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Work in Progress / Incendiary - FPS

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prasoc
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Posted: 20th Nov 2009 21:29 Edited at: 22nd Sep 2010 22:48
After what seems like a lifetime (well, 9 months), I am showing some screenshots of my progress with my FPS. There seems to be a sudden influx of FPSs being shown, and I want to show mine off too Unlike some games on here, (let me put this bold) this game WILL be finished, it is a continuation of my other fps post (that must be last year or something )


Made in DarkGDK


When finished, there is going to be 14+ guns (currently, 10 are complete), 10+ maps, offline play (with bots) and online too. Many more things are planned As you can see, the game is pretty far along in development, most of the things to do are media-based and don't require code.

Key:
Finished
WIP
Idea, not implemented yet

Weapon list:
- M16A4
- M16A4 - Snow Camo
- Desert Eagle
- M4 Super 90
- AK-74M
- KRISS Super V
- G36c
- M9
- Barrett M107
- G18
- P90
- M67 Frags (now with particle effects )
- SCAR-L
- M40A3
- FAMAS
- MP5k

- Flamethrower?
- SMAW/RPG-7?

By the way, does anyone know how to add custom guns to EAI's hands?


Features: (and to-do list)

- Menu system with smooth transitions
- Options menu
- Headshot multipliers, max range, damage on each weapon
- HUD with team score, deaths and kills, current ammo, weapon switching
- Different shooting types for different guns, for example shotguns (pellets), or burst fire rifles
- Timer-based movements (> 60 fps)
- Xbox 360 controller support (control scheme is Call of Duty's)
- Weapon animations
- Quickplay
- Custom classes that can be renamed, changed etc.
- Weapon models
- Bonuses (like faster reloading, reduced gun spray, etc.)
- "Wave Play" -> fighting waves of enemies!
- Grenades
- Muzzle flashes (there are many ways to do this... if anyone knows an easy way, please tell )
- Particle effects (gah I hate these lol)
- LOD System
- Projectiles (n00b t00b, etc.)
- Melee/knife

- Bots
- A* Pathfinding!
- Bot shooting
- Searching for players/other bots
- Random weapons
- Character models
- Variable difficulty
- Animations
- Tactics
- Reloading


- Engine backend
- Weapon switching, shooting, reloading, sighting
- Anisotropic filtering (thanks kaedroho! )
- Antialiased DX text (w/shadows)
- Custom map file format: .iemap
- Custom weapon bank file format: .wep
- Weapon editor (loads .wep files and can edit them)
- Custom spawn file format: .spawn
- Shaders (eg. lightmap/normalmap shader)
- Loading/Saving maps
- Offline play with bots and online play with players!
- Respawning bots and player

- Multiplayer

- Pregame lobby
- Veto gametype and maps
- Winning/Losing
- Custom names
- MD5 checksum with server
- Chatting (Server->clients, clients->clients)




Screenshots:










[b]NEW SCREENSHOTS! OO[/B]

http://dev-il.com/blog/screenshots/newincendiary1.png

http://dev-il.com/blog/screenshots/newincendiary2.png


Any crits on what you can see so far? I will release a demo when the bugs are sorted out (the main ones are with pathfinding: sometimes it crashes the program :S)[b]

lil marioman
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Posted: 20th Nov 2009 22:30
Looks quite detailed! And judging by your to do list, quite ambitious too!

Quote: "Unlike some games on here, (let me put this bold) this game WILL be finished,"


Psh. My game will be too.

But in all honesty, looking really, really nice. Also, I see a
Soldier-Front style frag-system in the bottom left of the last pic. Do
you play by any chance?

Really hoping for a demo soon!



prasoc
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Posted: 20th Nov 2009 22:35
Its kinda from CoD the hud went through countless changes, I still don't know if that is the final one lol. Thanks for the compliments


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Ashingda 27
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Posted: 20th Nov 2009 22:52
Wow nice work, screenshots looks great. Hopefully you'll finish it best of luck.
prasoc
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Posted: 20th Nov 2009 22:56
"hopefully" I have good perseverence for this lol.

Btw, anyone know any good specular bumpmapping shader?


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Agent Dink
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Posted: 21st Nov 2009 05:50
The one shot of the white building reminds me of Mirror's Edge.

MISoft Studios - Silver-Dawn Gorilda is lost!

prasoc
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Posted: 21st Nov 2009 09:40
Everyone says that at school I emulated the lighting and style of the level because it looks pretty dam good lol


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prasoc
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Posted: 21st Nov 2009 18:10
Basic demo is going to be released soon with "Wave Play". This is where you fight off hoards of enemies, screeny of the WIP:



I will turn them into zombies soon lol


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Hassan
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Posted: 21st Nov 2009 18:12
I sooo want to see a demo

prasoc
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Posted: 21st Nov 2009 18:33 Edited at: 21st Nov 2009 18:37
I will try to crank one out on Mon or Tues (maybe tomorrow if I work hard enough)


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_Pauli_
AGK Developer
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Posted: 21st Nov 2009 19:46
Looks very nice and polished!
What do you use to create maps and lightmapping?

Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.
Garion
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Posted: 21st Nov 2009 19:50
very nicely done
prasoc
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Posted: 21st Nov 2009 20:01 Edited at: 21st Nov 2009 20:01
I use 3DS max to make and light the level. I use the "Render to Texture" command. The problem I had with lightmapping is that I need to use a shader to do it because there is no lightmapping for .X files natively :S The lighting on 3DS max is amazing when set up right though


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charger bandit
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Posted: 22nd Nov 2009 09:25
Now this looks awesome.Waiting to play.

A.K.A djmaster
kaedroho
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Posted: 22nd Nov 2009 14:38
Hey, I see that the anisotropic code is working well!


As for LOD, I made a Plugin for DBP to do this as well. Its open source and written in C++ so it shouldn't be too difficult for you to understand.

Link: http://forum.thegamecreators.com/?m=forum_view&t=159658&b=5

Serial Velocity
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Posted: 22nd Nov 2009 15:29
This looks great!

prasoc
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Posted: 22nd Nov 2009 16:07 Edited at: 2nd Jul 2010 17:47
With regards to the LOD system, I exported my level in "chunks" but because they are all positioned in the .X file at their places in the level, all I have to do is load them all at 0,0,0. This makes it impossible for an LOD system because the object is positioned at 0,0,0 rather than where they should be located. I will try to fix that problem (tis annoying :S)

Thanks for the compliments.

lil marioman
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Posted: 22nd Nov 2009 18:52
Have you tried the Bump-Specular shader in the ultimate shader pack?



_Pauli_
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Posted: 22nd Nov 2009 19:04
Writing a bump-specular shader on your own isn't even that hard.
I did it too, although I didn't understand HLSL at all. These tutorials got me started pretty quick: http://rbwhitaker.wikidot.com/hlsl-tutorials

Keep up the good work!
Excited to see a demo.

Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.
kaedroho
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Posted: 22nd Nov 2009 22:49
Quote: "With regards to the LOD system, I exported my level in "chunks" but because they are all positioned in the .X file at their places in the level, all I have to do is load them all at 0,0,0. This makes it impossible for an LOD system because the object is positioned at 0,0,0 rather than where they should be located. I will try to fix that problem (tis annoying :S)"



You might want to store the positions inside a level text file or something then. And then modify the code to work with the new positions.

prasoc
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Posted: 22nd Nov 2009 23:00 Edited at: 2nd Jul 2010 17:47
Yeah I store them in a map file which allows me to add sounds, spawnpoints etc to the level

kaedroho
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Posted: 23rd Nov 2009 13:39 Edited at: 23rd Nov 2009 13:39
Ok, cool. What you should do is split the map up into separate objects. Then use this piece of code to correct the position of the chunks. (I written it in DBP, I don't know GDK very well).



Then you can write some code to switch the chunks depending on the distance. I would reccomend that you steal my LOD code from my dll as that works well with multiple cameras.

prasoc
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Posted: 23rd Nov 2009 17:28 Edited at: 2nd Jul 2010 17:48
I might just be able to get the LOD system working then thanks alot with your help and the DLL I will convert to DGDK when I get the time

Aaagreen
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Posted: 26th Nov 2009 19:28
The whole point of the HL2 dev textures is to get the map scales and proportions right. Currently, I see little use of either of those reasons.

Cool engine though.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
prasoc
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Posted: 26th Nov 2009 22:50 Edited at: 2nd Jul 2010 17:48
They are textures I use for testing different styles of level, and the lightmap functions

prasoc
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Posted: 29th Nov 2009 11:17 Edited at: 2nd Jul 2010 17:48
I cant work on my game for the next 2 weeks due to exams at school (revision ), but what I have added is the weapon chest which gives a random gun, sniper scopes (zooooomm!), different images for the "bonuses" and the A* pathfinding is much more successful in finding a path

farmkid4
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Posted: 29th Nov 2009 20:03 Edited at: 30th Nov 2009 00:11
looking good so far. cant wait for the demo!! where did you get the m16 a1? i am looking for one.
Hassan
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Posted: 29th Nov 2009 20:16
2 weeks exams, no demo, YOU SHOULD HAVE FINISHED IT FEW DAYS AGO >

Butterkiss
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Posted: 29th Nov 2009 21:45
Thats cool! i hope everyting works out

B1
prasoc
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Posted: 29th Nov 2009 21:47 Edited at: 2nd Jul 2010 17:48
I tried After my exams there is the xmas break so I can make lots more then though As anyone should know, deadlines are meant to be broken But anyway, here is a picture of the open chest (there is a close and open anim, and a money system):

EDIT: New link to pic: http://i48.tinypic.com/2zsqqv8.png

Ooooh!

