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Work in Progress / BlueSpace [full 360 degree free movement in 3D space]

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Essence
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Posted: 23rd Feb 2006 22:42 Edited at: 28th Feb 2006 01:02
Hi fellow game/application developers

I've been trying to get a game finished a lot times, but never finished something.
As i noticed in my years of experience, i see that there aren't a lot of games where you can move fully free in 360 degrees 3D space.
So i decided to create a game that does.

The whole thing is based on the game "Descent" that has been developed by Parallax some years ago.

The whole goal of the game is to destroy the hi-tech space-mines until you have destroyed them all. (yes, it's basicly the same as the descent-classic )

Current release-version: Alpha v1.1

--------------------
= DONE
= In Progress
= "in my mind"
--------------------

In-game Ship (hud 3d-model)
World system (level tech. / envoirment etc.)
Basic movements (WSAD & Mouselook)
Scripting System
Collision System (no newton / nuclearglory etc.)
PlayerShip Hover (playership is moving up and down smoothly)
Player-Flashlight
HDRI support (for flashes, explosions, item-pickup fx, flashbacks)
World Animation (rotating engines / pillars etc.)
Flashback Effect (kinda F.E.A.R. style, with soundfx and music xD)
Items (entity pickup system) [ only got the "Energy" item done ]
Pickup-announcements
Singlepass Lightmapping System
Door Entities (Added 2 different door-types)
Activate doors with gunfire
Added weaponitem: "LaserCannon"
Added Shooting function (with gunfire collision & sparks)
Sound System (2D & 3D)
Guidebot (a flying thingy that guides you through the maps)

Demo Level
Weapons
Items (entity pickup system)

Main-menu (new game, load game, etc.)
Enemy A.I
Particle system (smoke, sparks etc.)

---------------------------------------------------------
Key Configuration

WSAD : Movement
R/F : Up and Down (vertical)
Shift: Afterburner
E : Shiplight
LMB : Shoot (if you got a weapon that is )

Information about items
guide-bot
After the last door in the alpha-level there's a guidebot.
Dont pickup any items until you reached the bot.
As soos as the bot is free, it wil fly through the map and it will
notify you when he found a usable item.
In the topleft of the screen is a text line with the guidebot-status.
You can't actually kill the guidebot, cause its purpose is to open doors that only the guidebot can open. So instead of searching for keys to open doors, you now need to find the guidebot to open them.
This feature will be included when the first 'demo-level' is out.
The bot will also wait for you if he's too far in front of you. But you dont want to leave it behind. If you're too far from him, it will wait for you to come back.

The whole system in this method is an advanced node-handler that's usable as a sort of waypoint system.
Check out the new alpha-release (v1.1) and tell my what you think


Energy
This item is usable as energy for your afterburner.
It's available in 2 different versions. The small crystal type and the large atomic type.
The small type will increase your energy level by 10 points and the large type will increase your energy by 25 points.

Press SHIFT to use the afterburner. As soon as the afterburner has been activated, the energy points will decrease. Move your ship or not, it will decrease. See it as feul for your car or something...


New in Alpha 1.1
- Guidebot
- Advanced node-handler (easy to create flying routines for enemies and such)
- new loading screen (doh! )


New in alpha 0.32-b
- Added new item: "Lasercannon"
- You are able to shoot now (when you've got a weapon-item ofcourse)
- Added Heartbeat sound to hallway
- Added collision in laser-fire
- Added Sparks on laser-collide (although they dont look very good)
- Added Laser-Lifetime method (the lasershot will burn up afer a few seconds)
- Little improvement on light-system
- Fixed some small bugs (the map-leak still isn't fixed though...)
- Made my first use of sparky's collision dll


New in alpha 0.32
- SinglePass Lightmapping System
- Door Entities (Added 2 different Door-Types)
- Removed the "oh so scary" sound in the flashback-area.

New in Alpha 0.22
- Game HUD (cockpit screens are working)
- Item pickups (with announcement text in center-bottom of screen)
- fixed HDRI lightning when picking up a sprite

Alpha Release v0.11
This verson is showing the basics of the game-engine.
HDRI lightning, flashback, items pickup, shiplight etc.




Download Alpha-Release v1.1
Link: http://members.lycos.nl/ive3tech
When you see the filelist, select the alpha-v1.1.rar file
File: RAR Archive
Size: 19.490 MB
Use "rightclick -> save as..." method.

System Requirements
Intel Penitum 4 - 2.8GHz
512MB RAM
GeForce FX5600 (<- at least) Support for Pixel- and Vertexshaders 2.0
---------------------------
Those system requirements are not really accurate yet.
Just try to run the alpha-release and see how it runs on your
machine. Have fun with it
---------------------------

Alpha 0.11 Screenshots removed.
Posted new ones second page, seconds post.


