Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / Alienware Project UPDATES

Author
Message
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 15th Nov 2003 02:48 Edited at: 15th Nov 2003 02:49
OK, everyone who is making an alienware project- take a second and add a post to this thread with a short update on your project progress! I'm not asking for details or anything... but I think it would be interesting if everyone gave a % of completion or if they think their project will be done in time, etc.

to start things off, mby project is a kind of puzzle game. With just over a month left until the deadline, I am at about 80% completion. Just need to work on the graphics a little more, and add some last few features.

How's everyone else doing?
Preston C
21
Years of Service
User Offline
Joined: 16th May 2003
Location: Penn State University Park
Posted: 15th Nov 2003 03:31 Edited at: 24th Nov 2003 22:55
My Project is Slowly Coming Along, though I have increased production speed. For the past month I've been gathering different effects and subroutines, and I finally have a solid engine planned. I'm working on the Dai Jon model as we speak. The full game will be a 3rd Person platformer. Nothing special. A few free flight battles, but thats about the peak of it. Now if only I could find a few shaders that would actually work, especially a realiztic skin and water shader, then I'd be all set. But until then, I gotta get a shader guru to supply me with them (Lee, Raven, hint hint )with written permission.

[Edit] Ok, news about Dai Jon. If I want it to be a platformer, It'd take more time then I have left. So, I'll switch it around. Make it a strategy fighter. The story is moved by battles and short cut scenes and will have a simple ATB style battle system (to keep things going). I have contacted Ethan Eves about using his music in my game (no reply yet) and I hope he lets me use his music. I may include an Armored Core arena style minigame away from the story for a bit more to do.


Intel Celeron 1.3 Ghrz 512MB Ram NVIDIA GeForceFX 5200 128MB
Dr OcCuLt
21
Years of Service
User Offline
Joined: 27th Nov 2002
Location: a Dark Deep Dark pit, it dark in here
Posted: 15th Nov 2003 04:31
98% programing is do`n
40% of the levels are do`n

my games a FPS that you may have seen

--Dr 0--
Andy Igoe
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: United Kingdom
Posted: 15th Nov 2003 05:03
I'm considering the alienware competition, i've got a lot of stuff to do first though and so little time. If I could give up sleep for a month then it would be a definite, instead i'll just get everything else done and see if I have any time left over

progress
Concept Work: COMPLETE
Design & Research: 80%
Programming: 10%
Modelling: 40%
Sound Effects: 0%
Music: 0%


God created the world in 7 days, but we're still waiting for the patch.
ReD_eYe
21
Years of Service
User Offline
Joined: 9th Mar 2003
Location: United Kingdom
Posted: 15th Nov 2003 11:59
hehe, i started 1 yesterday very simple arcadey type thing, not sure how to include the alien though so might not enter it into the compo
about 40% complete at the moment


GO TO THE ETERNAL DESTINY FORUMS!!! http://forums.eternaldestinyonline.com
Do it now!!!
Ermes
21
Years of Service
User Offline
Joined: 27th May 2003
Location: ITALIA
Posted: 15th Nov 2003 11:59
My game is 100%.
Near the deadline, it will be 150%.
Be careful, this is a powerful contender for the title.

Free Download for a Free World
go to my www to play RAVEN, THE FLIGHT OF RAVEN and SUNDAY DRIVERS
Robin
21
Years of Service
User Offline
Joined: 22nd Feb 2003
Location: United Kingdom
Posted: 15th Nov 2003 12:09
im only about 66.6% done - but i've got school work to do at the same time - the only time I can properly work on my game is on weekends :-(

http://www.thegameszone.tk
robin@thegameszone.tk
Chris K
21
Years of Service
User Offline
Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 15th Nov 2003 17:31
I'm about 90% done:

http://www.geocities.com/alienware_competition

...and like that; he's gone...
Megaton Cat
21
Years of Service
User Offline
Joined: 24th Aug 2003
Location: Toronto, Canada
Posted: 16th Nov 2003 01:33
15%
(my game is quite a humerous conker's bad fur day inspired one that me and 2 of my friends are working on)

My philosophy:
LESS CHAT MORE SCREENIES.
ssj3_shadow
21
Years of Service
User Offline
Joined: 12th Jan 2003
Location:
Posted: 16th Nov 2003 04:58
Project Name: WIP
coding: 70%
maps: 20%
models: 80%
textures:25%
sounds: 10%
music:0%

total game: 65%
as said by Ermes this game is a big medal contender

w00t -what does it mean?
Mike Inel
21
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Sa upuan ko po...
Posted: 16th Nov 2003 08:28
Having problems on exporting via 3ds max 5 so the progress is very SLOOOOW.

