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Work in Progress / Time Front returns! (LOTS of images)

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Uncle Sam
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Posted: 5th Jun 2010 06:22 Edited at: 22nd Feb 2011 04:22
The game has been released. See this thread: http://forum.thegamecreators.com/?m=forum_view&t=181815&b=5



FYI, all copyrights are now under the name IndiMasters. All content in this thread is (c) IndiMasters 2010. All rights reserved. Just thought I'd clear that up, because some pictures still say (c) Epsilon Zero 2010. IndiMasters is now a registered business name in the United States.

Time Front: Battle of the Ages and all content, screenshots and ideas in this thread are (c) Epsilon Zero, 2008 - 2010. All rights reserved.

Beta: If you wish to sign up for the closed, online beta, drop me an email at unclesamtgc at gmail dot com (replace the "at" with "@" and "dot" with "." , of course). Please put the word "Beta" in the subject line.

I have more to say about the beta. Here's my post from page 5:

================================================
As I've said before, I'm already lined up to buy server space for the server list, so that will work great. The problem is, I won't be able to host an actual game on this server. Here's where you come in.

I was thinking that if 1 - 3 of any of you users out there have the means of hosting a server, I would be willing to give you a free copy. Of course, we'd need to discuss some things and test the speed and whatnot before deciding. Just let me know if anyone is interested. If not, I may have to spend $30 a month to permanently host a server, which may make the game cost just a little more.

Pretty much anyone actually will be able to host a server if they know how to, but I am asking someone to provide a more permanent server solution. It wouldn't necessarily be forever, because if you were to eventually change your mind, I could simply deactivate your product key so that the free copy will not function.

Let me know.

Furthermore, I've been thinking of giving out 1-3 copies to the most helpful beta-testers (more details on this later), providing I get enough people to sign up for it. Just drop me an email at unclesamtgc (at) gmail (dot) com. As I've said before I'll need a decent number of people to get this game going because it is online only, so I'm willing to give out copies if you take the initiative. Just FYI, the beta will most likely start in the middle of August.
================================================




Hello all!

I'm sure (I hope) you remember my old Time Front thread. There are actually two of them. The first was when I was working with Agent Dink (miss working with ya Dink!), a long time ago. We both got busy with the real life (I stopped working too, which was the main problem) and now unfortunately we don't talk anymore. I decided, though, that the project was too good to pass up, but my code in the old version was not very good (I was not the best programmer at the time). About 1 to 1 + 1/2 years ago (I think...maybe it was actually 2 years ago...) I decided to start the project over completely on my own, from scratch, using newly acquired software. Now, I am continuing that second try this summer, but with my brother (known as Lemonade on these forums) making music and models for the game.

It's called Time Front: Battle of the Ages, because all ages will be mixed, allowing guns to mingle with swords, snipers with archers, and catapults with tanks.

The game is incredibly far along! Last summer I actually released a online beta, and tested the game with people probably all over the world. Since then, so much has been added.

LATEST VIDEO RELEASE (6/15/2010): Gun Fight

Here's a gun fight video for y'all to see. One bug is that it says the player got killed with an MP40 no matter what weapon you used, because I was too lazy to fix it when it came time to record. Watch it anyways, and turn up your sound!

http://www.youtube.com/watch?v=osJWIuSmnm4

NEW MAP, "THE BRIDGE":



NEW OASIS MAP, ALMOST COMPLETED:



NEW CHARACTER SHOT WITH IN-GAME HDR:



NEW SHOTS OF THE HIGHER QUALITY TERRAIN (this is the higher poly version not being used in the game, but looks virtually the same. The main difference here is the high resolution textures):





SIEGE TOWER SHOTS:



Climbing up from the inside:



As of today, this is what the game includes:

-Three working weapons
-One working tool (for the most part)
-Interface for choosing buildings to build
-Different roles (soldier/builder, captain, commander)
-Battle physics (swords, bows, animations, everything!)
-Full internet operation and a server list manager that I run at my present location when it goes online

Bah, I can't list it all, it's too hard to think of it all. Here are some screenshots with descriptions to better explain what I'm talking about.

Btw, what's below in this post are some really OLD shots. But I feel they explain how the game works really well, so I'll leave them for now. Just know that the graphics are a lot better now; you can see this on later pages.

