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NVIDIA Competition 2008 / Final Exodus

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Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 1st Apr 2007 17:45
Quote: "You will be able to download the compo entry when the results are out "


Where?

And well done!
david w
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Posted: 1st Apr 2007 18:21
congratulations dc
Mike Inel
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Location: Sa upuan ko po...
Posted: 2nd Apr 2007 00:30
CONGRATS MAN!!!
I knew you'll get 1st!

Wehtam_
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Posted: 2nd Apr 2007 10:46
Congratulations Dark Coder!
Sixty Squares
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Posted: 2nd Apr 2007 18:53
Congrats, I want to play this game! Where and when are the actual games going to be posted! Ahhhh!

Mr X
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Posted: 2nd Apr 2007 20:13
So you came number one, Dark Coder. That's very well done. Congratulations. Happy for you.
zavix
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Posted: 2nd Apr 2007 21:39
These screens are pretty decent.

the 1st one made me a little dizzy lol
Julius Caesar
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Posted: 9th Apr 2007 22:39
whew! You should seriously think about going commercial!

I came, I saw, I conquered. The die is cast. It is not these well-fed long haired men that I fear, but the pale and the hungry looking. Et tu, Brute?
-The Man Himself
Drakir
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Location: Sweden, Karlskrona
Posted: 10th Apr 2007 01:01
This is the game I always wanted to create!!!

Space, Big Ships, Strategy...

I don't know if you have seen the new game Battlestations Midway,
but thats the type of game I would like to see in space.

CONGRATS DARK CODER!!!

Do you know if the DB code will be released as well or just the
".exe" ?

/BR, Rikard
Bozzy
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Posted: 10th Apr 2007 01:16
I WANT A PLAY NOW!!!!!!!! ARGH lol

I used to play Homeworld ages ago and really wanted direct control of the ships. I used to follow individuals in battle to get a feeling of it!
dark coder
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Posted: 10th Apr 2007 12:02
Hey,

TGC will be uploading/releasing the EXE with game media/files, they didn't ask for the source however if anyone wants it as with all my games(non commercial ones) you can have it, but most people probably won't learn much from it.

Drakir
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Posted: 10th Apr 2007 14:51 Edited at: 10th Apr 2007 14:53
Parts of your code would be helpful to learn from especially all
that eye-candy effects.

I don't know if you have ever heard of this table top game: Battlefleet GOTHIC
which was created by Games Workshop...

Here is the link: http://uk.games-workshop.com/storefront/store.uk?do=List_Models&code=300812&orignav=300808

This old game (10 years) could give some very nice ideas on new fleets & strategy.
dark coder
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Posted: 10th Apr 2007 15:43 Edited at: 10th Apr 2007 15:44
OK I've attached the full source to the project, if you wish to compile it then make sure you have Sparkys DLL, Cloggys D3D DLL and EZ Rotate. You can find the effects code in both the Shaders.dba and near the bottom of Library.dba, I've since re written my functions library to be more optimized and it isn't in one file anymore. As written in the main file if you wish to use any code from the project credit me 'Carlos (Darkcoder) Wilkes - WWW.Darkcoder.co.uk'

No I've never heard of Battlefleet GOTHIC however I did have a pretty cool storyline planned and lots of ship designs that I never got round to making, they will be around in the online version however .

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Drakir
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Posted: 10th Apr 2007 21:54
You are the best... THANKS!!!

Now I must buy EZ Rotate... great way to promote TGC

Do you have a link for downloading Sparkys DLL and Cloggys D3D DLL?
I can't find it... sorry.

About the link above to GOTHIC... it just showed all the cool
ships for buying.

Here is the link to the game: rules, storyline, missions and more:
http://www.specialist-games.com/battlefleetgothic/Default.asp

/BR, Rikard
Bozzy
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Posted: 11th Apr 2007 22:51
I remember seeing that thingy when I used to play (sorry, try to play) Warhammer 40K when I was like 6.

Now I can't even complete my homework let alone code much thanks to bloody rugby. I do it like 5 times a week (county, district, school 2-3x, club)... anyway ahem.

FOR dark coder:

the code on line 15 "D3d_Init" doesnt work

how do I fix this, and any more lines that dont work after it?

Cheers,
Bozzy
dark coder
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Posted: 12th Apr 2007 00:37
Quote: "if you wish to compile it then make sure you have Sparkys DLL, Cloggys D3D DLL and EZ Rotate"


Bozzy
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Posted: 12th Apr 2007 01:00 Edited at: 12th Apr 2007 01:06
o yes... missed out the Cloggys jeez soz. where do I find it?

EDIT: Found it (forgot "cloggy" was a person, was searching for cloggy but found when I searched for d3d )
Sixty Squares
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Posted: 18th Apr 2007 02:39 Edited at: 18th Apr 2007 02:40
(Nevermind)

Juggernaut
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Posted: 10th May 2007 01:06
Hey, for multiplayer I always though it would be cool if you could gain ranks and high ranking players could control large ships. Then other players could sign on for fighter positions or add their large ships to the fleet(with a maximum however). Then, when you spawned, you actually appeared in the launch bay, where you would actually take off manually.

