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Work in Progress / Latest Obsidian screenshots

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GCEclipse
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Posted: 3rd Sep 2003 23:02
Hi, would anyone care to comment on these new screens for Obsidian? Theres a few more at my website also...

Cheers,

GC









ReD_eYe
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Posted: 3rd Sep 2003 23:04
looking very very nice


GCEclipse
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Posted: 3rd Sep 2003 23:06
Its getting very close to being finished as well - Coding wise I only need to add some better AI. After that I can concentrate on more content and then its beta testing stage...

M00NSHiNE
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Posted: 3rd Sep 2003 23:58
This is looking very interesting!! How did you make the levels? And how long have you been working on this?

The levels look great, I especially like the moody shadows and the flare on the third shot.

"It's amazin' what you can do with a computer and access to t'internet"
pathfinder
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Posted: 4th Sep 2003 00:16
Might want to find someone with Texturemaker/photoshop to plonk some good textures into your game. But your at a pre beta stage so no need to worry about them yet

Looking interesting so far
GCEclipse
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Posted: 4th Sep 2003 01:57
Thanks for the positive feedback.

Moonshine: I basically made a bunch of small semi levels all of the same size in cartography shop then joined them all together in an order and rotation of my choosing using a level designer I programmed myself which lets you slot them together, add scripts, monsters, effects, objects, etc.

Its effectively built in sections - this approach helps keep the speed up despite perfect polygon collision and massive areas because I only detect collision for the section you are in and I clip all sections you cannot see.

ChipOne
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Posted: 4th Sep 2003 02:23
you're using almost 1/3 of the screen for the game logo and your company/team name...any reason?

-= i only do what my rice krispies tell me to do =-
GCEclipse
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Posted: 4th Sep 2003 02:28
Yeh, theres going to eventually be health bars and things there.

Ermes
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Posted: 4th Sep 2003 19:32 Edited at: 4th Sep 2003 19:33
very good work.it's like a commercial games.

it's a pity i'm working to something like your game, but your game is 400 times better than mine....

Free Download for a Free World
OSX Using Happy Dude
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Posted: 4th Sep 2003 19:43
Looking good. Would be nice if the stars in the background (first picture) moved.


Avatar & Logo by Indi. Come to the UK DBPro Convention in Chichester
M00NSHiNE
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Posted: 4th Sep 2003 22:40
Thats cool it sounds like a good robust engine - the section collision method is quite popular for speed ive noticed in a few games. Could you tell me a little about the scripts as Ive been trying to find out what they actually are and how theyre made.

"It's amazin' what you can do with a computer and access to t'internet"
GCEclipse
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Posted: 4th Sep 2003 23:34
Cheers guys,

TheCodingArea: Yes, the stars DO move.


Moonshine: Scripts (in a game) are a way of determining what happens within that game. For example: The script may be something like: IF PLAYER POSITION X=100 AND PLAYER POSITION Z=100 THEN MESSAGE "HELLO!"

Takes the form of a programming language within a game at its most complex. In Obsidian what I have is a simple script editor that lets you tick to say IF certain conditions are met THEN go to the next level (or whatever).

John H
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Posted: 5th Sep 2003 05:16
Wow man nice job You doin all that work yourself? Anyhow really nice! Cant wait for that demo

RPGamer

Current Project: Eternal Destiny
Porting all files to my new computer
M00NSHiNE
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Posted: 6th Sep 2003 17:14
Thanks for explaining that, they are a biggie in adventure games such as gabriel kight if im not mistaken.

So what format are they stored in, and how does DB interpret them, because they could be useful to me.

"It's amazin' what you can do with a computer and access to t'internet"
Critters
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Posted: 7th Sep 2003 12:55
bring on the beta!

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GCEclipse
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Posted: 9th Sep 2003 00:04
Quote: "So what format are they stored in, and how does DB interpret them, because they could be useful to me.
"


They're stored in whatever format you want to store them - in Obsidian I simply defined my own format which had everything I needed to get the details into the game.

DB doesn't interpret them - your program does. I've written all the functions to produce and intepret them myself. I'm happy to explain further and maybe give you a bit of code to demonstrate what it is that I do to make the game flow elements.

Basically, its not a fixed "language" as such, its you defining what you need to make events happen at certain times in certain situations in a certain order (which can take the form of a language).

Quote: "Wow man nice job You doin all that work yourself? Anyhow really nice! Cant wait for that demo"


Yeh, its all me in this case. Whats pleasing to me is how quickly it started taking shape now I only really have myself to rely on.


Its coming together nicely now, just working on an improved AI and a few more alien models and I'll be happy to release another demo.

Thanks everyone for your kind comments.

Falelorn
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Posted: 9th Sep 2003 02:54
Looking good

http://matedit.com/forums/index.php (other great DB forums)
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Check out profile for more information
WoW is WOW
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Posted: 9th Sep 2003 12:12
what tools besides DB did u use to model, create maps, textures, animation etc.

RPG_Freak
GCEclipse
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Posted: 9th Sep 2003 20:14
I used Cartography Shop to create map parts then I used my own level editor to tie them together seemlessly.