Sergey K
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Posted: 23rd Feb 2006 22:49
Quote: "Scripting System"

nice! only PRO's are using scripting system.
congrats, you are one of us now

btw, nice game start, keep it up.

Essence
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Posted: 23rd Feb 2006 22:51
Quote: "nice! only PRO's are using scripting system."

*zapp*


First DifNiX -> now EvaX.
Sergey K
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Posted: 23rd Feb 2006 22:58
does your scripting system is coded (so only your program can read it) ?

and show some more progress(shots or something)

Essence
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Posted: 23rd Feb 2006 23:08 Edited at: 24th Feb 2006 05:43
Yes, it's fully programmed in DBpro.
All the commands and tweakable variables are included in my own source files, so only that specific commands can be used in the scripts.

I'm currently working on some improvement of the envoirment settings (light / fog / ambient etc.)

I'll upload a screenshot... just a min.

#edit:

[screenshot deleted] (new update -> first post)

oh and btw... Here's an example of the scripting system.


The DBp source code of the game is now exactly 36.864 kb.
Oh an btw, i started with this whole project....uhh... yesterday ?

I'll try to make a playable demo with a better looking level and a readme file (yay!!)
It should be up tomorrow i guess


First DifNiX -> now EvaX.
Chris Franklin
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Posted: 23rd Feb 2006 23:16
Essence
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Posted: 24th Feb 2006 01:11 Edited at: 25th Feb 2006 02:14
Here's a playable demo.
6megs, rar archive.

[LINK DELETED, CHECK FIRST POST]

Just clicking that link doesnt work.
Try method: 'right-click -> save as...'


First DifNiX -> now EvaX.
Essence
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Posted: 24th Feb 2006 02:50 Edited at: 25th Feb 2006 02:14
I've added HDRI support.
Could you benchmark this and post your framerate here?
My videocard is a bit out of date (GeForce fx5600-256mb)

Just need to know if i need to improve these settings for better framerate (for better videocards than mine xD)

[LINK DELETED, CHECK FIRST POST]


First DifNiX -> now EvaX.
Sergey K
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Posted: 24th Feb 2006 07:21
nice work dude, the game play reminds me one of the 3d dos games i played around 4 years ago
good job!

Essence
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Posted: 24th Feb 2006 13:58
That's the purpose of it. I wanted to rebuild a classic game to put life back in those games... (or something like that-- just woke up... )


First DifNiX -> now EvaX.
Sergey K
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Posted: 24th Feb 2006 14:29
Quote: "That's the purpose of it. I wanted to rebuild a classic game to put life back in those games... (or something like that-- just woke up... )"


lol
ok good luck (and good morning )

General Sephiro
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Posted: 24th Feb 2006 15:58
I only get 30 FPS, hmm your level model could use some work try fix the points so they don't overlap creating that distortion... for lack of a better term...

Nice work though

Essence
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Posted: 24th Feb 2006 16:22
I'm also having 30fps with the HDRI mode enabled.
Without HDRI i'm getting around de 80 fps.

You can change your display resolution and sync rate in: config/display.config file... Just open it in notepad or something.

About the levels,
Its just a testmap, made in 10 / 15 mins. I'm working on a better one now..

The first map would be a detail-demo (some good-lookin' map or somehting)
And the second one will be the normal 'demo-level'.


First DifNiX -> now EvaX.
Essence
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Posted: 24th Feb 2006 19:28
screenie of flashback effect (in a hallway of the demo level)



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General Sephiro
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Posted: 24th Feb 2006 19:49
some good effects I must admit, i just wonder about the playability of the game.

"Game play will always out live the graphics"

Essence
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Posted: 24th Feb 2006 19:57
download the playable version to test the controls
Its on this thread


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TEH_CODERER
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Posted: 24th Feb 2006 20:23
Looks like a lot of good work has gone into this so far. I can't download at the moment but I will let you know how my pc copes when I can.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Essence
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Posted: 24th Feb 2006 21:47
Quote: "Looks like a lot of good work has gone into this so far"


Is it even better if i told you that i'm doing it all alone at this moment?

When i'm done with the whole programming part, i'll use this for a school project. We're in a group of 4 people, so everyone can do a little piece of it. This would be designing levels and create a storyline i guess...
I'm stil thinking about how im going to do these things.
Oh well... Time will tell, sooner or later


First DifNiX -> now EvaX.
dark coder
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Posted: 24th Feb 2006 21:50
well looking at the screens it looks like a freeflight model viewer with way too many shaders, surely a hdri shaders would be the very last thing you would ever need to add to this as it already slows the game down before youve even added anything.