I just think it would be intense.

Cheers

Just someone obsessed with making games(this will be updated whenever...)
dark coder
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Posted: 10th May 2007 06:27
I've planned a similar feature, I don't want to limit users by what ship type they can fly, the only limitations will be if they can either afford to buy one or have a planet / station and the resources capable of constructing one. If you get killed in space I will make it so that if your ship is small enough it can be synthesized on another larger ship from which you will essentially re spawn from so you can rejoin the battle. I'm not a fan of making getting killed / destroyed a huge blow to your player. However losing large ships may very well end up with its loss otherwise everyone would just have fleets of cruisers and would make new players rather useless .

A friend of mine showed me an old game called Noctis where the objective is to go around the galaxy and explore new systems / document things so that may well play a part in my game.

Alfa x
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Posted: 28th May 2007 00:20 Edited at: 28th May 2007 00:30
Hi,
Can I ask you some questions?

1) How much time did it take from you to make one level (Hours)?.

2) How much time did you invested in doing a ship (Hours).

3) How much time did you invested in doing lasers(Hours)?.

4) What was the overall time for doing the game(Hours).

I know these questions can seem funny. The reason is that i want to make an stimation for a project that i'm doing, and your game is a Real good one to take reference from.

Thanks in advance.
dark coder
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Posted: 28th May 2007 16:31
Quote: "1) How much time did it take from you to make one level (Hours)?."


Depends, I was developing the map handling code while producing the media, overall the code and media took several days but the media didn't take long, the Planet surface map is of Ganymede(a Jupiter moon) so that didn't really take much time. The skysphere, planet rings and sun textures probably took no more than an hour. I had planned to make a system with a black hole too, just I never got round to it .

Quote: "2) How much time did you invested in doing a ship (Hours)."


Around 5-6 hours from starting the concept sketches to finishing the diffuse texture / normal maps, the models themselves are pretty low poly(I like simple designs) the skinning took the most time. However most of these ships were designed beforehand and modified over time before I modelled them, the Vanguard in the game used to be the Exodus and that's the V3 of the model. I decided the Exodus would be a very special ship(and a huge one ) so I'll design that eventually. Some ships namely the Constructor, Specter and Choler were done in in and around two hours as I didn't have much time to design proper ones! the Specter is pretty much a deformed sphere that's been extruded many times and has meshsmooth on, but it looks pretty cool I think .

Quote: "3) How much time did you invested in doing lasers(Hours)?."


5mins? They are just a blurred lines with various effects added to intensify the colour mainly, I made the explosions and most effects using an app called Explosion Generator someone posted on the boards a while ago, I just changed the HUE around and such to make them look different.

Quote: "4) What was the overall time for doing the game(Hours)."


I'm not totally sure, I made 5 versions(recodes) or so of the initial engine until I was happy, while copying various parts of the code I was happy with along the way so I'm not sure, quite long though.

Alfa x
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Posted: 28th May 2007 16:48 Edited at: 28th May 2007 16:49
Thanks Carlos.
It's very kind of you.
Didn't know about this explosion generator, is it open source?

I have a team working in a game(RTS). But i think we have to much to learn. We have avaible more or less 1415 hours in a year. But the development should take like 3000 hours.

The question is because we can turn ourselves experts like you, so we can reduce our development times and it helps stimation. The question is to do the estimation how many months from now are left.
dark coder
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Posted: 28th May 2007 19:13
I found that data organization was the hardest part of this project, because each ship consisted of a hull which has many attributes, this ship can then have any number of guns mounted on it which also have many parameters, these guns then fire bullets which also have many parameters. It also doesn't help that in Version 3 I introduced the double barreled style guns, I then made it so that I could use other weapon types from the barrels like lasers, then I needed to give the turrets better logic, because using standard gun turret logic when using lasers they'd end up shooting at the hull while tracking a target. Not to mention you have other peripherals on the ship like engines which also have their own effects .

In my first version I didn't account for these and thus my code wasn't organized enough for adding more and more features like these, so I recoded the majority of the game to compensate.

So I strongly advise you fully plan all features you will have in the game, and layout all arrays before you code the bulk of the game as you will soon see any shortfalls and won't have to resort to bodging code or recoding.

Alfa x
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Posted: 29th May 2007 00:37 Edited at: 29th May 2007 00:39
Thanks,
that's a great advice!.
I'm studing game architecture and design in this moment to prevent that. So I'm planning all aspects of the game(story,characters,FX,sounds music,extra features,levels,interface)
there is also process improvement and the making of tools.
it shall be iterative and modular.


