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Work in Progress / UphoMania WIP

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Ermes
21
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Location: ITALIA
Posted: 19th Feb 2011 01:34 Edited at: 19th Feb 2011 01:50
ah ah... this is the start of my new game, an arcade game i hope to develop in 2/3 months.

well, you control an ufo, your mission is to abduct humans/animals and avoid/destroy enemy like other ufos like you, rangers and local menace. gameplay to be defined.

lot of different grounds, math generated matrix with shadows (!)
and normal mapping for the objects.

pure arcade action.

here an image


dowload the demo with the ufo!!. source code included

use arrow keys to move ufo, and controlkey to push up the ufo, yes like a lander game.

only ufo phy in this demo. very early stage.

no plugin, no Blitzterrain, nothing of nothing, just a normal shader supplied by Darkcoder!


Ciao facce da sedere!

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thenerd
15
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Location: Boston, USA
Posted: 19th Feb 2011 02:02
I just want to say, this looks beautiful and runs amazing! It seems like a great start to what will looks like it will be a very polished game...

Satchmo
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Posted: 19th Feb 2011 02:25
I agree with the nerd, this is quite impressive good job.

TheComet
16
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Location: I`m under ur bridge eating ur goatz.
Posted: 19th Feb 2011 12:16
Very nice start Ermes! I thought you hated DBP? Anyway, I think the squares you use are a nice style, reminds me a bit of kirby 64 :



Keep using them wherever you can!

TheComet

Mr Kohlenstoff
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Posted: 19th Feb 2011 13:05
Very nice gameplay. Just speeding through the terrain is already extremely fun due to the smooth intuitive controls. The visuals are nice as well. Looks like a great start.

Ermes
21
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Posted: 19th Feb 2011 13:07 Edited at: 19th Feb 2011 14:19
thanks, i hope to develop this game in a funny game.

@TheComet, about
Quote: "I thought you hated DBP?"
well, DBP isn't top of my admiration, the half of the things i would like to do aren't far for my chance because they are too difficult to learn, poor instructions or tutorial, too much complicated to works but ok, good for some demo <<example>> make a terrain, place some tree and grass, water effect, and your fps is near 3 or 4. the game ends there.

BUT if you want to make some easy and light game, like my old SundayPanzers, DBP is the tool for you. this demo was coded and trimmed in 3 hours.

Then, yes, i like squares!


Ciao facce da sedere!
Mr Kohlenstoff
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Posted: 19th Feb 2011 14:19
Quote: "make a terrain, place some tree and grass, water effect, and your fps is near 3 or 4. the game ends there."


Well, DBP is a programming language, not a fully functional engine, doing all the optimization work for you. CryEngine or Source Engine for example might be way faster, but in general DBP is not as limited as it seems you are thinking. But I'm sure you already discussed that with other people, so, anyway - looking forward to new updates. Especially fighting other UFOs sounds promising.

Jimpo
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Posted: 19th Feb 2011 17:54
When I saw the screenshot, it reminded me of Sunday Panzers. I never knew you were the one who made Sunday Panzers! That was a great game back in the day.

I'll definitely be following your new project here.

Ermes
21
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Location: ITALIA
Posted: 19th Feb 2011 19:54
Sunday Panzers was a 2004 project, 7 years ago, and is still my best game. ESF is big and serious, but Sunday Panzers was 100% fun.

this game use an improved math system used in Sunday Panzers for the terrain, but UphoMania has a different gameplay. You must abduct cows, camels, humans, and avoid fight with your enemies.

you have a limited time to do that, then things will be more difficult, so not a real time limit, but a window of time of quiet before the storm.

control system is the core of the game, as said Mr Kohlenstoff, just fly trough the terrain is funny. let see what i can do after this good start.


Ciao facce da sedere!
Link102
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Posted: 19th Feb 2011 22:18
you should use a gradient with a detail texture on the matrix.

thenerd
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Posted: 19th Feb 2011 22:19
Quote: "you should use a gradient with a detail texture on the matrix."

I think he should keep it the same, the style looks very nice...

Link102
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Posted: 19th Feb 2011 22:26
it will get the exact same results but use a lil less memmory, and if he increases the size of the gradient it will smooth out those ugly lines.

Ermes
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Posted: 19th Feb 2011 22:50
Quote: "you should use a gradient with a detail texture on the matrix."


... and what is this gradient/detail texture for the matrix?


Ciao facce da sedere!
Link102
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Posted: 19th Feb 2011 23:07 Edited at: 19th Feb 2011 23:15
it would just be a multitexture on the matrix and would be far more flexible than what you have right now.

the gradient texture would be a 1x1 pixel texture per tile and would determine the color of a matrix tile
the detail texture just adds light and dark spots to the texture.

Ermes
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Posted: 19th Feb 2011 23:35
i wasn't aware we can do it on matrix.
i know how to do with terrain, but not with matrix.
any example of the commands??


Ciao facce da sedere!
Ermes
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Posted: 20th Feb 2011 10:06 Edited at: 20th Feb 2011 10:07
ok maybe the first demo was too much incomplete, now this demo has a better layout, ground objects (only few trees to test) and shadow for the ufo to know how height from the ground you have.

image:


download the new little demo if you want to test, source code included, you need sparky collisions to compile the source, EXE is included. many thanks!


Ciao facce da sedere!

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Hassan
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Posted: 20th Feb 2011 12:19
the UFO looks like a hexagon, but the shadow is circle, that's a fake shadow!

anyway, looks good, i'm pretty sure it's gonna be as good as your spacecrafts game

Link102
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Posted: 20th Feb 2011 13:08
Quote: "i wasn't aware we can do it on matrix.
i know how to do with terrain, but not with matrix.
any example of the commands??"