Here you are in the empty castle. You are the commander (ignore the hammer, you shouldn't have one if you are the commander). If you die, the game is over. That's right. So, what does the commander do? He can fight, sure, but he doesn't want to do that until technologies are researched that upgrade him to hero-like levels on the battlefield. Right now, he builds buildings and controls resources and gatherers...and watches out for assassins...all it takes is one fatal arrow...



If the commander holds down "t" it fades in a building panel interface. In the future there will be many more buildings (woodcutter's lodge, food gatherer, etc.). Right now, he will choose the archery supply building (it's actually not selected in this picture):



When placed, it appears as a see-through structure, being incomplete. Because this is my game, and because I need to test it, I magically give the commander a "soldier" status so that he can build this archery range:



When finished, this is what it looks like:



Now we have unlocked the archer. Pick up a bow by pressing "g":



Let's switch back to commander mode illegally and build a barracks. Now, however, our hammer is no longer available, so let's have another player join the server as a soldier:



It's done now, and we have unlocked the swordsman!



Let's kill the other guy so he can spawn as a builder:



Here we can choose to spawn at the barracks with a sword, at the archery supply with a bow, or just at the castle with a hammer. Just click on an icon (spawning is still a little buggy but will certainly be fixed soon; that is, you don't always spawn right where you click):



Let's explore a bit. Here's the edge of the cliff near where the castle sits. It is a great defensive position as you can have guards watching the valley below (just wait 'till you research snipers):



It's rather pretty down here, isn't it?



Very pretty indeed:



Let's have the builder (which would be another human player, of course) build a tower. But he can't build there:



He can, however, build here:



It's done! That should defend the valley:



Here's a path that will eventually lead into a new sector of the map. The maps will be very large, and games could take many hours to complete.



Those are the images. Pretty much, the game will work by having a commander build the important buildings. The captain actually builds (or places for others to build, rather) the towers, and in the future will be able to place sand bags and other defenses. It will work by having several squads lead by captains who build defenses throughout the map and give orders to their squads, trying to counter the forces of the enemy and conquering and disabling enemy towers and supply lines. Resources will be gathered by workers who carry it all back to the castle, and sieges will be possible, so resources must be stored up to prevent starvation and to allow training.

Well, that's all for now. The next beta will be released (the last one is no longer available) when all the features already in the game have been polished up, and when resource gathering and usage have been added. I have just purchased EZRotate so I will be able to have vehicles such as siege towers (which will be awesome to use) and carts adjust to the angel of the terrain, in addition to the grass. I will post videos possibly very soon.

I hope to get this to commercial quality and sell it for a very reasonable price, but don't worry! I will probably be releasing some free copies in a contest at release time to get the game going and players on the servers. Some of the users on these forums will likely (no guarantee, but most likely) be those people who get some free copies, as this is where my inspiration probably began!

Thanks for reading!
JLMoondog
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Posted: 5th Jun 2010 06:35 Edited at: 5th Jun 2010 06:37
Wow, a lot of depth for an online game. Looks like a lot of fun actually.

How will commanding units work? Or how will human players be assigned certain jobs? I'd hate to join a game and have to mine ore all game. No offense to miners.

Can't wait to see more.


Uncle Sam
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Posted: 5th Jun 2010 06:45 Edited at: 5th Jun 2010 06:48
Thanks Josh. Good questions. I forgot to explain that stuff.

The commander will command the captains and the captains the soldiers in the squads. This will be done by preset command options (that is, you don't have to type "go here" or "go there", although you can if you need to). There will be options to click like "Move To" and then you would click on the map. Or "Move To and Build", or "Fortify", or "Defend". There will be a strict system to enforce this, although I haven't completely worked it out yet. There will be a sort of "jail" in the castle that a player, if he is unresponsive to commands, will be placed in for a set period of time. Of course, if the captains are quick to punish, the same can be done to them by the commander. What is comforting to know is that at the beginning of the game leaders are elected by each team, so it's less likely that jerks will be elected. As I said, though, I'm still working this out.

And don't worry about having to mine. I'm thinking only AI-controlled workers will do this (I have Dark AI so this shouldn't be a problem), although I may make it so that players can mine too (as in the game Savage). Most likely the commander will build a mine on a mine site, and it will automatically gather resources. When it reaches a certain point, a cart will appear that is controlled by the computer. He will take it back to the castle and put it in a visible pile.

