse joystick, and/or keyboard!

However, controls for the simple alpha demo will be:
Player 1
movement = cursor keys
shoot = right shift
jump/interact = right ctrl

Player 2
movement = w,s,a,d
shoot = left shift
jump/interact = left ctrl

Or, if a USB game controller is detected, the game will attempt to use it as a PS3 game controller. So if you have a PS3, I'll provide a link on how to set up your controller for your PC, and you can use that for player 1.

There will be support for every controller configuration under the sun in the final game (slight exaggeration, but all the key ones will be covered, including gamepads)

@ Alfa X

Thanks. I assume you just mean, short concise listing of progress/to-dos?

TechLord
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Posted: 29th May 2009 19:38 Edited at: 29th May 2009 19:46
Very impressive videos, Fallout. Reminds me of Smash TV. Keep up the good work. Looking forward to this one.

Ron Erickson
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Posted: 29th May 2009 20:28
Quote: "Thanks Ron. Every time I mention Enhanced Animations in one of my projects, you pop up and offer assistance! This time though, I'll definitely be implementing it, so I may well be taking you up on that offer."


Well, it you would just quit making such darn impressive looking, dripping-with-potential WIP's, then I'd quit offering.


a.k.a WOLF!
Master Xilo
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Location: Bern, Switzerland
Posted: 30th May 2009 01:19
For the transparency issues you're having: I think you're placing the planes (particles) on EXACTLY the same height causing some z-depth fighting. Try to randomly move the up/down a little bit so not all of the planes will be on the same height.

Homey the Clown
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Posted: 30th May 2009 02:21
ps3? so just out of curiosity why not xbox 360? will that be supported too? i would think that since their are so many 'Games for Windows' that are compatible with the 360 controller that alot of people would have a wired 360 controller. it would be a nice feature to add.


If at first you dont succeed, call it version 1.0.
Sixty Squares
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Posted: 30th May 2009 04:34
This looks amazing and very playable already! I'm looking forward to the demo

<-- Spell based team dueling game!
Crazy Ninja
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Location: Awesometon
Posted: 30th May 2009 06:34
Quote: "ps3? so just out of curiosity why not xbox 360? will that be supported too? i would think that since their are so many 'Games for Windows' that are compatible with the 360 controller that alot of people would have a wired 360 controller. it would be a nice feature to add."


My thoughts as well, I have a 360 controller myself and would love to use it with the alpha. Maybe a later version will have 360 controller compatibility...? Regardless, the game looks wicked awesome and I'll definitely give it a go.

Fallout
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Posted: 30th May 2009 11:57
We pitched this game to Sony to try and get it developed for the PSN. That's why there is PS3 controller support. Unfortunately Sony said it was too violent, so we didn't get passed the last stage of presentations. Either way, I have a 360 available to me, so could provide 360 controller support too, so that will go on the todo list. The demo will just really be keyboard though.

Fallout
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Posted: 30th May 2009 18:07
Single player pre-alpha demo now available

Please read the README.TXT file, as it contains lots of info about configuring the game.

Carnage - Single Player Alpha Demo (91MB ZIP)

Mr Z
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Posted: 30th May 2009 23:52 Edited at: 30th May 2009 23:55
This game was quite fun. Only think that brought it down where the controls... they felt a bit okward. Could you make so we could configure the controls if we like? If so, add an option for strafe controls! Please! I really like this game, it is just the controls.

There is no greater virtue, then the ability to face oneself.
Deathead
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Posted: 31st May 2009 13:19
I personally liked it, it didn't feel like it was made with DBPro, but felt like some proper game company made it. This could make a alot of money for you fallout if you did somehow manage to recreate this for Xbox Marketplace or PSN. Also I think that the Grim Reaper power-up probably will have a chance of becoming one of those great weapons, I personally think it was more fun to use then the BFG off of Doom. But like Mr Z the controls was awkward but as soon as you learn them it was majorly fun, but one other problem.. Shift activates you guessed it Stickykeys and when the annoying window pops up you can't shoot and have to leave the game because of it. I think if the controls was either mouse controls like move the mouse to aim, and click the mouse to shoot, or mouse to shoot and WASD to move and aim.



zzz
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Posted: 31st May 2009 14:31 Edited at: 31st May 2009 14:31
It was really fun to play! Just make sure to add an extensive options-menu in the final version.