But we had to re-do many things because of that.
It's great to know about arrays, didn't took that into account
(you have to plan coding too).
The game name shall be "Ultimate Apocalipsis", we will be posting in the WIP soon.

one question.
what is bodging?
Kentaree
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Posted: 29th May 2007 11:39
Bodging is the art of hacking code so it does what its supposed to, in a way you're not supposed to

DarkWolf2
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Posted: 30th May 2007 20:26
Hi there.

Is the game downloadable yet?
dark coder
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Posted: 8th Jun 2007 11:55 Edited at: 8th Jun 2007 11:57
Quote: "Hi there.

Is the game downloadable yet?"


No. TGC are currently uploading all entries to their servers via morse code(aka you will never see them uploaded).

However once I get some free time(i.e. in a week or so) I will fix a few issues with the game and upload it somewhere.

Also for all you gate fans http://img440.imageshack.us/img440/6458/fexmod1hp3.jpg

ps: the untextured 303 was done by Casper and was just for fun and won't be in the actual game.

Bozzy
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Posted: 10th Jun 2007 21:30
OMG PLEASE UPLOAD *Crys with Happiness*

lol
DarkWolf2
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Posted: 26th Jun 2007 17:27
Hehe ok, waiting for download link .
dark coder
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Posted: 27th Jul 2007 10:51 Edited at: 27th Jul 2007 10:51
OK attempt two(pressed Cltr+R instead of Ctrl+T)

long story short:

Game~
http://files.thegamecreators.com/nvidia_dbpro/FinalExodus.zip

Wallpaper~


Latest Pic~
http://img183.imageshack.us/img183/5056/excalibur4si9.jpg

Math89
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Posted: 27th Jul 2007 15:34
Argh ! There is an error during the loading : Could Not Load Sound Line 5108 .
dark coder
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Posted: 27th Jul 2007 16:14
I load many 3D sounds and iterations of them which may cause that error, however many people have ran the build in that link without issue so get a new sound card just to play my game , or you could recompile it

Sixty Squares
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Posted: 28th Jul 2007 14:21
Worked fine for me. A very nice game you have here dark coder . The explosions, sound effects, and camra shake REALLY add to the game.

Alfa x
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Posted: 1st Aug 2007 03:46
I have played a little, and this game is great.
Sixty Squares
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Posted: 2nd Aug 2007 00:52
dark coder
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Posted: 2nd Aug 2007 07:00
Glad you liked it

@ Sixty Squares: can't you just copy the link now that you've seen this topic?

Sixty Squares
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Posted: 2nd Aug 2007 14:47
Okay I'll do that. I just wasn't sure if you wanted to change it or not

Emphasoft
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Posted: 13th Aug 2007 16:08
is there any chance you could make it compatible with a two-button mouse? because my mouse's scroll wheel won't register with db executables.

Why fight when you can negotiate?
-Jack Sparrow
dark coder
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Posted: 13th Aug 2007 16:12
Well you could recompile it with a different bind to alter the zoom, or get a new mouse as my game is worth it .

Alfa x
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Posted: 15th Aug 2007 23:39
@ Dark coder: Are you planning to have a commercial version of this game?
dark coder
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Posted: 16th Aug 2007 04:27
Yes, but it will be online only. Similar to eve only I plan to make it more fun + require skill not just time and have story missions, I'll be making a WIP topic for it in a few weeks with my design doc so you can read all about my far fetched plans .

Alfa x
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Posted: 16th Aug 2007 06:39
Exellent.
I know, if you do a design document it will give birth to a good
game. I expect to look forward it. I have no doupt it will be a great game.


Maybe i can help a little with the design doc..
Bizar Guy
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Posted: 6th Sep 2007 17:15
The one recommendation I feel I need to make is to have an extensive tutorial. I died a number of times before I figured out what I should be doing (manuals are for loozers), but then the game became immensely fun. I liked the massive scale, though it did take away from the battles somewhat.

Do you plan on doing the story missions like in homeworld, sort of how objectives change as events unfold?

dark coder
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Posted: 17th Sep 2007 09:30
Quote: "Do you plan on doing the story missions like in homeworld, sort of how objectives change as events unfold?"


Sort of, as it's going to be Online only I can't exactly have it like Homeworld(can't have everyone in the universe vanishing off to do missions!) but I do plan on having several large storys which will unfold as you play the game, i.e. find some artifacts on a planet that when decrypted will lead you on a wild goose chase through the galaxy and find some cool items along the way. However I'd have to make the missions dynamic to an extent else people would just end up writing guides on where to find the best items/parts etc.

Of course I'd also need to make short missions for people to play in case they don't want to go exploring around the galaxy... so much to plan

Alfa x
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Posted: 26th Sep 2007 16:15
Hi,
I think massive games lack of a good set of missions.
I like very much when you have to kill bosses, doing strange missions as history unfolds and things like that.

Other thing thats nice is war among players. I think you can make something like planet colonization. SO other players will try to take control of them, stealing them from other galactic alliance.

Ok. See you later.

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