My biggest project I am working on.
It will have features from various popular games such as:
Call of Duty:
- Normal Mapped Bullets
- Bullet Penetration though walls
- Night Vision (I think bloom + tinting the screen green will do it)
Halo:
- Lighting under Grenades
- Grenade Explosion: (Non-Volumetric. Volumetric in my game.)
- Explosion
- Smoke
- Light
- Popular Multi-Player Mode (Including this mode plus a lot of new modes based on the game concept I came up with)
Crysis:
- Nano Suit Abilities: Speed, Armor, Cloak, and others
Call of Duty 5:
- Nazi Zombie's
Star Wars: Force Unleashed:
- Force: Push, Pull, Explode, and others
Will include more features from other games as I have more time to add them. There are many many more.
Feature Key:
Idea: Will look into or a product I might buy and use
Working On: Current working on it. Learning, making into a more modular format (functions), and finishing up making functions.
Finished: Completed in a modular format
Old Idea/Concept/Demo: An idea I had, a concept I had, or a demo I had that I don't think I will use for my game.
Needs Testing: Make the function but I haven't tested it yet.
Features:
Evolved Shaders:
Shadow Mapping (Enhanced by Aki to increase speed)
Advanced Lighting (Waiting to use for commercial projects)
FlashLight (Allows extra lights)
Refraction
Clouds:
Clouds on Sky Dome using a
Fog Shader (Green Gandalf)
Volumetric Clouds (Chris K)
Dark Clouds
Clouds using Sky Dome (Aki's Shader Cloud Demo)
Terrain:
Advanced Terrain Shaders (Green Gandalf)
Matrix Terrain Editor (My Own Editor)
T.ED (My matrix editor my take to long so I might use this one)
Animation:
Blending + Frame Transitions
Enhanced Animation
Editors:
Game Editor: (All my editors combined into one. Real time game editor)
Segment Editor (My own editor that works like fps creator but a lot more features)
3D World Studios
Screen: (Shaders)
Anti-Alias (Built into DBP)
Anistropic Filtering (DLL written by kaedroho)
Multi-Monitors (Built into DBP)
Camera Image Blending (Will explain later)
Adjust Screen: Hue, Contrast, Saturation, Color, and Blur
StereoScopic: There is a small bug I need to fix. (Built into DBP but wrote Modular Functions)
Thermal (From
Ultimate Shader Thread: Can't Find Credit)
Motion Blur: Linear Blur with shader and Sprite's to make motion blur.
Looking for 3D Motion Blur
Dark Shader (Functions): Full Screen Shaders
Object Shaders:
Dark Shader (Functions): Object Shaders
Have a lot more to add here. I will add them later
GUI:
Command List: (Will Document Later)
GUI_CreateButton(Text$, X#, Y#)
GUI_CreatePanel(X#, Y#)
GUI_CreateText(Text$, X#, Y#, Width#, Height#)
GUI_CreateTextBox(Text$, X#, Y#, Width#, Height#)
GUI_CreateToolBar(X#, Y#)
GUI_CreateToolBarButton(ParentIndex, Text$, X#, Y#)
GUI_UpdateControls()
GUI_Control_Pressed(Index)
GUI_Control_Released(Index)
GUI_Control_Hover(Index)
GUI_AddEvent_Pressed(Index, Event As Event)
GUI_AddEvent_Released(Index, Event As Event)
GUI_AddEvent_Hover(Index, Event as Event)
GUI_AddEvent_Slide(Index, Event as Event)
GUI_AddEvent_Retract(Index, Event as Event)
GUI_GetReturnValue_Pressed(Index)
GUI_GetReturnValue_Released(Index)
GUI_GetReturnValue_Hover(Index)
GUI_GetReturnValue_Slide(Index)
GUI_GetReturnValue_Retract(Index)
MouseInBounds(SX#,SY#,SW#,SH#)
MouseInControlBounds(Index)
GUI_GetText(Index#, LengthLimit#)
GUI_CreateEvent(FunctionEvent As Dword, Value1#, Value2#, Value3#, Value4#, Value5#)
CallEvent(Event As Event)
GUI_SetControlParent(Index, ParentIndex)
GUI_SetControlPriority(Index, Priority)
GUI_PositionControl(Index, X#, Y#)
GUI_SlideControl(Index, SlideOffsetX#, SlideOffsetY#, Speed#)
GUI_RetractControl(Index)
GUI_XSlideControl(Index)
GUI_YSlideControl(Index)
GUI_XRetractControl(Index)
GUI_YRetractControl(Index)
Text on controls
Dock Control to side of screen
This is a re-write of my
Advanced Sprites GUI function set I wrote. The Advanced Sprites plugin had some problems when it was run on different machines. I decided to use DBP sprites instead and will upgrade my GUI with something else when I get the time.
