A Soharix game
Made using Dark BASIC Professional 6.6, Deled LITE, MS Paint & Gimp
Game programming; Myself
Most of the textures and in-game images; Myself and Joeeigel
Music; Liam Bradbury
Modeling; Sam Hensel-Hunter
This is a WIP for a hopefully upcoming game from Soharix. This game is a major achievement in Soharix's gaming history being that it doesn't include the character John and doesn't suck beyond belief.
We have a major problem in the game which will be discussed at the end of this post.
But first a little about the game.
The game engine (code base) has been evolving over a number of predecesive projects that were all, at the time, "Soharix's best project" and they kept getting better. 4 of the 11 projects were FPSs and that is what Abnorm is. Prior to Abnorm we worked on a game called War Heart which was going well until I realised you could shoot through walls. I then started another project instead of working out how to stop this shooting through walls.
I soon got bored of the next 1, which was code-named Sk14 (simply because I couldn't think of a name) and because I had later figured out how to stop the character in War Heart shooting through walls, I decided to try making another FPS.
This FPS was called Sk15 to start off with but then was changed to Abnorm. The main theme of the game was similar to Quake (the first levels of each world (facility levels)), in that there are slipgates and facilities.
The FPS creation was going fine and everything was being made to plan being that over the years I'd done all the coding before so it was easy to get things to work. The maps consisted of object placement for generic boxes, health, ammo, enemies, keys and doors.
Here are some screenshots of the first level (reasons for having not made the second level yet will be at the end):
Pic 1^^^
Pic 2^^^
Pic 3^^^
Pic 4^^^
Problem
The primary problem with this game is as follows:
You may have noticed in those screenshots it says my FPS is around 20. Well it should be around 50-60 with that game, it is just that there are so many enemies on the level, well in actual fact there arent that many, 15 at max each with their own identity each working independantly all with animations and all with a lot of polygons. I asked Soharix's modeler to reduce the polys and he got them from about 750 odd to around 600. I wasn't too happy but it was better than it was before. I ran the game with cubes replacing the enemies and everything ran smoothly so I know it is either the animations or the polygons. (More likely the latar.)
I don't really know what to do though, because there are no human models with animations like that around on the forums and Soharix's modeler can't make us another one because he is inexperienced (and also can't reduce the polygons further because the animations distort.)
Can anyone help?