Title: Rebirth
Prgramming: 50%
Models: 40%
Textures: 25%
Sounds: 1%
Music: 00.0%
Concept: 90%
Designs: 75%

NOT COMPLETE: 100%

The game's kinda not so good, though... But I'll concentrate on the presentations... I wish I'll win for at least 10th place...

Uh.....duh.....whut?
KNau
21
Years of Service
User Offline
Joined: 25th Nov 2002
Location: Canada
Posted: 16th Nov 2003 16:20
Still in the design phase, lol. But I work better under pressure

http://www.canceriannewmedia.com
Hexagram
21
Years of Service
User Offline
Joined: 22nd Jun 2003
Location: United Kingdom
Posted: 16th Nov 2003 18:23
Mine is 0% complete, and i dunno if i'm even gonna start. But i think i have a good idea. Oh yea, and i have some of the models.....the alien ones.

I climbed Everest and all i got was this lousy T-Shirt
hexGEAR
22
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Naytonia
Posted: 16th Nov 2003 18:27
still creating my editor (80%) but once that's done it'll take me minutes to create stages! then i have to focus on the gameplay

spooky
22
Years of Service
User Offline
Joined: 30th Aug 2002
Location: United Kingdom
Posted: 16th Nov 2003 18:38
Whole thing only about 5% done but progress is speeding up a bit now. Still haven't decided what game is to be yet until I try some more experiments but looking like a first person shooter / puzzle / adventure game!

My biggest problem is I've just got purchase orders on some serious work committments and wages are more important to me that a compo but hopefully I will still have enough free time to finish.

Boo!
NickIgoe
22
Years of Service
User Offline
Joined: 20th Oct 2002
Location: A bar somewhere
Posted: 16th Nov 2003 22:48 Edited at: 16th Nov 2003 22:52
Ive just started mine a simple but interesting game.

Game Design done
Sound FX Done
Modelling Done
Other art work Partial
Programming not started
but I`m not worried.

Should be done on time. Though I`m not sure wether I`ve got space for another machine at the mo.

Nick Igoe
Freddix
AGK Developer
22
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 16th Nov 2003 22:54 Edited at: 16th Nov 2003 22:56
Project Name : X-Truder

but I'm not sure having enough time to finish it in time . . .
Working hardly on level editor ( nearly finished )

( I'll tell more later about it )

Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 16th Nov 2003 22:56
About done with the collision and graphics side of the engine, still to make a lot of models and add most of the gameplay. It is looking pretty sweet though .


Van-B


I laugh in the face of fate!
MikeS
Retired Moderator
21
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: United States
Posted: 16th Nov 2003 23:27
Totally trashed my other projects. Started a new one today, but it's looking so good, I don't think I wanna push it for the alien competition, otherwise it won't reach it's full potential.

http://curvedbasic.dbpcommunity.com/First%20Public%20Shot.JPG

I'll just post a link for now, rather than the huge image. Also, I only started today, so C&C and ask all the questions you want, but I really don't know what direction I'm going for yet.(As in Compo. or not.)



A book? I hate book. Book is stupid.
CaptainOuais
22
Years of Service
User Offline
Joined: 29th Sep 2002
Location:
Posted: 16th Nov 2003 23:28
Hi !!!
Do you remenber me ??? No, i am not the alien

I am a little frenchy boy lose in the space of Dark Basic !!
I tests to make game for the contest ,there is no time to me to do all that I want, but that will have to be enough to make games liking!

so :
title: Gigahertz race
Prgramming: 60%
Models: 80%
Textures: 80%
Sounds: 60%
Music: 100%
Concept: 100%
Designs: 60%

I saw the screens shot of various plays and I cried during 3 weeks.
Now I cannot any more programmed the eyes full with tears: ' (

see ya !!
Veneticus
21
Years of Service
User Offline
Joined: 29th Jan 2003
Location:
Posted: 17th Nov 2003 00:04
Two projects - I have trouble focusing on one, I get bored too easily and end up not finishing stuff. Board game/FPS game:

Design: 100%/100%
Programming: 85%/65%
3D Models: 100%/100%
2D Graphics: 100%/90%
Sound: 0%/50%
Level Designer: --/75%
Levels: --/10%

Hoping to get at least one completely finished
Cavex
21
Years of Service
User Offline
Joined: 6th Feb 2003
Location:
Posted: 17th Nov 2003 11:32
About 40% done but stuck in gamming hell thanks to coursework delaine!!! Have a felling it won't be fished in time. (Dam team Project!!!)
It called Blood Feud and it 2.5 d scrolling platform beat-um-up.
Toby Quan
21
Years of Service
User Offline
Joined: 16th Oct 2003
Location: U S A
Posted: 17th Nov 2003 18:46
My title, "Earth Invaders", is coming along swimmingly. My game is about 80% strategy, 20% story.