Enviroment:
Rain: Basic effect. Will make a more realistic effect later.
Snow: Basic effect. Will make a more realistic effect later.
Fog: Volumetric Fog (Green Gandalf)
VB FileMapping: I am able to send functions to Visual Basic .Net and when I press on a button I will send the function pointer back to DBP to execute.
Command List: (Will Document Later)
ProcessEvents()
VBRegisterFunction(FunctionName$, EventPointer, Type1$, Type2$, Type3$, Type4$, Type5$)
VBEndRegisterFunctions()
Editors:
Terrain Painter: Paint on terrain, Layers, add Decals
FPS Creator Clone (Using my own code)
GUI Editor
Terrain Editor
Others:
Object Lod (kaedroho)
BlitzTerrain: Will learn how to use later. At first glance it looks a bit difficult to learn.
Lip Sync: Dark Voices: Is a pain cuz I don't have maya and even if I did it takes a lot to learn how to do that. (Wolf's 3D Character Maker is an idea)
Segment Editor: Almost finished. A few bugs and I will have a vid. posted.
Fog: Works in the example, but doesn't in my game. Most likely some small bug.
Game Content:
FPS Creator/TGC Store: (Bought)
Weapons:
Model Pack 10
M249A Saw
Combat Knife
Rocket Launcher
SWAT Shield
LED MINIPACK
Machete
Characters:
Ultimate Zombie (Bond1)
Zombie Parts (Bond1)
Crawling Zombie (Bond1)
DMZ(Sniper)
DMZtrooper (Assault)
DMZtrooper (Heavy Weapon)
CIV Assault (Jfletcher)
CIV Demo (Jfletcher)
Civ Gunner (Jfletcher)
Civ Rogue (Jfletcher)
Others:
Medical Box
FPS Creator Model Packs to buy: Model Packs: 24, 26, 29, 31, 34
DXSoft Games: (Going to buy)
Models
Characters:
Advanced Robot Prototype
Vehicles:
SCI-FI HOVERS
Viper Scout
Sci-Fi Tanks
Iron Spear Tanks
Model Packs: (Level Content)
Industrial 2. models bundle
Industrial models bundle
Middle East bundle
Ruins & Bunkers 2. model pack
Ruins & Bunkers 1. model pack
Others:
EAI Task Force 341 character set (Will buy)
I have a ton more features to add. I will add them in my free time. I have a lot of commands and documentation to add as well.
Features I will add:
- AI (Have a basic example of using animated characters)
- Animation + AI + Enhanced Animation (need to buy Enhanced Animation)
- Other Shaders
- Particles (Cloth and Particles is a great particle system. Will adapt to editor)
- Vehicle (There was a nice editor I found that I might adapt to my editor)
- Gun Framework (Update with enhanced animations)
- Night Vision (Have to figure out how to combine two shaders or use my other technique I used in a previous project)
- Lua (Modding)
- Bullet Hole's using Decals or image kit example
- Multi-Player Working Example (Have done will post soon)
- Character Pictures (Most of them are on my website)
- Model Pictures (Need to add to website)
- Environment (Water, Sun, Clouds, Sky, Rain, Snow, and others)
Will post soon.
I am working on giving proper credit to everyones shader's, demos, and ideas.
YouTube:
My Channel
New:
Digital Chaos: Progress Video Oct 29
Description:
GUI, Advanced Lighting by Evolved with rain and snow, and thermal shader (infarred). Quick vid. before I upgrade to windows 7.
Older then a year:
Digital Chaos: Progress Video
Description:
Handsets + Guns are apart of Model Pack 10 for FPS Creator.
Animation:
Fire
Walk
Run
Idle
Working On:
Reload
Cock
This gun framework will work for all guns and Melee Weapons.
Will add muzzle flash, cursor, and zoom later.
Character Shop uses Motion Capture to apply animation to the character.
Dark AI has a flaw that causes the animation to glitch out. Working on new animation system that will be used later.
The character is under automatic behaviors. Custom behaviors will be added which allow you to interact with the characters on a whole new level!
Have basic 2D clouds applied to a sky dome. I also have water added.
I added a dynamic sun that can be moved based on the time.
Clouds
Description:
I fixed several problems with the clouds and they now look awesome. I am going to change the cloud look again to make it look even better.
I might even add some shaders such as High Dynamic Range Lighting to the clouds to make it light up a bit.
I have an updated version of the clouds in the zombie demo.
Zombies
Description:
This is a zombie video game work in progress. Quick demo showing off character controller, 3D clouds, Sky Sphere, Dark AI + Zombie Animation Integration, Weapons, Muzzle Flash, and Terrain.
Will update with new videos soon!
