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Work in Progress / [DBP] Digital Chaos [Video Game]: Shaders, AI, Physics, Destruction, GUI, MOD, and Editors

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Dark Fire
16
Years of Service
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Joined: 23rd Jun 2008
Location: In the code you write
Posted: 29th Oct 2009 02:57 Edited at: 22nd May 2010 23:11
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.
YavinB
15
Years of Service
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Joined: 25th Sep 2009
Location: Ontario, Canada
Posted: 29th Oct 2009 16:16
Sounds like a lot of work.

If involves money I'm in. (only if it Benefits me)
Monk
16
Years of Service
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Joined: 25th Sep 2008
Location: Standing in the snow =D
Posted: 29th Oct 2009 20:33
If you pull that off, thats got serious potential!!

Dreamsenshi
15
Years of Service
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Joined: 4th Sep 2009
Location: USA
Posted: 29th Oct 2009 21:35
Wow . . . there's a lot of information in that post. I totally believe you when you say it's your biggest project. Well, the first step is setting clear goals, they tell me. Go for it!! I'll have to check out the individual details in more depth when I have a little more time. :}



Your error is my treasure. =^--^=
Dark Fire
16
Years of Service
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Joined: 23rd Jun 2008
Location: In the code you write
Posted: 29th Oct 2009 21:50
The funny part is I am not even close to being done adding information to the post. This video game is really immense. I put a few years of work into it. Mostly designing various editors which I am going to remake in my final version and learning different concepts. I am going to post some pdf's to make it easier to read and more organized. Right now I am just recording my ideas, what I am working on, and documentation. I have the video game documentation and ideas written down and I am going to produce a lot of media, documentation, and illustrations.

My future self met up with one day to teach me what I know today.
Dreamsenshi
15
Years of Service
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Joined: 4th Sep 2009
Location: USA
Posted: 29th Oct 2009 21:59
=^00^= . . . Holy crap! Well, I'm very impressed already. That takes a lot of dedication.



Your error is my treasure. =^--^=
Butter fingers
18
Years of Service
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Joined: 20th Mar 2006
Location: Mecca
Posted: 30th Oct 2009 12:11
I like the way you've posted things on the website like
"Robot Prototype"
as if it's your prototype, when in fact it's a model you've bought from the FPSC Store!

I want robotic legs.
Valle
18
Years of Service
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Joined: 10th Mar 2006
Location: in your girlfriends bed
Posted: 30th Oct 2009 14:54
why are you wasting so much time on this post, if you could be working on the game at the same time. I know it can be fun to dream of an own big game and write down all the ideas, but you should keep them for you until you have realized at least some of them. GUI and shaders don't count, you should do stuff like that at the end and not at the beginning. You'll never finish this, prove me wrong


Dark Fire
16
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Joined: 23rd Jun 2008
Location: In the code you write
Posted: 30th Oct 2009 16:41 Edited at: 30th Oct 2009 18:33
@Butter fingers - Prototype refers to the robot is a prototype in the game.

@Valle - Haha. I know it is a big project that I might not finish. That is why I am making some editors that I will post soon. I also haven't bought 3D World Studios yet so until I have the money to I will start making levels. For now I am just testing, fixing, and showing off some things I got until I get 3D World Studios. I wanted to jump right into the game but I don't have money so I can't buy the stuff I need. lol This is a well developed game idea that I have put together over the course of this year. I just don't have a bunch of time to post stuff cuz I am working on my video game.

Dark Fire

My future self met up with one day to teach me what I know today.
Braden 713
17
Years of Service
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Joined: 3rd Aug 2007
Location: Canada
Posted: 31st Oct 2009 02:54
Don't you think you should plan ahead a little before starting such an extensive project?

I'm more around the FPSC community but after going over your initial post for this thread, I was quite astonished and had to reply. Personally I really think you have a solid foundation for your project so far, despite the fact that an enormous endeavor such as this would generally seem to be something tackled by a team of people, rather than merely one person - I however definitely accredit your work so far with a clear dedication and passion you have for your game! I sincerely hope you keep it up.

