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Work in Progress / Ultimate apocalypse: Chaos Architects (Real Time Strategy)

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Alfa x
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Location: Colombia
Posted: 26th Jul 2007 20:21 Edited at: 27th Nov 2010 18:47
Hi,
we are developing a Real Time Strategy Game. The idea is to have a fully commercial quality game, so we can sell it.

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





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

GAME UPDATING:


First iteration game video
http://www.youtube.com/watch?v=PW1tvDc9cd8


First functionality game video
http://www.gametrailers.com/player/usermovies/291451.html#new_comment


Artwork functionality video: http://youtube.com/watch?v=Q39oZvO_V7I
http://www.gametrailers.com/player/usermovies/99616.html

Human Models:

Human Barracks
http://www.gametrailers.com/player/usermovies/101657.html
Human Soldier
http://www.gametrailers.com/player/usermovies/88111.html
Human Builder
http://youtube.com/watch?v=cL5ceYUl-5I


The game will be a futuristic game with four races:

The Humans (The tecnology).
The Lumis (The light).
The Gars (The mutation).
The Bist (The darkness).

For development, we are going to make use of schedules of activities, and we are going to make tools that can help us in the development of the game.

The style of presentation of this WIP is taken from Geisha House (Thanks cash). More a Dev Diary than a game presentation.

This is the progress of the game so Far(We will be adding more items and will update progress Below):

Design:

Game Architecture (62%)
Story (60%)

Tools:

Administrative tools (80%).
Object viewer (65%) -> last 57%
Level Editor (48%) -> last 42%

Objects:

Characters(12%) -> last 6.5%
Estructures (5%) -> last 3%
Level Objects (12%) -> last 10%

Engine :

Campaign (0%)
Core (45%) -> last 34%
Dialog System (0 %)
AI (0 %)
HUD (38 %)
FX (8.5%) -> last 7.5%
Music(3%)
Main Menu (0%)
NetPlay (40%) -> last 0%


Extras:

Artwork (24%)
Cinematics (0%)
Challenges (0%)


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


Recent development:


complete
In progress
Not started


For now:

Second Iteration.

Start Date: 12/07/2009
Expected Finish Date: 04/04/2010


Main Engine:

- Path finding with map accelaration.
- Air Units.
- Patrol behaviour.
- Stack of orders.
- Fog of war.
- Minimap workout.
- Building behaviour.
- HUD Codification.
- Futher improvement in selection system with Teams Aggregation.
- Improvement on design on selection, cursor image and displacement of screen image.
- Implementation of Sounds.
- Integration of FX into the main Engine.
- Futher optimization for faster gaming experience for Slow PC's.
- Shader implementation for objects targeting different HW levels.
- Web Interaction for the above items.
- Implementation of Enchanced animations to characters. "For us the improvement is not that much thanks to Shaders we have implemented in game."
- Implementation of timer based movement to characters.
- Rally Points for structures
- Old web coding enhancement


Characters and units:

- Human Imperial Caza.
- Human war Mech.
- Human Transport.
- Geyser Tank.
- Space Blitz.

Estructures:

- Human Command Center.
- Bist Mist Generator (Keep in secret).
- Facility (To increase unit production limit).
- Human SpacePort.


HUD's:

- Icons Design.

Level Editor:

- Improvment on system used for level editing.
- Construction of map acelaration and integration with the main Engine.
- Improvement on Level Design Tool integrating it with windows.
- Improvement of various level effects
[- water ]
[- raining ]
[- snow ]
- 3D tile set system and windows, for level editor.
- 3D tile set construction on levels.
- Design of various levels with all its objects.
[- Forest. ]
[- Plains. ]
[- Snow. ]
- Minimap automatic construction based on tileset and level layout.

FX:

- Explotions.
- Propulsion.
- Gas Function.

Sounds:

- Basic Sounds
- Explosion.
- laser.
- gun shots.
- Recollection sound.
- Unit production sound.
- Some Voices.

Object Viewer to 100%. (Internal tool for RTS development Many subsections not shown)

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

First Iteration.

Start Date: 3/12/2008
Finish Date: 12/07/2009

- We are codifying that structures can produce object.
- We are improving further the selection system so there is more flexibility and potency.
- We are making crystals for gathering.
- We will be working more on levels.
- We are codifying the ability to create groups with keys.
- We will be coding the gathering behavior.
- We are codifying the laser.
- We will be enabling the attack for ranged objects like the soldier.
- We will be coding the use of a player or another, to enable multiple player possibility.
- We will be making the same optimizations for the soldier and Barracks as for the human collector so the engine runs faster.
- We will be optimizing more the engine, so it runs faster.
- We will adjust the box selection to eliminate a problem we have with perspective with math.
- Last but not least we will be making net play, so two players can play at a time with soldiers, constructors and Barracks.
Opposing force
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Location: England
Posted: 26th Jul 2007 20:48
Screenshots?

