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Work in Progress / Vortex Realms

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draknir_
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Posted: 21st Apr 2008 01:17 Edited at: 25th Sep 2008 03:17


DEMO UPLOADED! See below!

Vortex Realms is my first large scale project made with Dark Basic Professional. I've been using DBP for 5 years and haven't made anything really playable until now, imagine that! It's a joint project with Raman Kleyn, a friend of mine from the Hogeschool van de Kunsten, Utrecht. We are both in our second year of the Game Design and Development course.

Here's some brief background information, taken from the game design document:


Here's the latest version of the development log, if you're interested:


DEMO UPLOADED! It's available on rapidshare.com, if you prefer another file host, please let me know and I'll do my best to upload it soon. There is a LOT of important information in the included readme.txt, please have a look before running the game.
VORTEX REALMS DEMO 1 (rapidshare.com)

I have recorded one video so far, it is available on youtube in low resolution and on rapidshare in high resolution. Please note that this video is already quite outdated and doesn't represent the features present in the current build:
Low Quality
High Quality

Here are all the screenshots I've released on this forum, in order from newest to oldest.
























Virtual Nomad
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Posted: 21st Apr 2008 03:34 Edited at: 21st Apr 2008 03:35
so far, so good, draknir. gotta love a graveyard nice atmosphere in the video and the grass footsteps are great. will it switch to stone, etc, later on? and, i assume that's a sword and shield? if the shotgun is sawed-off, how about shotgun & shield combo? also, this is DBPro, right? sorry for all the questions. heh.

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tha_rami
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Posted: 21st Apr 2008 13:58
Smooth movement, that's the thing that hung most after watching this yesterday night. I know I was annoyed by the sword and shield doing nothing, lol, but that's a good sign, I guess.


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draknir_
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Posted: 21st Apr 2008 15:39
@Nomad: Thanks! The grass footsteps are the only footstep sound so far, ill be adding some more for stone, dirt, water and wood. Yes it is a sword and a shield For now there wont be a shotgun/sword combo, but it might be possible later on. At the moment Im focusing on getting the first level working as a proof of concept demo. There will be one other weapon in this level, the flaregun (think Blood 1 flaregun). This gets me school credit, and when Im done with that Ill think about adding some more content like weapons and levels. And yes, it is DBPro

@Rami: Thanks, I was aiming for Quake style movement. The weapons are unanimated atm, the bobbing is all ingame, so the sword and shield will get attack and block animations yet, as well as shooting and reloading animations for the shotgun.
Xenocythe
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Posted: 21st Apr 2008 22:40
This is looking great! Amazing work man, I really like how this is looking. The levels were well layed out, but the enemies were kind of repetitive.

Keep up the good work.

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draknir_
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Posted: 21st Apr 2008 23:07
@Xenocythe: Thank man The zombies are just there to show off the modelling, they arent animated and they dont have any AI yet, which is one reason why they might look repetitive. The modeller will also be making 2 extra skins so they dont all have the same clothes on hehe.
zzz
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Posted: 21st Apr 2008 23:35
Well, this looks really good! Really smooth movement and a nice-looking eerie environment.
However, I´m sceptic towards the use of swords in first-person games,
please prove me wrong!

draknir_
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Posted: 22nd Apr 2008 02:52
High quality video uploaded! The link is at the bottom of the first post. Its uploaded to rapidshare, if anyone needs a different hosting site, let me know.

@zzz: Thanks, that's was I was aiming for. The sword will behave like the melee attack in COD4, causing the player to lunge forward with a stabbing motion, so hopefully that will work out.
Agent Dink
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Posted: 22nd Apr 2008 07:53
Looking nice

SunnyKatt
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Posted: 22nd Apr 2008 13:06
Looks cool.

draknir_
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Posted: 23rd Apr 2008 00:38
thanks both

I'll be making some more screenshots and videos soon, when I'm done moving house (starting tomorrow, and i have soooo much crap to pack up)
draknir_
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Posted: 12th Jun 2008 06:11
Sorry for this pointless bump, I just wanted to make sure the thread didn't get locked, since I will be updating in the near future.
flickenmaste
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Posted: 12th Jun 2008 06:55
a first person shooter, MMO..what is it..looks pretty cool

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Anonymous User
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Posted: 14th Jun 2008 14:24
Good to hear you'll be updating this, looks interesting enough to require another bump

???
djchaos
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Posted: 15th Jun 2008 14:33
wow that looks real good

here is some constructive critizm, dont take it the wrong way, when i make graphics/textures etc i welcome it as it improves the overall resault

First the sword and the sheil are really bright, while the rest of the content (in the images) is nicely lit, this is a common mistake made by even pro game developers, add some shading and make it a tad darker