I will be including the level editor with the beta version download - so that people can create their own maps if they want to.

For character modelling I use Caligari Truespace 4.0.

For animation I use my own tool EvolutionA which you can get a version of from my website.

M00NSHiNE
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Posted: 10th Sep 2003 18:36
Thanks for explaining again, and I cant wait to play it. Further explanation would be really kind, that is if youre not too busy working on the beta or anything. Thanks.

"It's amazin' what you can do with a computer and access to t'internet"
GCEclipse
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Posted: 20th Sep 2003 22:49
Here's the latest shots...







Moonshine: Will get back to you as soon as I finish the last touches on a new demo (next couple of weeks).

MikeS
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Posted: 20th Sep 2003 23:08


Me like.

A book? I hate book. Book is stupid.
UberTuba
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Posted: 21st Sep 2003 00:22
commercial or free?

the artist formally known as darkfluff
M00NSHiNE
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Posted: 21st Sep 2003 05:48
OK thats fine, thanks GC.

By the way, those new shots look proper bo, I tell thee.

"It's amazin' what you can do with a computer and access to t'internet"
GCEclipse
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Posted: 21st Sep 2003 05:53
eek: Not sure yet, if I do sell it I will sell it for a cheap price (like a £5 or something), but I haven't yet decided.

moonshine: selecta!

ReD_eYe
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Posted: 21st Sep 2003 20:50
looking nice! , go free no one likes to pay money


HZence
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Posted: 22nd Sep 2003 01:52
Excellent shading and texturing, but man if you could just get some better models (especially for the gun) then you'd be set! Looking very good. If you want me to beta test i'd be more than happy hehe

homeyg@mad.scientist.com

THANK YOU! and good luck

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M00NSHiNE
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Posted: 22nd Sep 2003 02:46
(o)(o)
|_ ( ) _|
o

Can I get a ree-wind?

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Megaton Cat
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Posted: 23rd Sep 2003 20:27
thats some slick level design u got there

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GCEclipse
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Posted: 23rd Sep 2003 21:23
Thanks all for your comments on this.

HZence: You wouldn't know of a good gun modeller that wants to join a team, would you? I've tried gun modelling, but I guess I'm better at architectural stuff.

ReD Eye: I considered going free but then again a hell of a lot of work has gone into it. What I might do is go for a Wolf3d Style option - y'know get episode 1 for nothing but then if you want the other levels and modding tools then you gotta pay five quid to register - would that be fair?

M00NSHiNE
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Posted: 23rd Sep 2003 21:29
I reckon thats a fair enough plan, as long as you can pay for it securely, and everyone can see youve put a hell of a lot of work into this project. And have a look at www.psionic3d.co.uk, at the gun modelling tutorial if you use milkshape or something similar.

Look for a side on reference pic on GOOGLE IMAGES to start, then go from there. Its actually pretty easy.

"It's amazin' what you can do with a computer and access to t'internet"
GCEclipse
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Posted: 23rd Sep 2003 21:50
Thanks Moonshine. I don't use Milkshape (Actually I use Cinema 4D) but I'm sure some of the concepts are applicable regardless. I'll take a look at that later.

GCEclipse
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Posted: 6th Oct 2003 20:58 Edited at: 6th Oct 2003 20:58
Theres a new demo of this game on my site now.

http://www.eclipsedevelopment.co.uk/files/obsidianTD2.zip

If anyone wants to check out the editor as well they can get it from my website (shown below).

Comments appreciated.

Cheers,

GCEclipse
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Posted: 6th Oct 2003 21:00
Bear in mind this is an ALPHA release. Still lots to go in, but its now playable at least.

spooky
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Posted: 8th Oct 2003 13:31
Not bad but quite a few annoyances.

1. Sliding collision with diagnal walls is pretty bad. It jerks all over the place.

2. There are quite a few places you can walk through walls and get stuck. Specially at the ends of those cylindrical tunnels. I even managed to walk through a wall and fall into space.

3. If you press escape to quit game and try to start a new game, you get either an error because an image wont load or game starts ok but you dont clear the fact you have read initial message and so cant do anything!

I like the lighting effects except you can see edge of plains you use which looks a bit odd.

You can also see a little cube at your feet. Presumably this is to assist with collision and will hopefully be hidden in real game

Guns definately need replacing. They should really be 3d so they react to light as well as you move around. Muzzle flash is far too big in my opinion.

Stars outside of windows just dont look real enough.

That's enough comments for now!

If your mansion house needs haunting, just call Rentaghost!
GCEclipse
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Posted: 14th Oct 2003 01:05
Thanks very much, Spooky. I will bear of those things in mind and fix them for beta releases of this.

Quote: "You can also see a little cube at your feet. Presumably this is to assist with collision and will hopefully be hidden in real game"


LOL. Actually I kept wondering why on earth there was a little white box when you look down. It hadn't occurred to me that it was my collision box and I'd forgotten to hide it!!!

Anyone else?

Philip
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Posted: 14th Oct 2003 08:33
Quality. I liiiiike it!

Philip

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