Crazy Programmer
AGK Developer
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Posted: 26th Jul 2007 21:11
Quote: "Design:

Game Architecture (50%)

Tools:

Administrative tools (65%).
Object viewer (35%)
Level Editor (0%).

Objects:

Characters(4%)
Estructures (0%)
Level Objects (1%)

Engine :

Core (5%)
Dialog System (0 %)
AI (0 %)
HUD (10 %)
FX (5%)
Music (3%)


Extras:

Artwork (20%)
Cinematics (0%) "


I dont think your ready for a WIP. Id like to see some screenshots tho.


Learning C++ thanks DGDK
Alfa x
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Posted: 26th Jul 2007 21:35 Edited at: 26th Jul 2007 21:40
ho man. I Forgot that the community loves screenshots.




@ all: Since this is a development right from the start it's kinda difficult to post screenshots in this moments. This is a BIG project. The first part of any difficult and long project is to begin with architecture and tools.

There are many things to say:

Architecture:

Right now I writing the Game Spec. The story is going to take place in various parts of the universe, there are going to be ships and land units. One thing to say thogh is that each race is going to have it's own characteristics and advantages. Right now I'm finishing with the humans and they are going to have aremored and unarmored units. The Gars are going to have Heavy an low units mainly, they will have high reproduction rates on low units. For now I will say only that.

Quote: "I dont think your ready for a WIP. "


ScreenShots are part of a WIP. To get a good game when it's complex, you have to start from the architecture. And that is not easy task it can take several months.

For those of you that don't believe we are working in this project for 8 months but decided to start the 3D objects again from the beginnig because they could be improved.

(I have problems uploading a video of the hman constructor ) Wait a few hours please.
Crazy Programmer
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Posted: 26th Jul 2007 22:32
Quote: "I dont think your ready for a WIP"

I could be wrong


Learning C++ thanks DGDK
tha_rami
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Posted: 26th Jul 2007 23:20
Mmm, I could see why this gets flamed though. It sounds really good, but I really recommend you upload some stuff asap. Otherwise, I, personally, just consider this the 19000th WIP that doesn't comply.

Alfa x
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Posted: 27th Jul 2007 00:56 Edited at: 27th Jul 2007 01:35
Ok I supose I have to make haste

(Edit) This is the sketch of the human constructor (/Edit)


(Edit) This is the sketch of the human soldier (/Edit)

blood walker
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Posted: 27th Jul 2007 01:18
Wassup people

I'm with Alpha X in the game's development.
I work in character modeling and part of the programming. Nice to meet you all.

We started this game a long time ago, but we decided to start all over again in order to make it better. We are very excited with this project and we want to consider all details.

I'll have another video for you tomorrow. with the movement it will have in the game.

See ya
Deathead
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Posted: 27th Jul 2007 02:35
Hmm W.I.P. is called w.i.p. for a reason. Screenshots! But the concept looks exactly like C&C Tiberium wars soldiers and things. Nice Drawings.

Crazy Programmer
AGK Developer
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Posted: 27th Jul 2007 05:56
Quote: "Mmm, I could see why this gets flamed though. It sounds really good, but I really recommend you upload some stuff asap. Otherwise, I, personally, just consider this the 19000th WIP that doesn't comply."

I wasnt flaming.

@Alfa x

Nice drawings.


Learning C++ thanks DGDK
Alfa x
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Posted: 27th Jul 2007 07:15 Edited at: 27th Jul 2007 07:18
@ Carzy Programmer,DeathHead: thanks for your comments about the drawings. I don't know C&C Tiberium.

' --------------------------------------------------

New Update: We have uploaded the human constructor video in youTube. Here is the link:
(please watch it full screen)

http://youtube.com/watch?v=cL5ceYUl-5I

enjoy.
Crazy Programmer
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Posted: 27th Jul 2007 07:33
Now thats cool


Learning C++ thanks DGDK
Deathead
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Posted: 27th Jul 2007 16:50
*Spits out Coffee* now i need another coffee...*Spits it out again*
LOLXD

jasonhtml
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Posted: 27th Jul 2007 17:03
well, i still think you need screenshots from the game... the vid was nice to see animations for that one guy done, but with an RTS, you're going to have a lot of guys, right? and animations like those would only take 5-10 hours, maybe less with enhanced animation plugin.

Deathead
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Posted: 27th Jul 2007 17:11
jasonhtml has a point. But I would like to see a game arena for the game like in Command and Conquer Tiberium Wars they had like buildings in there not just tanks and command centres.