Well I was refering to matrix asin a grid like object. I'm not exactly sure if the dark basic matrix supports multitexturing.

Ermes
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Posted: 20th Feb 2011 18:24
Quote: "the UFO looks like a hexagon, but the shadow is circle, that's a fake shadow!"


ah ah! well circle shadow will be used all around the game, even for octagonal or other ufo.

one shadow for all objects! i'm lazy!


Ciao facce da sedere!
Rich Dersheimer
AGK Developer
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Posted: 21st Feb 2011 04:25
Really cool!

If you use a soft edge circle for the shadow, nobody will notice it's not a hexagon!

Ermes
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Posted: 21st Feb 2011 08:08 Edited at: 21st Feb 2011 09:28
Quote: "If you use a soft edge circle for the shadow, nobody will notice it's not a hexagon!"


.... yes, it's a good and simple idea! i'll try.

edit: now i've 100 trees, normal map on ufo and trees, and the abducter beam working.


Ciao facce da sedere!
Ermes
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Posted: 21st Feb 2011 19:23 Edited at: 22nd Feb 2011 14:35
new shadow, as suggested Rich Dersheimer. looks better.



edit:

added "prey" system, max 50 objects like goats, pigs, camels, cows, etc walking on the ground.
nice feature, if you get close to a "prey" but you came in front of it and not from the back, the prey will spot you and start run around in random direction until you are out of view.


Ciao facce da sedere!
Ermes
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Posted: 22nd Feb 2011 23:13
new demo!!!!!!

this will be the last demo for a while.



different way to pilot the ufo:

arrowkey - move

q,z - up and down

both q and z - abductor beam (must be near the ground)

you can abduct goats on the ground. now game is with sound.

Please report about control system.

no enemy ATM and no abducted effect.

CLICK DOWNLOAD >>>>>>


Ciao facce da sedere!

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DBer
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Posted: 23rd Feb 2011 13:22 Edited at: 23rd Feb 2011 14:25
Quite nice!
I prefer the old control scheme. There you had to make sure to hold an constant attitude. I think it would be ok if you had to watch this during abduction.
In my opinion, the ufo turns too fast. Maybe this will make fighting enemies too easy.

Just in case you havn't spotted this jet:
When the ufo is descending and you activate the beam, you are still descending. Same thing for going up. Is this a desired effect (so you have to make sure you're in steady state before activating the beam)?

Ermes
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Posted: 23rd Feb 2011 14:27
Quote: "When the ufo is descending and you activate the beam, you are still descending"

already fixed.

the old control system was too hard, you have to dodge enemy, abduct, and control always your altitude, all these things make the game not so funny.

ufo specs are not definitive, and there will be more than one ufo to select.

thank you DBer for the reports!


Ciao facce da sedere!
Mr Kohlenstoff
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Posted: 23rd Feb 2011 14:37 Edited at: 23rd Feb 2011 14:38
I think it would be better to use a single key instead of Q and Z to activate the beam, because the way it is, it leads to key conflicts, so while abducting an animal I can move back, but neither to the side nor forward, making it quite hard. Apart from that I think that Q and Z are rather uncomfortable to press. Control and Shift for example would probably be better. You could then use Alt to abduct animals, that would sound like a better solution to me.

And by the way in the beginning the game is loading for about 15 seconds. You should at least add a "Loading"-text, instead of leaving the player with a black screen and no feedback whatsoever.

Still, a neat little "feel good"-game.

Ermes
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Posted: 23rd Feb 2011 14:42
Quote: "And by the way in the beginning the game is loading for about 15 seconds. You should at least add a "Loading"-text, instead of leaving the player with a black screen and no feedback whatsoever.
"


you're right, just a demo....

i will select shift and ctrl, maybe less conflict.

i will let the player use both shift and ctrl or another key for beam.

thanks!


Ciao facce da sedere!
Ermes
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Posted: 5th Mar 2011 02:44 Edited at: 5th Mar 2011 02:56
ok, new demo with enemy ufo and semi definitive gameplay:


controls:

arrowkey=direction

left shift: up
left control: down
(both shift and control) or left alt or TAB = abduction ray
<> = change camera inclination

f1-f4 front-left-back-right view.

instructions: abduct goats and pigs, control your altitude because enemy ufo will hunt you if you fly too high, (see left altitude bar), when you abduct a goat or a pig, for a small time enemy ufo will hunt you, then they will switch on "suspect" mode, only nearest ufo will hunt you. after this, you will be in "normal" mode, no ufo will hunt you.

no dead, no time limit for now, only test gameplay. my idea is you have to abduct 50% of the poor animals in the level, so you have to choose (goats are less money than pigs and so on)

enemy ufo and your ufo don't have any kind of weapon, only melee attacks (and only for enemy!).

targets are: (at least)
10 different upho for the player.
30 different enemy ufo
30 different prey to abduct
10 different worlds
infinite levels.

give me feedbacks! thanks!


Ciao facce da sedere!

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thenerd
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Posted: 5th Mar 2011 12:54
Well, one suggestion I have is not to have the abduction ray the same as the altitude keys. I had trouble using that, because when I would hit both keys one of them would be hit first, and the UFO would move itself too high. Maybe have the abduction ray using space...

Ermes
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Posted: 5th Mar 2011 15:21 Edited at: 5th Mar 2011 15:46
Quote: "(both shift and control) or left alt or TAB = abduction ray
"


well, you can use TAB or LEFT ALT, already setted.

and the ray with both the keys is delayed of 15/60 of a second, so if you mistake and hit both the key but you want to climb or fo fall, you have a shor time to lift up your wrong finger.

NEW GAMEPLAY: (not in the demo)

you can smash enemy ufo hitting them but you must be higher.
otherwise you will lose energy.


Ciao facce da sedere!

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