Your specific work with Dark AI sounds most impressive, and the outstanding list of features you're making available to the player and to his/her environment also sounds remarkable.

I'm most curious, on the creative aspect of the project, what may be the plot details, level concepts and general story - you've got many fantastic elements to put together, and it would certainly seem that the plot outline should be quite intriguing and fun to play. As aforementioned with ideas being pulled from games such as Halo, CoD5, Crysis and Star Wars, perhaps a few possible concepts could be obtained from Bioshock, in the form of features available to the player in the field of weaponry and abilities. Just a thought man.

Despite the evident fact that this project is still in quite early stages, I strongly believe you've got a definite foothold on what you want, and what you're trying to accomplish, which is the best start possible. I really encourage you continue with this until the end, I'll personally be very interested in watching progress continue over time as I now know what's been in production.

Keep it up man, and by the way, I'll be very interested in the programs you've designed, created and utilized in the games progress - whether they're free or for sale, I'm quite excited to check them out for sure.

Cheers

Life would be much easier if I had the source code.
Dark Fire
16
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Joined: 23rd Jun 2008
Location: In the code you write
Posted: 31st Oct 2009 03:09 Edited at: 31st Oct 2009 03:09
@Braden 713 - The idea is a bit more developed then you think. It has only been two days and I have only been able to post this much content. lol I have been pouring my time into making demo videos. I also go to college during all this so with what little free time I have I devote to my video game. I haven't even scratched the surface of how much content I have to post.

Glad I have users following my project. I wanted to wait until my project was a bit more developed before I post details about it.

Should post new content daily.

Thanks for your interest in my project,

Dark Fire

My future self met up with one day to teach me what I know today.
Cash Curtis II
19
Years of Service
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 3rd Nov 2009 12:56 Edited at: 3rd Nov 2009 12:59
Keeping an active WIP thread takes a lot of time to keep up with. If you start it too early it will die because certain aspects of the game take forever to complete compared to others. Like this list...

Quote: "Character Pictures
Environment (Water, Sun, Clouds, Sky, Rain, Snow, and others) "

The difference between those two items is phenomenal. Thus, a list doesn't actually represent the work involved. 10 features might take one day and a single one will take 6 months, during which time the thread will sink into oblivion.

The problem I see with this is that you're trying to pack every feature you like into one game. I suggest starting with a solid game concept the adding in the features that you will need. Too many features kills projects.

Quote: "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."

That's what I thought. I actually succeeded in making a ragdoll character but it looked like garbage. I wasted a week on this one feature and what I wouldn't give for that week back.

Good luck with this. My recommendation is not to be afraid to cut out features as you go. Your game can be a fraction of your plan and be fantastic if done well. DBPs real strength is making small games quickly, making large games is difficult.


Download the game!
Dark Fire
16
Years of Service
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Joined: 23rd Jun 2008
Location: In the code you write
Posted: 3rd Nov 2009 21:41
@Cash Curtis II - I am building the game from the ground up. The features are my ideas. The game has several basic elements that I am working on first such as level design, story line, AI, character controller, and editors. The features will be added as development of the game progresses. Even when I end up selling the game I still will add more features to the game in the form of updates. Right now I am figuring out what I can do with what I have and building on certain things like rag dolls later. I am planning on releasing the game with low standards and using what I have and updating the game adding more features and adding on to the story line.

There is a lot more things I have done that I haven't posted. A lot of things I have made and just have a few bugs that need to be worked out.

I am working on the editor at the moment and I am very close to fixing the bugs. Once I finish this part of the editor I will be able to add a lot of things such as physics editors and such.

I will most likely update this every weekend or every day I have time with a lot of information. This thread shouldn't die. I have a lot to keep it alive.

Dark Fire

My future self met up with one day to teach me what I know today.

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