Alfa x
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Posted: 27th Jul 2007 18:50 Edited at: 28th Jul 2007 16:27
Since we are repeating Game graphics, we need some time to get everything together with graphics. I hope you are patient enough to wait at least four or five weeks.

' ----------------------------------------------

New Info:

About the story you can say that the Gars are the Lumis primary enemies and they will be in open War in the beginning of the game. Humans Are going to enter to balance thing a bit between both. Since Lumis are Under fierce atacks.

Kazaky Royalbird will be the the main character of the game in chaos architects, his main weapons will be gun and sword.

[Edit] I have uploaded the human constructor video for you to watch in a better resolution [/Edit]

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blood walker
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Posted: 28th Jul 2007 19:24
I got the video of the human Soldier here in Gametrailers.com.
the site has better quality compression than youtube

http://www.gametrailers.com/player/usermovies/88111.html
Alfa x
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Posted: 29th Jul 2007 00:18 Edited at: 29th Jul 2007 11:16
new Update:

The Object viewer versión 1 is nearly is done, and we are
beginning to do the tests.

Another thing to say about races is that they are going to be
really different and will not have so much things in common in
their abilities. After that we are going to do some equations to
make game balance.

[Edit] I Have uploaded the human soldier video [/Edit]

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Alfa x
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Posted: 1st Aug 2007 01:21
new Update:

About the architecture, I will only talk about humans.
Humans are going to have two main resourses:
Lava recolection and mines recolection.
About lava recolection you can say they will have especial devices
that alows them to see were to place a lava extractor for better lava extraction.

They will have also a satellite that will reveal all the map for them, this satellite launch will take several minutes and all enemies and friends will be alerted about the launch.

I will be updating from time to time.

tha_rami
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Posted: 1st Aug 2007 01:55
I believe this. I'll be patient . Can't wait to see more.

Alfa x
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Posted: 17th Aug 2007 16:58 Edited at: 17th Aug 2007 17:14
Hi,
I posting to let you know that we are working in this at the moment.

We are reviewing the code of the object viewer and the artwork code at the moment. The code of the artwork is nearly done, but we haven't done the grphical design yet. We hope to have a video of the Artwork functional bahaviour from 7 to 10 days.

We are also coding the lasers of the game. The codification is going smooth and we are nearly done. Hope to have images or a video soon also about lasers.

We are also designing the model of the humans barracks. Hope to have also images about it from 7 to 14 days from here.

We are also working on the HUD and coding the engine. I make estimations to have the first version of the HUD in 21 days and a first version of the engine in about 30 days.

The architecture for humans is done.
Jeff032
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Posted: 17th Aug 2007 17:27
The models look great so far! May I ask what you are using to make and texture them?

Space Game WIP
Alfa x
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Posted: 21st Aug 2007 05:13
@ Jeff032: We are using blender to make the models and GIMP to do the textures.
Demon000
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Posted: 24th Aug 2007 17:23 Edited at: 24th Aug 2007 18:57
Hi,
I'm working on this project as well.
Sometime ago I made some models of rocks for the game enviroments and recently I started to work on some textures for them.
These are some images of the rocks with different textures:
http://i213.photobucket.com/albums/cc278/Demon000_bucket/Rocks_1-1.jpg
http://i213.photobucket.com/albums/cc278/Demon000_bucket/Rocks_2-1.jpg
http://i213.photobucket.com/albums/cc278/Demon000_bucket/Rocks_3-1.jpg
Alfa x
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Posted: 26th Aug 2007 17:27
Hi,
Some update.

- Enviroment basic rocks complete. We have to work in enviroment complex rocks.

- Barracks model complete. We are texturing it in this moment.

- Explison FX sttarted.

- First song is in progress.
tha_rami
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Posted: 26th Aug 2007 18:47
17th of August:
We hope to have a video of the Artwork functional bahaviour from 7 to 10 days.

Hope we still get to see that before the 27th! Can't wait to see more

blood walker
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Posted: 27th Aug 2007 07:11
got the gameplay video of the arwork program

http://youtube.com/watch?v=Q39oZvO_V7I

I'll have a higher qualitu video soon
Alfa x
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Posted: 27th Aug 2007 14:19 Edited at: 28th Aug 2007 17:56
@ tha rami: Hope you like it.

VIDEO:

http://youtube.com/watch?v=Q39oZvO_V7I
Libervurto
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Posted: 27th Aug 2007 17:50
Wow that's awesome guys

Your signature has been erased by a mod because it was rubbish.
blood walker
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Posted: 28th Aug 2007 04:03
blood walker
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Posted: 29th Aug 2007 18:23
Please be patient guys. The texturing of the Barracks is taking time. I want it to be really detailed in the textures and many things are trial and error because it may look good in the image, but in the model it may not match with what we want.