Mr Z
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Posted: 31st May 2009 15:07 Edited at: 31st May 2009 15:07
Quote: "Shift activates you guessed it Stickykeys and when the annoying window pops up you can't shoot and have to leave the game because of it."


You can turn it off, if you want . Not saying the controls cannot improve, but you can at last fix that issue, which is not a game issue.

There is no greater virtue, then the ability to face oneself.
Fallout
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Posted: 31st May 2009 16:31
Thanks guys. This demo is definitely just a presentation of functionality, rather than how the game will play in the final version. Also, the controls are just temporary. There is lots of additional functionality and power-ups in the pipeline, but there's lots more work to do before I can implement them. On the PS3 controls, you can control straffing via the analogue stick, and also leaning around corners using the shoulder buttons. You'll also be able to crouch behind defenses in the final version.

Anyway, thanks for playing. This will be the only version available for a while, until all the hard ground work of porting to GDK is done, but all comments and suggestions are welcome.

zapakitul
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Posted: 31st May 2009 16:34
I could easily see this becoming a commercial product. Good work Fallout, it's really fun.
Van B
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Posted: 1st Jun 2009 14:56
Very cool game Fallout, I had a blast playing that - old SmashTV fan that I am .

There are a couple of little niggles that I'm sure you are aware of. I couldn't do very much with the grim reaper, apart from mildly annoy my enemies as I gingerly prodded them with the scythe. When you get to be grim, it should play insane speed metal and let you swing that thing left and right, taking heads off easily. I think Grim will be quite a notable feature, and getting people pumped when he's on the loose will get people talking about that. I think that you can't go wrong by adding some more stuff like grim and the wall saw, maybe have a unique trap on every level.

Anyhoo, enjoyed the demo, and look forward to being able to play it with my 360 controller, it's a pretty tricky game when you can't strafe.


Health, Ammo, and bacon and eggs!
Fallout
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Posted: 1st Jun 2009 15:20
Hi Van. Sounds like you've found a bug. When you pick up the grim reaper, you can scythe your way through enemies like nobody's business. My personal record is about 20. That's one every 1.5 seconds, as the power-up lasts for about 30. I think there may be a specific weapon or player 'state' where Grimmy will kinda lock and not work after powering up. If it happens again, see if you can figure out what you did before you picked it up!

Van B
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Posted: 1st Jun 2009 18:56
Yeah, I'll have a go later and see if I can break Grimmy.

I was thinking that he'd be pretty deadly, as the sword is pretty handy too - maybe that's something to think about, like it would be cool to have a defense against the blade and chainsaw seeing as they're so handy. Just a thought but maybe a melee attack would be an idea, like if the enemy is very close then the attack could be a melee instead, and this could deflect the chainsaw and sword if you hit at just the right time.


Health, Ammo, and bacon and eggs!
Megaton Cat
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Posted: 1st Jun 2009 20:59
Hey S, glad to see you're still in the game dev biz.

Game looks tight, but when I tried the demo on my new laptop the curser keys simply didn't move my character. Fire button worked fine though, with the mentioned sticky keys popping up and bugging the cr*p out of me.
Fallout
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Posted: 1st Jun 2009 21:28
@Van - One to think about, definitely. The only issue I have with providing a melee defence is, against powerful projectile weapons, you're pretty screwed. If you do well enough to get close to them, you kind of deserve your kill. Also the melee weapons are high end weapons, so they won't be things you pick up that often. I think it might be fair to give the pistol guy some form of melee defence though, since he's really under powered.

@Megs - Yeah, I was aware this was going to be an issue on laptops. The game is setup for the numberpad. I was going to switch to cursor keys before releasing the demo, but didn't get round to it. I'll patch it later. For now, set it to two human players, and use the WSAD keys for player 2.

Megaton Cat
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Posted: 1st Jun 2009 22:07 Edited at: 1st Jun 2009 22:45
How do I set it to player 2? The game just kinda boots up and I don't get any options.

I pressed pretty much every button on my keyboard in-game.
Fallout
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Posted: 1st Jun 2009 22:45
Read the README.TXT file matey.

Megaton Cat
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Posted: 1st Jun 2009 22:47 Edited at: 1st Jun 2009 23:05
Never mind, seems I am indeed legally retarded. Great demo, can't wait until mouse and strafe support is added.
Fallout
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Posted: 3rd Jun 2009 22:26
No probs dude. Glad you enjoyed it. I may add in a few more features for the DB demo, but the idea will be to get onto developing the game for GDK now.

