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Work in Progress / Krizon (action-adventure) + screens

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koolaid 2764
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Posted: 24th Apr 2006 04:54
Thanks. You might have got the posts mixed up above, im the designer of the game. Is Kalimee completed or are you working on it still Vues3d?

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koolaid 2764
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Posted: 25th Apr 2006 09:37
Here's a updated look of my map, was messing with some different skybox textures.

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koolaid 2764
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Posted: 2nd May 2006 06:12
Havent had the time lately to do alot more work on my map, but im getting closer to being done with it. Heres a updated pic of the map.

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koolaid 2764
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Posted: 4th May 2006 11:13
Heres some update to my map, almost done. I put together the MPU Termina(computer console located in Cyber-Tech facility. I also did some things to make the area a little more interesting , and the floor less flat and dull.

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koolaid 2764
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Posted: 4th May 2006 11:13
Heres one more pic to look at.

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koolaid 2764
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Posted: 11th May 2006 10:18
Well, im just about finshed with design of the map for the Krizon intro movie, still need to do some things here and there before messing with some code. If anyones been looking at my project and is interested, im in need of other talented people to join me. The number one area where i lack skill and pure interest is on the programming side, i understand a fair amount of DBPro, but not enough to implement what im planning. Please contact me, if interested or for info. Pic below.

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koolaid 2764
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Posted: 11th May 2006 10:19
A second one.

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DB newbie
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Posted: 11th May 2006 17:46
i like the sky.

Instead of just learning how to program i am also learning how to model in Wings 3D so if you know of any good tutorials let me know.
koolaid 2764
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Posted: 13th May 2006 08:57
a little eye candy just to keep it alive in here, will soon be working on new map, actual playable area.

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koolaid 2764
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Posted: 18th May 2006 11:24
Here's some new WIP pics of our sci-fi game Krizon.

Still looking for more dedicated, talented people to join the team. Email AJR2764@hotmail.com for details.Thanks

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koolaid 2764
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Posted: 18th May 2006 11:25
One more WIP pic straight from the 3DWS editor.

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Diablo 3D
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Posted: 18th May 2006 12:19
Wow! This is great! Very Quake looking how many polys are you using for your map? It's very detailed and very good looking! Keep up the work!

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Earl Walker
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Posted: 18th May 2006 14:20
Whats up with e blue texture? Are you using it as a dev texture then replacing with final texture?

koolaid 2764
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Posted: 18th May 2006 20:38
Thanks guys. Currently the map showed there is about 2000 polys, likely when im done with that it will be no more than 4000. I havent really set a poly limit for myself, but im gonna be using a zoning and portal method like the Unreal engine does.

Earl you are correct, the blue texture is a temp dev texture so you'll see it in alot of my screenies. The whole world is textured with that and periodaclly i stop from modeling and texture some areas to get the mood and feel.

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The admiral
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Posted: 20th May 2006 00:47
A lot of map pictures but not really anything in the way of gameplay I think you should focus more on your engine.

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koolaid 2764
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Posted: 20th May 2006 05:41
We are working on gameplay as well, dont have enough working to show here. I just got some programmers together on the team, but we will soon be having more gameplay to show. I understand where your coming from though Admiral.

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optical r
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Posted: 23rd May 2006 17:22
I actually considered coding for you koolaid, i mean if that post hasnt ben taken up already. I have written a small shell of the engine, which i will post later (gottta go to work ).

Ive looked at your detailed documentation and seems very feasible. I'd love to know your views on this.


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TobiasWK
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Posted: 23rd May 2006 21:38
looks really great!
I like the very detailed textures you are using.

koolaid 2764
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Posted: 23rd May 2006 22:07
Thanks guys. Optical R. i'm still looking for talented people tp join the team. Currently it is me and two programmers, progress is moving quite well. I have sent you an email to your hotmail address.

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koolaid 2764
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Posted: 23rd May 2006 22:58
Optical r do you have another email address because i sent you a email, but i got a delivery failure message from it.

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gamedude
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Posted: 24th May 2006 03:19
pretty nice from the pics.(bump)

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koolaid 2764
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Posted: 25th May 2006 08:51
Hello guys. Im currently working on the H.U.D for the game. It very close to my intial concept. Im looking for some feedback before i go on. The only thing missing from it that will be there is next to the Sylo active box, there will be a small pic of all 4 Sylos and the one active will be highlighted as well. Heres a composite image of the H.U.D. Thanks for the comments.

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koolaid 2764
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Posted: 25th May 2006 08:54
Oops forgot to make it a jpg, i know people dont like to downlaod and would prefer to view a image. Well heres a screenshot of how the H.U.D looks in a current version of Zone 01 of the facility.