Second, see if you can add some shadows into the game, mainly under the trees, this will make the game look 10000000x better and more realistic. it doesnt even have to be real shadows, you can use a transparent image and place it there, but real shadows are better. if the characters have shadows thats a bonus, and even better still if EVERYTHING is shadowed it will make the game look really pro, it will also score you browney points at school (use of lighting/shading techniques)

For advice now, when you come to animate the characters, try to add allot of movement to the torso, and make sure that ALL limbs are moving when animating and not just the legs and arms, this is also a common mistake

when walking, strafing try to add as much movement to the player as possible, not just an up and down bob, but a slight side 2 side one aswell

For walling the player in (making it seem that the world goes on forever, but the player cant go on for ever) remove the tall cliffs all the way around the level, use either an invisable barrier system or use woodland that the player cant quite get into

and finally collisions, make them solid (when you try to run into a wall or obsticle the player stands still, not jerks around like in FPScreator!, for added bonus make the player stop bobbing when trying to collide with an object)

Hope this is of some help, but with all those implemented you might get an A plus or A star grading

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bergice
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Posted: 15th Jun 2008 17:05
Looks cool


Programming Recorder: 3,0 months of dark basic
draknir_
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Posted: 15th Jun 2008 18:49
Thanks for the comments guys, constructive criticism is always welcome!

@Flickenmaste: its a First Person Shooter with a few simple RP elements.

@djchaos: thanks for all those comments! Ill try to answer as much as i can. The ingame models are all made by a friend at school, so I'll relay your criticisms about those and see what he can do.

As for shadows, at the moment I don't think they are an option.. I tried to use DBPs stencil shadows, but that was driving me nuts, so the only other option I can think of right now is lightmapping, which is also not on the horizon.. Shadows under the players/objects are a lot more viable.

There is already a side to side bob in the weapon model, its just a bit hard to see, did you watch the video?

The tall cliffs I will be keeping, I prefer a clearly visible barrier to an invisible one..

As for the collisions, you're right they do still jerk on some objects. Its a problem I've had since day one because my physics system is setup in a way that it splits vertical (gravity/ground) collision from object collision. I need to unify this, just not sure how yet.
flickenmaste
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Posted: 15th Jun 2008 19:25
@draknir_- maybe make the enemys attack now! I dont know how hard DBP programing is..but it looks nice...


[url=http://userbarmaker.com/][img]
djchaos
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Posted: 16th Jun 2008 11:01
@ draknir_

for tree shadows you can take a snapshot of the tree, alpha it, blur it, make it fully black and then make it trasparent by about 64%, then add the new image to a plain object places right under the trees, and u have ur shadows hehe

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tha_rami
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Posted: 16th Jun 2008 13:37
Also, try something funny and allow the player to fall over when hit or running/jumping into something hard .


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draknir_
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Posted: 23rd Aug 2008 19:40 Edited at: 23rd Aug 2008 19:41
@tha_rami: lol We'll talk about that when school starts again, me and a friend from my year were discussing a game (aptly named 'the silly game') that should have exactly those kinds of features.

@everybody: I haven't posted much progress in this thread, so I'll copy paste an update to the devlog here and you can read about it (if you care ). I am (seriously) getting a lot of work done because the project is due soon and I promise (i really do!) to add some more screenshots and videos ASAP.

nackidno
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Posted: 23rd Aug 2008 20:02
Sounds like Painkiller.

- Elias, Damezean, Nackidno, Wonderboy

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draknir_
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Posted: 25th Aug 2008 23:41 Edited at: 26th Aug 2008 00:28
One tiny slip up in my code and I got this:



Giant zombie FTW
heres another shot, this time in high res and with correct scaling:



and one more just for fun:
An item - this is a bottle of whiskey i.e. health pickup



Sorry for the low res again, the laptop I'm developing on atm is a lot slower than my usual PC
draknir_
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Posted: 31st Aug 2008 11:59
Enemy AI is now complete! The zombies will climb out of their graves, growl, moan, take a swing at you. If you get away far enough they will lose interest and resort to shambling around. If you surprise them they will growl and lumber towards you as fast as their rotted legs will let them! Im quite happy with the AI, though zombies arent very difficult to do admittedly. The only major concern now is the collision between the zombies. Im using a sliding sphere from sparkys collision, and once in a while the zombies will get stuck on each other and 'iceskate' backwards.

A screenshot of zombies in action (again, please ignore the horrible FPS, my PC is rubbish). You can also see the water ripples which is part of what im working on right now - weapon impacts like blood, dirt and water. I discovered via the forums that DBPro has a horrible bug whereby using the built in particles will cause the fog to always be solid black. I intend to use shader fog eventually anyways, but for now this means I have to code my own particles. Bummer.