Hassan
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Posted: 30th Nov 2009 09:29
looks really great, but the pic is small and the imageshack link is broken or something

prasoc
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Posted: 30th Nov 2009 17:23 Edited at: 2nd Jul 2010 17:48
hmm so it is. I hate imageshack

New link (tinypic ): http://i48.tinypic.com/2zsqqv8.png

Hassan
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Posted: 30th Nov 2009 19:42
those guns looks AMAZING!
im really looking forward to see this project =D

prasoc
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Posted: 30th Nov 2009 19:54 Edited at: 2nd Jul 2010 17:48
I really wish I could say that I made them, but I didn't they are from ErrantAI but I can agree they look absolutely amazing

EDIT: the zoom of the sniper http://i48.tinypic.com/kd798l.png it has a smooth transition in and out

Illuminati is Real
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Posted: 8th Dec 2009 06:50
Looks like someone is a major fan of MirrorEdge, this looks very close to that game, well this screenshot anyways XD
prasoc
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Posted: 8th Dec 2009 08:53 Edited at: 2nd Jul 2010 17:48
Lol I'm not a major fan, but I emulated the lighting effects (They do look cool, eh?). My other levels have different styles of lighting altogether. I try to make my lighting look amazing because it really adds to the level(s)

prasoc
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Posted: 16th Dec 2009 08:44 Edited at: 2nd Jul 2010 17:48
Can I just say that I have been working on my game. Lots of new things were added for example, new 3d muzzle flashes (which add a light to the gun ), controller support now fully works (before it was kind of broken), RPG's kill people and also the gun textures were improved (to look more modern). New screenshot soon, demo is just around the corner

lil marioman
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Posted: 16th Dec 2009 22:17
Quote: "new 3d muzzle flashes (which add a light to the gun ), controller support now fully works (before it was kind of broken), RPG's kill people"


Not done any of these in mine yet!

Quote: "demo is just around the corner "


Awesome! Eagerly awaiting it!



Master Man Of Justice
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Posted: 17th Dec 2009 05:36
awww man this game is going to be AWESOME!

prasoc
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Posted: 17th Dec 2009 08:41 Edited at: 2nd Jul 2010 17:48
Hehe. The only thing that is really stopping me releasing a demo is that headshot collision is bugged (I try to glue it to the head but it stops the collision :S?). And when I position it to the collision ball to the limb position of the head, it goes off in weird directions

lil marioman
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Posted: 17th Dec 2009 22:12
Could you not find the head limb number, use the Make Object from Limb command and Position the head to the enemy's position each loop? As long as you don't move the head after creation, it works fine. (For me at least)



prasoc
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Posted: 17th Dec 2009 22:26 Edited at: 2nd Jul 2010 17:46
In multiplayer, the other players can look down and up which changes the rotation of certain limbs to reflect the look rotation. I have also tried positioning the headshot ball to the heads limb position x,y,z and it bugs up (the headshot ball doesnt go in the right place, it rotates the opposite way around than the real head :S). I might have to take headshots out of the demo unfortunately due to this

Master Man Of Justice
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Posted: 17th Dec 2009 23:11
The headshot thing wont matter for now, as long as it gets fixed later on we cant wait for the demo man !!!!!!

thenerd
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Posted: 18th Dec 2009 00:54 Edited at: 18th Dec 2009 00:55
this looks really good. the one with the blue building reminded me of Mirror's Edge...

and that's a good thing. nice work.
looking forward to a demo...

Hassan
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Posted: 18th Dec 2009 06:28
we want a demo already >

prasoc
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Posted: 20th Dec 2009 19:11 Edited at: 2nd Jul 2010 17:47
Unfortunately I can't work on this until after XMas (day that is) because I have cleaned my laptop of VC++ etc because it is going to my dad. I am getting a better laptop for xmas (and I noticed a small bug with showing other people's weapons in MP which I will fix later)

Hassan
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Posted: 20th Dec 2009 19:18
heh, gz =]

Butterkiss
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Posted: 26th Dec 2009 07:21
Hey you need any help with weapons? Be happy too?

Check My Youtube... http://www.youtube.com/user/Slumpyjulius
prasoc
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Posted: 26th Dec 2009 12:08 Edited at: 2nd Jul 2010 17:47
I appreciate the offer, but I don't need any guns at the moment (I'm concentrating on other parts of the game). And what does the "Be happy too?" bit mean?

Teh Stone
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Posted: 6th Jan 2010 00:45
Any updates lately?

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