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koolaid 2764
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Posted: 19th Jun 2006 11:55
Hello. Its been a long time since our thread has been up, so i thought i'd bring it some life again. Im posting some new screenies from the game engine.We are currently working hard at the engine and the beginning of the world of Krizon. This project has not died for anyone who might have thought so. We are working at putting out a demo in the near future and will be posting more then screenies. Currently on the project is myself, and two DB programmers. We are looking for some more talented people to join the team along the way. So if your interested in what you come across in this thread, please email me at AJR2764@hotmail.com for information. Thanks.

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koolaid 2764
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Posted: 19th Jun 2006 11:55
Second pic below.

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koolaid 2764
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Posted: 19th Jun 2006 11:56
And a third one also showing a section of Zone 1 of our game world.

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Chris Franklin
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Posted: 19th Jun 2006 12:06 Edited at: 19th Jun 2006 12:06
32 fps on a p4 3.2 ghz

seems a bit low my p3 will most likely lag it and all

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Freddix
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Posted: 19th Jun 2006 12:51
"placeholder power"

Your project look really cool :p

All we have to decide is what to do with the time that is given to us.
koolaid 2764
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Posted: 19th Jun 2006 19:21
Franklin, i know that 32 seems low, but its capped at 32 thats why. That particular map runs at 72+ normally on my 3.2. We figured we could set the fps to 30 for now, and its running at 32 and very smooth also. We have alot of lee way right now in the beginning of the game, so later on we might have to cap the fps at a higher rate such as 60, but we strongly think we can make the game run smooth at way lower then that. Thanks for the comments.

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Syncaidius
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Posted: 19th Jun 2006 19:36
Looking great so far koolaid, keep up the good work!

Working on 2 projects: A Free Map/World Editor and my RTS game
Chris Franklin
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Posted: 19th Jun 2006 23:25
Quote: "Franklin, i know that 32 seems low, but its capped at 32 thats why. That particular map runs at 72+ normally on my 3.2. We figured we could set the fps to 30 for now, and its running at 32 and very smooth also. We have alot of lee way right now in the beginning of the game, so later on we might have to cap the fps at a higher rate such as 60, but we strongly think we can make the game run smooth at way lower then that. Thanks for the comments."


Ahh that's good to know thanks

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Cash Curtis II
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Posted: 20th Jun 2006 03:23
Hmm... I don't know if I've suggested this before, but here goes.

72 on a 3.2 ghz computer with no effects or enemies is still a bit low. Everything you add, every particle effect and NPC will add to your system load.

Have you subdivided the level into object sections? The best way to do it is to divide the level in 3DWS into groups, lightmap, select a group, invert the selection, and delete everything else. Then export that single group as a .dbo file. Reopen the project and repeat with the other sections.

When you place the rooms, you'll place them all at the coordinates of the original level, because they'll be offset from the center already. No, no extra work for you.

You'll get a FPS increase since the engine won't have to render all of the level. It will render only the object that you see.


Come see the WIP!
koolaid 2764
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Posted: 20th Jun 2006 07:42
Thanks for the information Cash. What your suggesting is sort of what we're doing, except your breaking down the map into smaller sections. We are doing zones, and that is zone 1 of the map. We're planning to have several zones that make up the entire world as .dbo objects and place them in the engine. Only rendering the zone the player is located at. The zone 1 map is about 3700 polys right now, of that 1200 has been reduced. Are you suggesting dividing the map into smaller sections?

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Justin W
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Posted: 21st Jun 2006 09:14
Hello guys. All this time the screenies we had posted here you had to click the view button on the bottom. So we're just gonna make it easier on everyone and uplaod them so you can view them without clicking and downloading. Here below are screenies from zone 1 of our game Krizon.

















Keemo1000
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Posted: 22nd Jun 2006 19:58
Where do you build such awesome levels dude?



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koolaid 2764
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Posted: 22nd Jun 2006 20:53
I suppose you like the level design Keemo1000. I use 3DWS(formally Cshop)to do the level design. It takes alot of thought and time to create a large functional world. That first part of our world took a fair amount of time to construct the geometry, in addition to not having time always available to work on the proect how i'd like to. Thanks for your comment.

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Justin W
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Posted: 23rd Jun 2006 13:29 Edited at: 30th Jun 2006 01:41
Hi everyone, I just finished discussing with Koolaid our plans for our upcoming first demo. We have a large list now of all the features we'd like to include in it, and so I've decided to begin posting progress updates. There are alot of smaller things I have not included but what follows are the core features.