I will release a demo very soon, it all depends on when the actual project has to be presented (most likely within the next two weeks)
Xenocythe
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Posted: 31st Aug 2008 14:38
Wow, that's incredbile mate. Keep up the good work!

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The Heavy
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Posted: 31st Aug 2008 14:48
Reminds me a bit of painkiller

Who touched my gun?
Sixty Squares
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Posted: 31st Aug 2008 21:01 Edited at: 31st Aug 2008 21:04
This is looking really nice. I'm looking forward to a demo (or a video demonstrating the AI )

EDIT: Oh and how did you make your trees? If you used Treemagik, then how are they not lagging? (I can't remember if it were my trees or a water shader that made a game I was making lag...)

Quote: "I discovered via the forums that DBPro has a horrible bug whereby using the built in particles will cause the fog to always be solid black."

THAT'S WHY MY FOG WOULDN'T CHANGE! Thank you for pointing this out it has been bugging me for quite some time.

draknir_
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Posted: 1st Sep 2008 00:53
Thanks for the comments guys About painkiller, the story may be somewhat influenced by it, but in terms of gameplay my main inspiration was Serious Sam and old school shooters like Doom.

@Sixty Squares: Thanks, I will try to get another video out soon, but you can definitely expect the demo in the coming weeks because I have to present the fully functional demo in order to get my grade

The trees were all modelled by a guy from my school, they are all low poly (at least, compared to what tree magik generates). One guy who tested my game on his very old pc noted that he got a bigger speed boost from lowering the textures on the trees than having less grass objects (i.e. polygons). Maybe you can try that.. otherwise I strongly suggest find someone to model for you. My game would look very ugly if I had to model all those objects myself

As for the fog/particles bug, I'm glad I could help, it drove me nuts for a while but I decided not to waste any more time trying to fix it and just search for fog problems on the forum. This really should be a priority for Lee to fix IMO... two bits of basic functionality and they don't work together...
draknir_
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Posted: 6th Sep 2008 19:46
Introducing the flaregun:



and now there is a damage indicator when you're being attacked:



The due date for my project has been determined! I will have a public demo version available on September the 24th (2008 ). I'm really busy with schoolwork, so I don't think I will record another video, unfortunately. But a demo is much more fun, seriously!
RedFlames
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Posted: 6th Sep 2008 22:42
Quote: "September the 24th"

Wow thanks for the birthday present, but now you spoiled the surprise

But seriously, this looks really cool, although the huge bright fonts arent fitting very well... and why is there ketchup on the screen, that looks displaced too But the Graphics look very... (well i dont know the english word...) harmonious/coherent(?)

nackidno
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Posted: 6th Sep 2008 23:17
Yay! Flaregun, reminds me of BLOOD. Very good thing!

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Sergey K
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Posted: 8th Sep 2008 00:44
wow dude.. thats pretty awesome game dude!. finally a project! not like other projects where they are all just tools or something..
ill wait for a demo

Get DBP stuff here! - (plugins/models/scripts and more!)
draknir_
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Posted: 24th Sep 2008 02:58
Hey guys, thanks for the comments. Here are some more screenshots before the demo is released (hopefully tomorrow, though there are still a lot of things I want to have in the demo which I havent done yet).

Burning zombies with the flaregun is fun!


Alternatively, you can send a flare up sky-high and hope somebody comes to rescue you!


The first post has been updated to keep everything nice and neat. Until tomorrow!

-Draknir
Xenocythe
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Posted: 24th Sep 2008 23:00
That looks brilliant

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draknir_
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Posted: 25th Sep 2008 03:20
First of all: The demo has been uploaded! Check the first post for the download link. Also, please read the readme.txt.

I received very positive feedback from my teacher today, he agreed to give me full marks for my project. I'm very happy!

Happy belated birthday RedFlames!
White Fang 12
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Posted: 25th Sep 2008 04:37
Casper was here

Yeah..

Well its a great game it has a collision proplem if sometimes while colliding with a zombie you will be shot way into the distance i've seen the zombies do it to their self too.
The Casper was here thing i an Easter egg only people who make it out of the map see. i made it out by the zombie thing.

I'm a noob help will be accepted
Mr Tank
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Posted: 25th Sep 2008 05:18
Looks nice. Movement and collisions seem solid. Aesthetically it's quite pleasing- reminds me of Nightmare Creatures, which i really liked the look of. Will download the demo in a tick.

Mr Tank
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Posted: 25th Sep 2008 16:31
OK so i played it. Works pretty well. Looks nice. Quite atmospheric. Level doesn't seem too geometric or repetitive. I like how you put the controls on a splash screen at the start.