My next dilemma is, do I go C++ GDK or C#.NET GDK? C# is my preference, cos I've done a few years with that, but it's lagging behind C++ GDK a bit. That's the next step though!

zapakitul
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Posted: 3rd Jun 2009 22:36
I'd go for C++ and DarkGDK! I always use GDK.NET for designing level editors, and such!
Van B
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Posted: 4th Jun 2009 14:18
I've tried every night for the last few nights, and still haven't managed to bork the reaper - everytime I get the power up it works smoothly and efficiently. Don't you just hate it when bugs hide like that!

The only thing I can think of is that I wonder if I pushed a wrong button in my noobness, as the reaper prod thing only happend the first time I got the powerup. The reaper is very effective BTW, great fun to take people apart with the scythe .


Health, Ammo, and bacon and eggs!
Fallout
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Posted: 4th Jun 2009 15:37
Thanks Van. Noobness could well be the cause. I must confess, a month or so ago, my girlfriend had finally worked up enough curiousity to ask if she could have a go. She was completely useless as expected, so I suggested she pick up the Reaper power-up. When she did, the EXACT same thing happened. So I have seen it before, but I've never been able to reproduce it either, so I decided to forget about it.

My best guess at this point is perhaps you're firing, or attacking with a melee weapon as you pick it up, then the reload code/animation code pauses, and locks the use of the reaper weapon, until the power-up expires. That's my best guess without looking at the code. I'll give it a try myself later on.

Cheers for trying though! some of these bugs will probably disappear when I recode for GDK though, as no doubt I'll change a lot of data structures, and streamline everything.

Scraggle
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Posted: 4th Jun 2009 18:01
Looks mighty impressive .. but what happened to Spitfire Maverick?
Was it ever finished? I was really looking forward to giving that a go!



Fallout
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Posted: 4th Jun 2009 18:35
That's so close to being ready to go. The remaining things for spitfire are:

- Make the levels (the main work load, even though these are simple text files, they take a lot of play testing)
- Scoring system (complete hall of fame)
- Add in the option to jump to the a specific level, rather than play all the way through the game
- Add a game completion victory screen type thing
- Play test and tweak variables to get difficulty balance right

All the remaining coding I could polish off in one day, if I had the time! It's the level creation and play testing that'd take the time. I even meant to finish it off last weekend, but got demoralised when I realised I'd spent over an hour testing a level, to get the balance right.

There is one possible option with that game ... remove the campaign type mode, and just provide the "jump to level" mode. Then open it up to the community to make the levels. We could then choose a short list of those levels together, and put them into the campaign mode.

Again, it's just finding time. I would release it as-is for people to play, but the first 6 levels are unbalanced, and to be honest, a bit boring. There isn't even any dogfighting in them, as I was leaving that for later in the campaign. So I really need to get some levels done, and make them more fun before I release the game. That game isn't dead though. It's so close to complete, I'd be silly to throw it away.

Butter fingers
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Posted: 4th Jun 2009 18:38
Just downloaded and had a bash, and it was just lovely.
Really reminded me of the CLASSIC Super Smash TV on the Genesis.

The sound is really top notch, very fitting. Love the "voice".

Graphically it's good. I feel there is perhaps a little too much difference between the characters (low detail) and the level, seemly higher res.

The guns were cool, and for the most part nicely balanced, but I found myself getting really annoyed with the lack of strafe or a quick 180 or something. At one point I had a shotgun, and was being chased with a sword, and there was literally no way to escape, because at no point did I have time to turn 180 and snap a shot off. If there was the ability to dodge roll, or ideally a gears style quick 180 turn, it would really give you that feeling that you did "something totally ninja".

I like it alot though. Really one of the better projects on this board right now, and one that looks like it's going to get done!

I want robotic legs.
Fallout
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Posted: 4th Jun 2009 19:27
Good point Butters. That's been mentioned before actually, by someone else (not on this thread), and it's something I'll have to think about for the full game. I think a few "special moves" would be useful, like rolls, or a quick turn around ... but it'll be important to not unbalance the game and make the melee weapons too weak. They're supposed to be fearsome, and force you to leg it!

Thanks for playing though. This feedback is very useful.

Diggsey
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Posted: 4th Jun 2009 21:23
Just downloading the demo now after seeing the vid, one thing I would suggest is variations in character textures, it doesn't look as professional when all the dead people on the floor are identical!

Apart from that, it looks awesome! Were you inspired by stick arena?

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