Here's what it looks like. Right now I am just using the knight model. I hope to eventually purchase real character models that are not so over-used. Keep in mind that I pretty much just added this today (I started the cart yesterday), so there's still work to do:

JLMoondog
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Posted: 5th Jun 2010 07:05
Ah very cool. I can see a lot of strategy unfolding with this already. So how many players do you plan to support, or how many teams for each battle? Will the battles be pure skirmishes or do you plan on building scenarios?

How will you limit players from spaming 'build archery supply building' and sending all their units to destroy other player bases 5mins into playing? I think the one grip I have about pretty much every RTS ever made is that there is always a way to zerg or be zerged by enemy players within the first 5-10mins of gameplay.

I also like the idea of different time eras of tech you can learn. Or you going strictly realistic, or are you throwing some fantasy/ sci-fi in the mix? Lightsaber grunt vs steampunk rocketman = epic battle.

Sorry for the grueling questions, the game just caught my interest.


Uncle Sam
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Posted: 5th Jun 2010 07:37
Hahaha. No problem, I enjoy explaining all this. These kinds of questions really help me understand what I'm planning to make.

The game will support as many players as Multisync (made by the genius Benjamin) supports, which I cannot remember at this time. I know it is at least 50, but it may be as much as 100. I may cut it off at 50 because it might slow down too much past that point. This game will require a decent amount of players to play, though a game of 20 is enough for a lot of fun. That means one commander with two or three captains on each team, each captain controlling 2-3 soldiers (note that captains are more or less soldiers themselves). I hope to get many TGC forum users on for some epic battles!

The battle tactics will be up to the captains mainly. Likely, many of the attacks will be skirmishes or raids on the towers and fortifications built a long ways from the castle, or on supply lines to cut off resources and control them. Sieges will very likely occur often. This simply means that if all the guys are killed outside of the castle, they will be forced to respawn in the castle. If the castle is surrounded, this means they can cut off all supply lines and a fight for survival will began, or, a siege! I'm sure major battles out in the open will happen and will be absolutely awesome. However, most often they will be skirmishes, I would guess, and at the end of each game, either a siege or the death of the commander by assassination. After all, all it takes is one stray arrow.

Buildings like the archery range or barracks can only be built once. Once built, anyone can spawn on them or walk up to them to get the weapon. They are going to be expensive so it is almost like researching it to build it. This being so, the commanders will likely order them to be built inside the castle for maximum defense. I intend to give great value to each player's life. Because of this, if you spawn at the castle and go a long way to reinforce a fortification far away, it is absolutely vital that you not die, lest you respawn all the way back home. It won't be so annoying, though, that this would keep happening. I plan to make revival very possible. That is, you will lay on the field and can be healed after a battle is complete...if your side wins of course. Note that not all battles will end in one side winning by killing the others. There may be retreats (it would be awesome if the captains had horns they could blow to call of the attack).

The main point is, you won't be able to just run at the beginning of the game all the way to the enemy castle. The only way this would work is if EVERYONE went with you, and then there'd be no one to build the buildings that give you the weapons. I may even require a supply of food for each soldier to keep them alive, although I'm not sure. It is best to wait 'till transportation is researched (I hope, but only hope, to add horses to the game). At least it will be carts and siege towers, followed by jeeps and hover crafts in future ages. All of this sounds out of reach but you have no idea how fast the game has progressed since the beginning of this summer.

The game will be fairly realistic. I know you would enjoy lightsabers (I would!), so I will at least consider it. I do already have an MP40 in the game, working fully. I want many types of weapons so as to include laser-pistols, mortars, and much more. Which reminds me, I should really put up a video of the sword-play. I think it is one of the best accomplishments of the game thus far (also one of the most difficult), is already really fun.

Thanks for the questions, ask all you like! Updates will come soon.
Hassan
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Posted: 5th Jun 2010 08:11
oh that's impressive! good luck finishing it!

Sven B
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Posted: 5th Jun 2010 11:50
If you ever get to finish this, you should count me in!

Your game description looks really fun. I don't think I've ever had that with a DBP game before.

Cheers!
Sven B

JLMoondog
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Posted: 5th Jun 2010 13:25
Very ambitious. I'd honestly be the one who chooses to be an assassin during the game. I love stealth killing.