Halowed are the ori.
hoflies
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Posted: 24th Feb 2006 22:48
So far this is looking great (have to agree about the shaders though - unecessary and mess the gfx up in some resolutions).
Control feels VERY good ... top speed could be a little faster and the ability to roll sideways always mashed my head in Descent (and allows for more inventive level design) so add that!

I tried it windowed and fullscreen, 800 x 600 and 1360 x 768 and got around 60fps all the time. I have an Athlon 64 3000+, 11.5gb ram and a Radeon 9800 pro.

All in all it's looking very solid at this early stage and I look forward to seeing more (music fits in very well also).
Essence
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Posted: 25th Feb 2006 02:32
@DC: Nah, its way more than a "model viewer". Or at least, it will be

But uhm.. to the point;
I've been working on a Alpha-Release (As promised) and its quite done.
Check the first post in this thread for specific updates and new features, and a playable demo of course


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hoflies
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Posted: 25th Feb 2006 10:43
Tried the new 'alpha' and performance has taken a real hit - all feels very sluggish.
Essence
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Posted: 25th Feb 2006 15:50
I've been improving the speed. It should be in the alpha release.

Posted some new screenshots in first post.


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Essence
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Posted: 25th Feb 2006 20:17
[update]

Uploaded alpha v0.20
see first post of 'whats new'.

General Sephiro
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Posted: 25th Feb 2006 21:06
keep her going, but may i suggest trying to get the gameplay going first as such things e.g. AI etc.. these shall slow the game down, then move on to improving the graphics / polishing the game that way you can always keep optimizing to get the best performance before it gets too cluttered if you get my drift.

Quote: "Use this knowledge wisely young one"


Essence
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Posted: 25th Feb 2006 21:19
Well, im still trying to figure out how to make a WORKING lightmap thingy to apply on the maps...
When thats done, the first basics are ready. Then i'll move on to the A.I. things.

Peter H
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Posted: 26th Feb 2006 00:14 Edited at: 26th Feb 2006 00:16
AWESOME!!!

Quote: "The whole thing is based on the game "Descent" that has been developed by Parallax some years ago."

I love Descent (all versions of it )

and this is teh awesome

"We make the worst games in the universe..."
Essence
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Posted: 26th Feb 2006 00:21
Why thank you

I'm still trying to get the lightmap thingy to work, but i cant get rid of that object-flicker (or something)...

It are basicly 2 .x objects. one with base texture and one with lightmap texture...

Check the attatchment (screenshot).

Any ways to solve this?

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hoflies
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Posted: 26th Feb 2006 01:20
v0.2definately shows an improvement in fps, nice. I think the collision detection feels a bit odd the way it slows you down before you hit things though, I expected more of a sudden stop with a 'clunk'.

With a bit of messing I also managed to get stuck to the floor in the tunnel. A few minutes later after trying to move into the 2nd room I got outside of the level, dunno how this happened.

Looking forward to seeing this progress, keep up the good work!
Essence
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Posted: 26th Feb 2006 04:34
That collision problem is just a 'leak' in the map i guess...

Here's a screenshot of my first level of basic lightmapping.



Essence
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Posted: 26th Feb 2006 08:02
UPDATEEE!!!!

I didnt sleep tonight... As a matter of fact, i didnt sleep for almost 48 hours now.

I've been working with the lightmapping system.
Now that was, and still is, a real fkn pain in the ass...
After the singlepass lightmap system was completed, i started working on the door entities.
This works now fully animated and with sounds

Currently uploading Alpha-Release v0.32...
Should be done in one hour or something like that (yes my connection speed sucks a bit...)

Essence
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Posted: 26th Feb 2006 09:50
Well.. its finally done uploading...
I'm off to bed...

Ciao.

Seppuku Arts
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Posted: 26th Feb 2006 10:51
this looks pretty nice, however, each time I download the .rar file its unreadable or damaged and takes about 1 second to download

UFO
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Posted: 26th Feb 2006 14:55 Edited at: 26th Feb 2006 15:10
That's because you have to click on the link, wait a few seconds, and then click on the file name to download it. You need to wait until you see this:

And then click on the file to download it.


Wow, nice job. It has a kind of scary feel. It would be great to have a monstar or two pop up in front of you while you are turning a corner or opening a door.

Very nice

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Image All
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Posted: 26th Feb 2006 16:07 Edited at: 26th Feb 2006 16:20
Wow! A Descent3 Clone! PD will be happy to hear about this...

Do you have it so players can set their own controls?

FunkyStickmen: Battle of the Races (1%)
hoflies
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Posted: 26th Feb 2006 18:28
Woo, getting better all the time.