Runs pretty slow on my computer with default settings. Sometimes it wouldn't let me reload when i had ammo to reload, and sometimes the zombies appeared to have no collision detection at all- meaning you couldn't shoot or "sword" them, but they could get you. You could also do with a better swording animation i think. Are you supposed to poke with that kind of sword, or slash? Also, an on screen objective would be cool, like "you've found the cube, now get to the gate", or whatever, since i committed the sin of playing before i read the readme!

Anyway, pretty impressive so far. Keep it up!

RedFlames
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Posted: 25th Sep 2008 17:39
Quote: "Happy belated birthday RedFlames! "

Thanks

Just played it and i didnt really see any of the bugs mentioned in the readme, and it was running very smooth =)
Just some suggestions:
- dont use seperate images named like title640.bmp title800.bmp etc. (well i dont really remember the names...) but just use one big logo + controls-image and make a scaled sprite out of it, which will automatically adjust to the chosen screen height. ( i was running at 1680x1050 and it showed the 640x480 images which and i couldnt even read the controls...)
- need more ammo... ( most of the time i had none)
- why do they need 5 minutes to die burning...
- when you walf into a zombies direction while he makes that forward-move for attack you will walk through him and he'll hit u in the back

and 2 things which aren't implemented yet ( its justa demo, i know... ) / easy to fix:
- maybe only activate later objectives later first (so that one cant walk to the gate first, that doesnt make sense...)
- reload if i switch to a weapon which had 0 ammo before but i have picked up ammo for in the meantime

well thats more than 'some suggestions'
RedFlames

draknir_
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Posted: 26th Sep 2008 02:09
@White Fang: I'm surprised you managed to get out like that, how exactly were you colliding with the zombies?

@Mr Tank: Highlighting the objectives is one of the things Im aiming to include in the next version. I'm sorry you had so many problems with collision and reloading, though I think it may have to do with the game speed. What framerate were you getting? Did you try lowering the settings? Set the resolution to 640x480 and the statics range to -1 in the config, see if it helps.

@RedFlames: Im glad it ran smoothly for you, what are you computer specs? As for the seperate images thing, I know it would be ideal to just use one and stretch it, but it was towards the end of the development cycle and I didnt have any time to write a proper system. I'll consider it in the future. If you want to see the proper sized images, just resize the 1600 to 1650x1050 and save it was title1650.jpg. It will automatically select that image if your resolution width is 1650 in the config.
Vorg1
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Posted: 26th Sep 2008 02:44
Very awesome and fun game. Can't wait to see more.
Mr Tank
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Posted: 26th Sep 2008 19:00
I set the statics range to -1. Game run much faster/smoother. However, no collision zombie problem persisted.

draknir_
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Posted: 26th Sep 2008 21:53
@Vorg1: Thanks!

@Mr Tank: Ok, well that's strange. What's your average framerate? Could you possibly make a video of the problem? I haven't had it on any of the PCs I tested.
Mr Tank
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Posted: 27th Sep 2008 00:12 Edited at: 27th Sep 2008 00:13
OK here's the video. The white shirt zombie is unkillable, but the grey shirted one isn't.

Video

draknir_
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Posted: 27th Sep 2008 00:19
Ok now it really doesn't make any sense!? The white shirt is the same model with a different skin.. Does it work when you try shooting them with the shotgun or flaregun?
Mr Tank
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Posted: 27th Sep 2008 00:33 Edited at: 27th Sep 2008 00:41
No, when you can't stab them, you can't shoot them with either weapon - you just shoot straight through them. Also, it does not collide with the player (you can run straight through it), although it can hurt you. It can be either type of zombie. It's just that some zombies are killable, and some are not.

Are you using some kind of list system for collision detection? presumably since the zombie can still hurt you, you are checking for that, but your bullets (and however you detect whether a zombie is being stabbed) are not colliding with them sometimes. Are there different lists or system for these interactions?

I can see how it must be frustrating if you have not yourself experienced this bug.

draknir_
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Posted: 27th Sep 2008 13:25 Edited at: 27th Sep 2008 13:28
this is the ai collision function:



The sword and flaregun use a spherecast collision check, the shotgun uses a raycast collision check. All of the enemy object numbers are stored in the all_enemy() type.

I really don't know what is causing this frustrating bug for you, so there isn't much I can do from here.. If you really want to, you can open the project files in DBP and have a look at the source yourself (its in source). In the main.dba, change dev.showcol = 0 to dev.showcol = 1 and recompile. This shows all the collision objects.
draknir_
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Posted: 29th Sep 2008 14:35
Only 4 people have responded so far, has anyone else tried the demo? Id very much like your feedback! All criticism is taken into account.
tha_rami
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Posted: 29th Sep 2008 14:52
Soon. You of all people should know what chaos first year can be.


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draknir_
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Posted: 30th Sep 2008 14:28
OK, you're excused

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