Looking forward to some videos. Also if your looking for some fast 3d work drop me an email, joshlmooney(a)gmail.com.


Darth Kiwi
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Posted: 5th Jun 2010 13:40
Wow, this sounds like a great concept!

Quote: "The main point is, you won't be able to just run at the beginning of the game all the way to the enemy castle. The only way this would work is if EVERYONE went with you, and then there'd be no one to build the buildings that give you the weapons."

One thing that occurs to me - you may have implied it in your post, I might have missed it - is that when an army is moving towards the enemy castle, the enemy castle will be building more structures to allow them to use more advanced technologies. So even though the army will arrive en masse, there will presumably be just as many enemies inside the castle as there are attackers outside, plus the besieged team will have the advantage of being the defenders and will have better weaponry.

Quote: "Most likely the commander will build a mine on a mine site, and it will automatically gather resources. When it reaches a certain point, a cart will appear that is controlled by the computer. He will take it back to the castle and put it in a visible pile."

This reminds me of Command and Conquer: Renegade, a FPS based on the C&C games. As far as I can remember, each team would have an AI-controlled harvester which would go to resources, gather them and then return to base. The resources would be used to buy respawns. The other team could, of course, destroy the enemy harvester, which would starve the team of resources. I think it seems like a good idea.

Regarding the commander: I like the idea that the game is over the moment the commander is killed, but perhaps it might become annoying in practice. If the commander allows the team to build structures, perhaps the death of the commander would be like losing your construction yard in C&C: it wouldn't mean the end of the game, but it would seriosuly cripple your base building abilities, since any destroyed structures would be irreplacable.

Also, you could take another route: if the commander dies then he's permanently dead (so he'll try to avoid that), but if he does die then his role as commander is given to one of the captains. If that captain dies then he's dead permanently, and another captain becomes commander. Once the final captain/commander is dead, the game is over. This would mean that losing a commander would be a bad thing (permanenent loss of a team mate and moving one step closer to loss of the game) but it wouldn't be a complete disaster. Even if you didn't want to make this the default setting, you could maybe include something like this as an optional game-mode.

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Diggsey
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Posted: 5th Jun 2010 13:46
@Darth Kiwi
That would suck if you were a commander though. Maybe you should have it so that commanders come back as soldiers?

Dark onyx
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Posted: 5th Jun 2010 16:42
This is looking real good I really like the concept of it all and I'd personally love to play as the commander, even if it might sound a bit boring in the longer run.
Anyway, the issue I see with the game so far is that the terrain look very undetailed and low poly. I guess there might be a reason for this(big landscape?), but it would look a lot better if the game didn't have all those jagged and sharp edges all over the terrain. Just a thought.

"I reject the reality and substitue my own"
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KISTech
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Posted: 5th Jun 2010 17:39
What did you use for the terrain and plants/trees?

It looks really good. Keep it up, the gameplay concept sounds like a lot of fun.

bergice
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Posted: 5th Jun 2010 18:38


Thought i should contribute by showing that i like this project and look forward to updates/releases.

Uncle Sam
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Posted: 5th Jun 2010 21:47 Edited at: 5th Jun 2010 21:54
@Hassan, Sven B, bergice: Thanks guys! That's really encouraging. And lol, bergice.

@KISTech, Dark onyx: In answer to the questions about the terrain, I used Blender for the landscape and Vegetator Professional, a program I created awhile ago, for the vegetation (http://epsilonzero.com/vegetatorpro/) (sorry there are annoying ads on that page). Dark onyx, you're right. It's because the maps are huge. I also can't afford to up the detail on everything for a game of this scale, or lower-end computers will suffer. I may make the next map higher detail if I find there is room for more graphics. As of now, I think it looks ok.

@Diggsey: That's actually a pretty good idea. I'll have to think about that.

@Darth Kiwi:

Quote: "One thing that occurs to me - you may have implied it in your post, I might have missed it - is that when an army is moving towards the enemy castle, the enemy castle will be building more structures to allow them to use more advanced technologies. So even though the army will arrive en masse, there will presumably be just as many enemies inside the castle as there are attackers outside, plus the besieged team will have the advantage of being the defenders and will have better weaponry."


Right on, that's exactly what I was thinking.