The doors work well but they should close after you pass through. Also an option to invert y would be great.
Essence
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Posted: 26th Feb 2006 18:58 Edited at: 26th Feb 2006 19:21
Yes players can set their own controls.
Just be sure to know the 'scancodes or keystates' of the keys then modify it in config / controls.config

About that download problem,
Just do right-click -> asve-as... that should work.. at least it does here

Would PD be mad if the hear about this?

Essence
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Posted: 27th Feb 2006 07:32 Edited at: 27th Feb 2006 07:35
UPDATE!!!

New in alpha 0.32-b
- Added new item: "Lasercannon"
- You are able to shoot now (when you've got a weapon-item ofcourse)
- Added Heartbeat sound to hallway
- Added collision in laser-fire
- Added Sparks on laser-collide (although they dont look very good)
- Added Laser-Lifetime method (the lasershot will burn up afer a few seconds)
- Little improvement on light-system
- Fixed some small bugs (the map-leak still isn't fixed though...)


Also something new is a slow webserver i guess ...

zzz
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Posted: 27th Feb 2006 11:25
Wohaa!
Awesome man, the graphics is just great!
I hope that you finish this one!

Essence
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Posted: 27th Feb 2006 17:39
Essence
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Posted: 28th Feb 2006 00:16 Edited at: 28th Feb 2006 00:22
REAALLYY NEAT UPDATE!!!!!!!

Added in Alpha-release v1.1

guide-bot
After the last door in the alpha-level there's a guidebot.
Dont pickup any items until you reached the bot.
As soos as the bot is free, it wil fly through the map and it will
notify you when he found a usable item.
In the topleft of the screen is a text line with the guidebot-status.
You can't actually kill the guidebot, cause its purpose is to open doors that only the guidebot can open. So instead of searching for keys to open doors, you now need to find the guidebot to open them.
This feature will be included when the first 'demo-level' is out.
The bot will also wait for you if he's too far in front of you. But you dont want to leave it behind. If you're too far from him, it will wait for you to come back.

The whole system in this method is an advanced node-handler that's usable as a sort of waypoint system.
Check out the new alpha-release (v1.1) and tell my what you think

New in Alpha 1.1
- Guidebot
- Advanced node-handler (easy to create flying routines for enemies and such)
- new loading screen (doh! )

------------------------
Quote: "Also an option to invert y would be great. "

I'll start working on this one tomorrow.

Cliff Mellangard 3DEGS
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Posted: 28th Feb 2006 00:22
bloody marvelous stuff especially that flash back effect looks nice.
Essence
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Posted: 28th Feb 2006 01:09
Screenshots from Alpha v1.1
--------------------------------------------------

Hmm... Notice that name on the bottom ?

--------------------------------------------------

Why are weapons spherical objects these days?

--------------------------------------------------

Get that lasercannon and blast it !!!

--------------------------------------------------

The old-fashioned hallway... yep.. it's still here

--------------------------------------------------

OMG!! What's with that big door? ... could it be??

--------------------------------------------------

Beware!!! The Guidebot is here!!!

--------------------------------------------------

And again....

--------------------------------------------------

Yoow guidebot dude! Wait for me!!

--------------------------------------------------

Hmm... Do you really need to explore the levels?



Well.. that's all for today...

Sergey K
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Posted: 28th Feb 2006 09:01
nice work dude.
the game looks almost exactly like the old good space game in dos.
but this one is better because of the graphics.

QuothTheRaven
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Posted: 28th Feb 2006 09:56
Very nice effects and music. Based on the quality of the test level I'm sure the full levels will be fantastic. And the coding and the quality of the AI seems to be top notch.

I didn't find much wrong with the game, but through playing around I got stuck in the boxes in the first room by trying to wiggle between them (probably my fault), and I was able to glitch outside the level by flying between the roof and the rafters of the room after the hallway.

Other than that, very high quality stuff.

Essence
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Posted: 28th Feb 2006 16:48
.. added Mouseinvert support.

You can change the config file : "configs/controls.config"
And change the mouse.invert value to 0(off) or 1(on)

This will be in the next release.

Essence
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Posted: 1st Mar 2006 09:34
Peter H
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Posted: 1st Mar 2006 15:29
looking good! it reminds me alot of descent III

"We make the worst games in the universe..."
Essence
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Posted: 1st Mar 2006 17:36
maybe cuz the cockpit hud (left and right screen) is exactly the same 3d model

Essence
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Posted: 7th Mar 2006 22:22
Currently working on First Official Release called "Point of Entry".
Here's a screenshot of the new effect system.

It will include;
- Smoke
- Dust
- Fog
- Spraks
- Explosions
- Auras
- Item effects
- Weapon effects


Check the attatchment.

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