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Work in Progress / [NaGaCreMo '09] Patterson's Grand Day Out

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flashing snall
19
Years of Service
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Joined: 8th Oct 2005
Location: Boston
Posted: 16th Jan 2009 23:52 Edited at: 17th Jan 2009 00:07
Patterson's Grand Day Out.

PGDO is an action sidescrolling platformer. The style of the game is a direct copy of Sierra's Hunter Hunted, one of my all time favorite games. The goal of the game is simple, to find the exit. However, to complete the goal, you need to be a tricky little devil, running around the map, shooting at robots and dodging lasers. This is a game for the NaGaCreMo '09 challenge. Our team which consists of
Programmers X 1.5
3D Artists X 2
Music composer X 1
Level Designers X 4
decided NOT to start the game until January first, so by now, we've had 16 days to push through dev. We are NOT as far as we should be, which is really very sad.

To start this off, Im going to give you an idea of the style of the game, with some the first two story visuals.



EDIT: hmm, I feel like I should give more. This is the sample that our master music man sent over.

And here are some some "screen shots". Theese arnt really screen shots, more of just shots showing stuff.... that is sorta related to PGDO
http://i46.photobucket.com/albums/f128/flashingsnall/PGDOtestshot001.jpg
http://i46.photobucket.com/albums/f128/flashingsnall/PGDOcustomobjects.jpg
http://i46.photobucket.com/albums/f128/flashingsnall/PGDOcustomobjects2.jpg

PGDO. it consumes my every waking moment, that is not already being eaten by work / school / sleeping

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AndrewT
17
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Joined: 11th Feb 2007
Location: MI, USA
Posted: 17th Jan 2009 00:10
Quote: "Programmers X 1.5"


What? Is one of them really short or something?

Anyways it looks like it'll be pretty cool. It'd be great if you had a little more progress to show though.

flashing snall
19
Years of Service
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Joined: 8th Oct 2005
Location: Boston
Posted: 17th Jan 2009 00:17
Haha, well, one of them hasn't really DONE anything yet... I wish we had more visual progress too. What weve done is more of the level editor and stuff. What I mean by that is that we have a working level design system.
step 1 - make a basic map in 3DWS
step 2 - go into the editor (I made) and place scriptable stuff and scenery
step 3 - export it, and import it into the game engine

Thats pretty much what we have. We ran into a big problem that we still havnt figured out, and that is that we cant find a way to export our animation files .x. The 3d dudes use ac3D for the static stuff, and then cheetah 3d for the animation. If any one knows a good .fbx -- > .x converter, do tell.

I know we should be farther, cause at this rate, It doesnt look to promising that were going to finish on time. But. I DO think we should have something playable by then, cause we have midterms next week. Normally that would mean lots of extra studying and no time for programming, but my twisted mind works differently. School gets out early every day, cause there are only 2 exams per day, so that means I get lots of extra time to throw everything I got at this project. Hopefully I wont flunk out of highschool

PGDO. it consumes my every waking moment, that is not already being eaten by work / school / sleeping

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