I like your idea of passing on the role of commander down to each captain. It's gonna be hard to choose how to do this. What I may end up doing is having options that can be set before each game, so that the type of victory mode can be chosen. Then I can incorporate all these great ideas.

@Josh Mooney:

Quote: "Very ambitious. I'd honestly be the one who chooses to be an assassin during the game. I love stealth killing.

Looking forward to some videos. Also if your looking for some fast 3d work drop me an email"


I have to admit, that's exactly what I'd do too! I'm always the sniper in shooters. I want to make this game stealth friendly, possibly by providing a sort of fading effect for assassins when they hold still or move into thick vegetation. Imagine walking through the valley in fear of this killer.

Thanks so much for the offer! You can bet I'll email you very soon with some ideas. Videos will be up soon.



Hope I didn't miss anyone. Thanks for all the encouraging comments. As a thank you, here's a shot of the new interface (at the top) that will display your resources. Right now there is wood and metal/iron. Sorry it's hard to see. I have the resolution up really high so when I scaled down the image it made it super small. Looks a lot better in game. When you are building something, red text will appear under each resource with a minus sign, showing how much of each must be deducted in order to build the structure:



That's all for now!
KISTech
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Posted: 5th Jun 2010 22:08
You might consider BlitzTerrain to replace the terrain object. With it's performance features you'll get better performance on lower spec machines.

Just a thought..

Uncle Sam
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Posted: 5th Jun 2010 22:15
BlitzTerrain looks pretty nice. The only thing is that it seems to be higher quality only when zoomed out. Up close I can't get the kind of detail (jagged rocks, caves, etc.) that I want this game to have. Thanks for the suggestion though. If worse comes to worse, I can simply sub-divide my terrain 1 extra time before sculpting it, then it will be twice the number of polys. I may also just double the resolution of the texture.
JLMoondog
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Posted: 6th Jun 2010 04:09 Edited at: 6th Jun 2010 04:10
The terrain looks great imo, maybe bump up the texture a bit so it's higher resolution. Honestly I don't think a smoother surface will make much of a difference in the end. Your not looking at an open terrain from the shots, you have a nice assortment of clutter around to detract from the jagged terrain.

So what kind of graphic style are you going for? Realistic from the looks so far, but just wondering if your going to add any unique graphical enhancements to the end product?

As for assassins I like the idea of fading into bushes and such. I think some ninja camo would work nicely too. Activate it and you turn into a bush, rock or random tree stump.

Can't wait for the vids.


Uncle Sam
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Posted: 7th Jun 2010 03:44
Great news!

I have effectively added Dark AI into the game code. It was really tough because some of the objects, as well as the terrain, are complex. Now an AI controlled worker will actually walk through the valley, around the hills, all the way back to the castle. That means we're well on the way to finishing the whole resource-gathering code. I just need to add the trees and rocks as obstacles to the AI (they are obstacles to players, but the AI cannot detect them yet). Buildings, however, and the landscape of course, work beautifully. Some time tomorrow or maybe tonight I should get the download link for EZrotate from TGC and I'll make the cart align to the angle of the terrain as the worker walks back to the castle.

Quote: "The terrain looks great imo, maybe bump up the texture a bit so it's higher resolution. Honestly I don't think a smoother surface will make much of a difference in the end. Your not looking at an open terrain from the shots, you have a nice assortment of clutter around to detract from the jagged terrain."


That's what I was thinking. Some time in the future I will test it with a higher resolution texture.

Quote: "So what kind of graphic style are you going for? Realistic from the looks so far, but just wondering if your going to add any unique graphical enhancements to the end product?"


Yep, realism is the goal here. I'm not sure what will come later as far as the graphics go. I intend to add a lot more particles, and maybe a sort of dust effect to make it more atmosphere. Most likely vehicles will leave a trail of dust particles immediately behind them.

Quote: "As for assassins I like the idea of fading into bushes and such. I think some ninja camo would work nicely too. Activate it and you turn into a bush, rock or random tree stump."


Hahaha, that would be cool but cheap. I'll get to that a little later.

By the way, I sent you an email.
JLMoondog
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Posted: 7th Jun 2010 04:32
Sounds kul, now where's a video?