I'll have it done by the end of the week
blood walker
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Posted: 3rd Sep 2007 02:22 Edited at: 3rd Sep 2007 08:51
here's the image of the human barracs




you can see the video of its transformation here

http://youtube.com/watch?v=qJqS4-8Yzss

and here with better quality

http://www.gametrailers.com/player/usermovies/101657.html

oh and don't forget the artwork video posted before
Deathead
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Posted: 3rd Sep 2007 02:41
awesome.

NeX the Fairly Fast Ferret
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Posted: 3rd Sep 2007 12:44
This is starting to become, as so aptly put, awesome.


Since the other one was scaring you guys so much...
Alfa x
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Posted: 25th Sep 2007 21:07
i'm posting to let you know. We are still working on this game.
We dind't catch the goal, mainly because i had to stop working about three weeks. But i'm back so you can start counting three weeks from now!.

At the moment we are still working on complex rocks, explosión FX and we are planning to start the level making tool.

Hope you can wait.

@ tha rami: I'm still waiting your comments
tha_rami
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Posted: 25th Sep 2007 21:16
Well alfa x, here goes.

The video looks like a great background encyclopedia for a game, something any really indepth game should have if you ask me. I loved everything in it, the music, the mountains in the background and the versatility of the system.

So, you've got your artwork top-notch. I'll start waiting for the gameplay now. You earned yourself my attention.

Whoa, that sounds arrogant.


A mod has been erased by your signature because it was larger than 600x120
Micophone
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Posted: 26th Sep 2007 08:21
Very impressive, the artwork works well and the video of the the transforming barrack is superb.

I just want to point out that I hope you consider revising the interface slightly, cause the style of the interface doesnt work with the models, the yellow square frames. And at some point you had it all stripped in beginning looks very odd. But the background looks cool though.

Mico
Alfa x
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Posted: 26th Sep 2007 16:46 Edited at: 27th Sep 2007 18:24
Mistake.
Alfa x
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Posted: 26th Sep 2007 16:46
@ Tha rami: Thanks for you comments. We hope to continue earning your attention as well as the community. .

PD: The background weren't mountains.

@ Micophone: Thanks for the comments. The yellow square frames are placeholders,the artwork video only shows the functional part. We are waiting to have a more complete style to bring it to live.

thanks to all.
Alfa x
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Posted: 19th Oct 2007 16:26
Hi,
sorry for no posting in so long time,
and to maintain de thread alive .
we are working in the level editor in this moment.
I think, we will show our first update without a level by now.
Alfa x
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Posted: 25th Nov 2007 08:13
Hi all,
we are still working in the editor.
An we hope to come out with result soon.

We habe been busy in our works and lifes so we supended for about three weeks. But now we are going to work again from next week.
Alfa x
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Posted: 19th Jan 2008 23:07 Edited at: 19th Jan 2008 23:35
Hi,
we have been working in the interface,
and we have a final version for the first version of the engine:

[/img]
Roxas
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Posted: 19th Jan 2008 23:10
That looks really great! Keep it up


Click For Details!
tha_rami
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Posted: 19th Jan 2008 23:15
Slick indeed .


A mod has been erased by your signature because it was larger than 600x120
Demon000
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Posted: 6th Feb 2008 16:45
Hi, I've been working on the level editor for this project. Here are some screenies, hope you like them.







Right now the object scaling isn't implemented since I recently started working with the object handling, that is why some things may seem out of proportion. Right now we can have grids up to 1024x1024. Another thing that I have to work on is the interface and I'm evaluating which method should we use for the water.
Alfa x
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Posted: 7th Feb 2008 14:32
Hi all,
here is a update.

we have been working hard on the interface and in the level editor.
The level editor have many methods to change the terrain, so mountains and craters can be generated for example, and a method of texturing with a detail texture.

We are also working in the selection system and the cpability to select more than one unit at the same time.

Gil Galvanti
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Posted: 8th Feb 2008 05:54
Wow, level editor is looking nice . Keep up the good work.


Bizar Guy
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Posted: 8th Feb 2008 06:07
I seriously though this project was dead, and now you're posting a seriously impressive update. Nice. I'm really impressed.


BlockVerse-> Old School Beta Demo-> Dream-> Old School-> Guitar Platformer
Cliff Mellangard 3DEGS
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Posted: 8th Feb 2008 15:15 Edited at: 8th Feb 2008 15:16
hi and nice to see another rts project in the works.
wath are you using for terrain advanced terrain or matrix ?
iam a bit lazy so iam using an simple and plain matrix but will improve that in an later stage.
wants to get the gripps of everything first.
and as i said iam lazy
cheers and keep it up.
Alfa x
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Posted: 8th Feb 2008 19:16
@ Cliff: Demon000 is in vacations. HE will come and answer you question the 20 of this month.

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