Screen Shots:
Albums: (Photoshop.com)
Digital Chaos
Game Theory:
The Nazi Zombies in COD 5 is a great concept that can be made better. Zombies that crawl on the ceiling and jump on you would be awesome. (Something like Left for Dead) If I figure out how to get the painting shader (made by Green Gandalf and seen in TerSculpt) then I can paint blood on top of textures. If I used particle or fluid blood and then stain that point that it hits the ground I could have realistic blood effects. This paint shader could be used for bullet holes as well, but wouldn't be able to be normal mapped bullets. I could paint on terrain bullet holes or any other bullet holes that don't need normal mapping and use normal mapped bullets for certain objects.
I will have a lot of weaponry that can upgraded with things such as a scope, silencer, and other cool upgrades. Upgrades is going to be a big part of my game. You can upgrade any aspect of your suit with things such as force push, pull, explode (gloves), and super jump and speed up (boots). You can also upgrade your visor with Infarred, Night Vision, and another that combines the two and one that allows you to see though walls. (I am going to work on Night Vision next and then this new effect for seeing though walls) All your weapons are upgradeable and can be upgraded in different categories. (Which I will post later cuz I have them written down and I have to find it. Really complicated)
Artificial Intelligence (AI) is going 2 be very intractable. I am using Dark AI and I am developing my own complex behaviors. The AI can be talked to using various pre-defined phrases, trade weapons with, threaten to kill him if he doesn't give you his weapons, take his weapons and ask him to follow you and put him in a jail cell, and many others. The AI also evolves as the game progresses based on what information it gathered. An example would be the AI character won't trust you because you killed his friend when he gave up his weapons so he would fight to the death. The element of the game that evolves the AI is called the Over Seer or Director or what ever I am going to call it or him. The director interacts with the AI by slowing down and speeding up rate of upgrading progress, and increases or decreases level of difficulty based on how you are doing in the game. The director can also cause events to happen that could benefit or hurt your side.
The spectator is kind of a boring character to be so I am going to make it a lot more fun to be a spectator for my game. The spectator is a drone. (think of the oracle from halo) The drone can fly around the map and interact with objects. The drone can't harm anyone, but can gather intelligence, interact with objects, push buttons, hack computer systems, unlock doors, cloak, annoy (lol), activate security system, and activate turrets (you are the eyes for the turret and won't shoot unless you lock onto the player or players). I also thought it would be fun if the spectator could play music as it flys around.
One idea for the hands (from model pack 10) is to attach them to an animated character. The only way I can think about doing this is welding vertices which I think wolf figured out.
This game will have multi-player, campaign, and co-op modes with a lot of customization for the game.
I will also have rag doll physics. (and I will have to make my own due to the fact that it isn't built into Dark Physics) I will use joints, constraints, and friction to slow down movement.
Joints can be used to attach objects together and can have constraints such as the force it will take to break the bonds of the joint. This will be used for detaching limbs, destroying parts of buildings, chairs, glass, and other materials.
My editor will have the fps creator's drawing segments feature. It can also add prefabs and entities. There will be dynamic shadows, flash light, dynamic lights (along with 7 dbp built in lights), and decal/paint objects.
Will add my game concepts here and ideas once I get the time
Story:
Will add later...
Check the website frequently. There is some story line on the website.
Un-Solved Problems:
Bullet Decal: Position + Rotate using Dark Physics
Break up object into separate triangle objects
Evolved's Flash Light example only works for: "map.dbo" and won't work for any other object. I have been trying to figure out why, but can't. I tried a textured cube and cartography shop room and it didn't work.
Have a ton of un-solved problems. I will post more as I have time. Any help will these problems would be greatly appreciated!
Website: Just updated Website!!!
http://www.wix.com/DarkFireGaming/Digital-Chaos
Forums New!
This project was a secret up to this point because I was writing the classes and learning new concepts. I wasn't going to post anything until I start on the actual game.
I haven't posted everything quite yet. There is a lot of things I have worked on. As I find projects I made in the past I will add them to my video game and I will post the functions and explain what it does.
I have a lot of free-time after (and during) school. I post content here during school so I am not wasting time that I could spend working on the video game.
I will organize this post by putting some content in a pdf when I get the time.
I will add a lot of video's, screenshots, and content soon.
Update: Installed Windows 7! Installed DBP and Drivers. Worked on the story and concepts. Worked on website. Has tons of new content. http://www.wix.com/DarkFireGaming/Digital-Chaos Started working on my project again and working on a terrain painter and I am almost done! I am also working on some other editors. I am also working on a video blogging channel that I can talk about what I am working on and stuff. Going to be awesome!
EDIT: It has been a while. I am working on the levels right now and I should have some visuals sometime soon. It really takes a long time to get every game element together. I got GUI, Level Design, and Animation figured out and just have texture projection to figure out and I am set.
Edit:
I am still working on this project. I will post a new thread soon!
Dark Fire
My future self met up with one day to teach me what I know today.