Uncle Sam
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Posted: 7th Jun 2010 05:26
Haha, I'll see if I can get my brother to record a sword fight with me.
Uncle Sam
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Posted: 7th Jun 2010 06:19 Edited at: 7th Jun 2010 06:21
Trees and rocks have been added to work with the AI! It will set them up automatically when loaded from Vegetator Professional. Here's shot of obstacle lines (note that the lines are slightly expanded past what they really represent, so the obstacles aren't that bulky):

bergice
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Posted: 7th Jun 2010 15:43
Great, now make a video

Darth Kiwi
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Posted: 7th Jun 2010 18:04
Ooh, very impressive. Keep at it, this looks really interesting.

If I'm honest, I think the terrain looks great as is; perhaps a more detailed grass texture might improve it a little, but overall I think you should focus on building the game itself (which seems to be what you're doing).

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bergice
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Posted: 7th Jun 2010 19:47
Yea i dont really care about the terrain detail so much as well, it looks pretty good as it is.

Uncle Sam
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Posted: 7th Jun 2010 20:30
I understand what you're saying about the terrain. As you said, I'll try to focus on the game for now so that we can get to the next beta release.

Haha, ok, I promise when I get back from work I'll make a video.

Thanks for the comments.
pictionaryjr
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Posted: 7th Jun 2010 23:05
very impressive! Looks like it will be fun

Lemonade
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Posted: 8th Jun 2010 04:06
A screen of a new wood hut model (DBP):



Uncle Sam
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Posted: 8th Jun 2010 05:06 Edited at: 8th Jun 2010 06:34
I'm going to go eat, then work on the video as promised. For now, here's a shot of the new alignment of the vegetation to the terrain by EZrotate, which I finally got today. Now I can put grass on slopes!

Uncle Sam
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Posted: 8th Jun 2010 07:27 Edited at: 8th Jun 2010 08:21
Well, the video is uploading. There is sound, so turn it up. I feel like I rushed this video because I did not want to spend too much time on it. My brother didn't have time to record a fighting video so that will come later. I also noticed that for some reason the bullet holes are appearing as squares, which they didn't do before. Oh well, I'll have to fix that...also, I think because of the low FPS due to recording, the arrows would not stick like normal but penetrated all the way through! Usually they stick in the ground or the buildings unless full power is used. It does not affect anything if they go all the way through, as the program still detects the exact location of the hit on the surface of the object. It just looks better when arrows are sticking out of it. Oh yeah, also, the guy does not die when I shoot him because he was another copy of the game I was running that I disconnected. :p That's another thing I need to fix...

UPLOADED: http://www.youtube.com/watch?v=THIuijepNcQ&feature=youtube_gdata

EDIT: Btw, I forgot about this video I made of the game two years ago. It's pretty much the same fighting system for the sword as today. There's no sound, but there's music, and for some reason the video is VERY jerky. Oh well, at least it's something:

http://www.youtube.com/watch?v=8mSRdmat2vc
bergice
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Posted: 8th Jun 2010 12:12 Edited at: 8th Jun 2010 12:13
At a short distance the arrows look great because they go like swoosh and when they hit something it makes a good sound and the arrow actually penetrates most of the surface it hits, however at longer distances i feel like the bow is kinda fake.

And i love the way you can build things.

Does the minimap work yet?

Sepnon
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Posted: 8th Jun 2010 20:19
looks like another game, savage
Hassan
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Posted: 8th Jun 2010 20:32
looks very very good! the bow's rope(what do you call it? whatever..) should be much, much thinner, anyhow i like how the arrows works =)

Uncle Sam
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Posted: 8th Jun 2010 21:04
I hear you guys on the bow and arrows. I knew the string was too thick I just never got around to thinning it a little. I think that part of the reason it seems unrealistic when shooting in the distance is that you can't really see the arrow in the low-quality video, partially because of the resolution and partially because of the low framerate. But I still think you're right. I think what I will do is add a tracer effect for the arrows, allowing them to leave a trail as they fly. And I will add a sound effect for pulling back the arrow and releasing it, as well as a violent shaking animation when it fires. Should make it a lot more realistic.

Quote: "looks like another game, savage"


Yes, I constantly think of Savage while coding this. The main difference in this game will be the high value of life. It's not a die and respawn sort of game, although it can be in certain instances. If you kill someone, they may not necessarily be dead, but will lie on the battlefield wounded. Still working that out, though.

Yes, the minimap is working. When you buildings that let you spawn, they show up on it.