Completed Already:

Player Movement
Camera Following Player
Player to Level Collision
Camera to Level Collision
Player Gravity
Switch between First Person Look mode and normle walking
Switch between running mode and walking mode
Shooting Bullets
Bullets Kill NPC's and play death animation
Basic player following AI and walk animation
Most of the basic sounds are now also implanted

Need to Complete:

Doors open and close
Buttons and Switchs control differant actions in the game world
Triggered Text pop ups which give information
Enemies attack player / player death
Enemie to Enemie collision detection

Set up the first enemie type (Mutant Hackler) so that it can only follow the player based on the players noise level.
Homey the Clown
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Posted: 29th Jun 2006 05:51
...anything lately?

Homey

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koolaid 2764
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Posted: 29th Jun 2006 11:44
We are currently implementing alot of features into the game engine. We are working on zone 2 of this particluar structure. Ill post some pics i took from the game.









Hopefully they'll post right, first time uploaded pics in this way.

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Homey the Clown
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Posted: 29th Jun 2006 21:11
demo anytime soon or no?

Homey

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Justin W
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Posted: 30th Jun 2006 01:49
We are working towards releasing a large demo in the near future (less then a month). It will include all of the core gameplay features as well as the first few levels of the game. We have had several new members join us recently so that should help speed up our progress.
Homey the Clown
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Posted: 30th Jun 2006 04:29 Edited at: 30th Jun 2006 04:30
I dont think you guys ever explained what this game was going to be. Is it a fps or a 3rd person shooter, where does it take place, any cool features about the game, or better yet what the game is about? Before I get sucked in, I would like to know what the game is about.

edit: oh yeah, and with scenes like those that are dark with lights, I recommend you make a real-time lighting system(it would make it so much better looking).

Thanks,
Homey

"I don't think so... Homey don't play that."
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koolaid 2764
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Posted: 30th Jun 2006 21:31
Krizon is a 3d action adventure in 3rd person perspective. Theres alot of information in the design doc posted originally. The game takes place on the planet Krizon in the newly discovered Cyber-Tech facility. A basic run down of the story is: Steve Rift uncovers information leading to a secret project being developed within the company he works for Cyber-tech. He ventures to the planet Krizon when he gets that information, when he arrives he is faced with more than he bargained for. The players ultimate goal is to figure whats going on and decide on what to do from there,these alien like creatures have breached the faciility strucutures...The game is sci-fi but with some modern and future elements in there as well.

Im posting the new version of the design doc im working on which is strucured better, you'll gain alot of knowledge from there. Its about 14 pages right now.Thanks.

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Homey the Clown
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Posted: 3rd Jul 2006 06:38
Not tyring to be blunt but... Who here buys a game and reads the manual before playing the game ? Who here looks forward to reading a 14 page description of the game instead of playing and figuring as you go. To be honest, you should make brief and to the point. Hell, the Quake II story was generalized into several paragraphs.

I really think that 14 pages is going a little overboard,
Homey

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greenlig
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Posted: 3rd Jul 2006 08:49
Dont listen to Homey guys.

@homey - In most cases, not having a design document is a cardinal sin. Most games have very long and thought out design documents. It help you to visualise the eintire project, it isnt just the story. You'll learn that someday.

Looks good guys, keep it up.

Greenlig

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koolaid 2764
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Posted: 3rd Jul 2006 09:09
Well, let me start out and say the design document i posted is not a game manual. I directed you towards it so people could get some information bout the game and see that this is a well thought out and properly planned game. I buy games and read manuals before playing indeed, to properly know how to play. You are confusing the design doc with a game manual Homey, the design doc is a powerful development tool, and it will be way more than the current amount. When the design doc is done it will have the entire game documented. No game company can produce a game without first doing a design doc. We are very professional about what we are doing and i go to school for game art & design.

Thanks, Greenlig for the comment

And ill paste the backstory of our game below now also.

Several years ago the government established the company known as Cyber-Tech. The company was setup for research and development of new and advanced forms of technology. Steve Rift has been working for Cyber-Tech for quite some years, and he works in the weapons division. He’s had strong suspicion of a secret operation taking place. A couple of days ago Steve discovered an inaccessible file and information about another facility on the planet Krizon.

"I don't think so... Koolaid 2764 don't play that."


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greenlig
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Posted: 3rd Jul 2006 09:13
hey koolaide i got your email too, but havent replied yet the address i use most is zac[dot]duff[at]gmail[dot]com so if you want you can email me there.

For the record, this looks very nice as a game. I'll email you some more comments if you wish

Regards,
greenlig

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koolaid 2764
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Posted: 3rd Jul 2006 10:30
If you are interested Greenlig the offer still remains, if your not currently involved with any other projects. Ill take note of that email address you listed there. Thanks.

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Pincho Paxton
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Posted: 3rd Jul 2006 22:35
The game looks very professional, I hope it plays as good as it looks.

koolaid 2764
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Posted: 3rd Jul 2006 23:10
Thanks Pincho, we get it all covered

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