Hi,
we are developing a Real Time Strategy Game. The idea is to have a fully commercial quality game, so we can sell it.
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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%)
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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)
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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.