Thanks for the input guys!
haliop
User Banned
Posted: 8th Jun 2010 21:33
looks very promising i like it alot!
the combination between a FPS and a RTS is one of the best on the internet today , like Savage.

but to think that you are going on "Ages" idea , man thats is just super awesome! its like civilization but as the warrior.

very nice, i really like it and i will keep an eye on this!
keep up the good work , you are an insparation to us all.

well done.
Nadav "Haliop" Rosenberg
KISTech
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Posted: 8th Jun 2010 21:56
Loved the video. Good stuff. Keep it up.

Uncle Sam
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Posted: 9th Jun 2010 09:24
You're right haliop, that's pretty much what we're doing. Thanks! Thanks to you to, KISTech.

Players are now set up to be avoided by the AI. I may removed this later because it may be too intensive on a 50-player server, but for sure vehicles will be set up for AI, and you can still shoot the AI (you will be able to) even if I make it so that they walk through you. But this is not the main accomplishment.

The AI is now complete, but what's brilliant (if I do say so myself) is that it's all running on the server! The client has no AI set up at all, so the game will run much better than it otherwise would have. You might think this would cause lag, but the server would have had to update the AIs position anyways to keep things in sync. Right now, the AI is updating from the server twice as slow as the players (not as slow it sounds, it's still probably many times per second), but it looks very smooth and runs great. What the client does is it moves the AI in the last known direction (for just a split second) before the host updates it. I'm not sure you could tell the difference between the client and the host unless it was a laggy server. We'll leave that up to testing later. Even if it were laggy, all bullet hits are calculated on the server, so no worries about cheating.
haliop
User Banned
Posted: 9th Jun 2010 13:48
well , until you have a full test with 50 players, you may not know how much lag it costs, also if you do this , try to do it when some of the players are not your neibours , but other countries near you, only then you will know how much lag.
Uncle Sam
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Posted: 9th Jun 2010 20:22
Yeah, I won't know 'till then. I actually did a beta test a while back, and it was horribly laggy. I re-coded the network code and fixed it. I think what I have know will work fine, because I am transferring the position of the workers only every few loops.
Matty H
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Posted: 9th Jun 2010 20:26
This project looks awesome.
I have not done much network programming but can you not fake lag, even on one machine to see how your game copes?

bergice
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Posted: 9th Jun 2010 22:34
What are you using for the networking?

Lemonade
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Posted: 9th Jun 2010 23:02
I'm pretty sure he is using Multisync.

Uncle Sam
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Posted: 10th Jun 2010 05:05 Edited at: 10th Jun 2010 05:13
Yep, Multisync is right. Wonderful plugin!

Here's a shot of the wood pile which will appear on the carts (by the end of today) when a worker is transporting wood:

Uncle Sam
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Posted: 10th Jun 2010 05:31 Edited at: 10th Jun 2010 20:39
And here it is in the cart, working perfectly. I'll likely scale it up a bit, or at least lengthen it so that it fits the cart, but you get the picture:

Diggsey
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Posted: 10th Jun 2010 13:07 Edited at: 10th Jun 2010 13:07
Quote: "but you get the picture:"


Uh... No? I don't see a picture

bergice
17
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Posted: 10th Jun 2010 16:40
No cart picture, but i love the texture on the wood pile.

And yes, multisync is pretty much

Link102
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Posted: 10th Jun 2010 19:43
The wood is stacked to clean. You should offset some logs so they stick out and you should scale some.

Uncle Sam
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Posted: 10th Jun 2010 20:40
Haha, sorry about that.

Quote: "The wood is stacked to clean. You should offset some logs so they stick out and you should scale some."


Good point.
RedFlames
17
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Location: Germania
Posted: 10th Jun 2010 23:58 Edited at: 10th Jun 2010 23:59
Woah this still exists and looks even better than before
IIRC i tried your old beta some years ago and the multiplayer-code and sword/bow mechanics were quite cool already...

And your description sounds great aswell, though I don't really know Savage... but to me it sounds like Empire Earth + Battlefield

Will be watching this
Lemonade
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Posted: 11th Jun 2010 10:29 Edited at: 11th Jun 2010 10:30
Almost done with a mine building:



There are a few texture artifacts I still need to fix which you might notice.

bergice
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Posted: 11th Jun 2010 13:12
Have you joined in on the project?

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