Concept/Planning = 100% complete
Programming = 30% complete
Sound = 10% complete
Models = 30% complete

I am planning on releasing 2 versions of the game. One in DarkBasic Pro for the competetion, that will use some of the new features, and the other in DarkBasic Classic, which the other 98% of the computer users on our planet can actually run at a decent framerate.
Umpalumpa
21
Years of Service
User Offline
Joined: 13th Nov 2003
Location:
Posted: 17th Nov 2003 18:48
Mines i hav only just started and it dont hav a name yet

Concept Work: 90%
Design & Research: 25%
Programming: 15%
Modelling: 8%
Sound Effects: 20%
Music: 20%
TheSquid
21
Years of Service
User Offline
Joined: 29th Sep 2003
Location: Ohio
Posted: 17th Nov 2003 20:08
I'm probably about 60% done. I need to design some of the levels, but the loading engine is complete, so the levels won't take long at all.
ReD_eYe
21
Years of Service
User Offline
Joined: 9th Mar 2003
Location: United Kingdom
Posted: 18th Nov 2003 21:40
i pleased myself today!
i actually made progress! which worries me somewhat i've been here before, and just dumped the game in the "will never finish bin" but i feel different! i might actually complete it! i just need some opinions...
do you think its acceptable to use the alien model as a power-up? it will be on screen alot of the time and i'm sure i can write a clever splash screen as to why it needs to be a powerup the only problem is thats all it will be, it won't be used anywhere else


GO TO THE ETERNAL DESTINY FORUMS!!! http://forums.eternaldestinyonline.com
Do it now!!!
Cavex
21
Years of Service
User Offline
Joined: 6th Feb 2003
Location:
Posted: 18th Nov 2003 21:43
Got some work done on it!!!! Should start soon on the level desinger.
Chris K
21
Years of Service
User Offline
Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 18th Nov 2003 23:37
I don't think that'll pass.
Unless the powerup turns you into an alien.

...and like that; he's gone...
Damokles
21
Years of Service
User Offline
Joined: 28th May 2003
Location: Belgium
Posted: 20th Nov 2003 00:25
Titel : kissy kissy
Progress : 10 %
Problem : I didn't do much since september, because of school
Promise : Even if the compo is finished, I'll continue this one, I like the idea.
Done : main character moves and level-editor

"Begin at the beginning, and go on till you come to the end: then stop." - Lewis Carroll
Joe Cooning
21
Years of Service
User Offline
Joined: 29th Mar 2003
Location: United States
Posted: 20th Nov 2003 05:05
Name: "ALien Missions 1: The Plague"
As for the main stuff, I am almost done with the AI. After that, all I have to do is make the rest of the levels add in the story and polish it off.

"The greatest oxymoron . . . ever, 'Microsoft Works'."
Witch Bomber
21
Years of Service
User Offline
Joined: 25th Jan 2003
Location: Scotland
Posted: 20th Nov 2003 16:46
2D Platformer
Name: Gleeb
Level Format: 100%
Level Editor: 2%
Graphics:75%
Game Engine: 2%

As you can see I'm well behind schedule.

The leprechaun tells me to burn things
Phaelax
DBPro Master
21
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 21st Nov 2003 04:46
Name: Earth Attacks
Graphics: 5%
Gameplay: 20%
sound: 1%
engine: 30%

I have so far to go yet.

Lord Blazer
21
Years of Service
User Offline
Joined: 15th Nov 2003
Location:
Posted: 21st Nov 2003 05:10
I dont know why I waited this long but im gonna start programming today Trent Is a third person shooter, starring our little alien, Im not really worried about getting it out for the Alienware competion its more about getting in shape for Shaman Knights.

Name: Trent
Design: 100%
Engine: 0%
Gameplay: 0%
Graphics: 0%
Sound: 75%


"The Finest Hour of DarkBASIC Has Just Arrived"
-Intel Pentium III processor // 551 MHz // 126 Mb
orv
21
Years of Service
User Offline
Joined: 9th Sep 2003
Location: Chicago, IL
Posted: 23rd Nov 2003 19:17 Edited at: 23rd Nov 2003 19:20
I've gone back and forth on whether or not I should post something here. My feelings say that I won't make it in time...

Name: Alien Marathon
Design: 98%
Engine: 10%
Graphics: 4%
AI: 0%
User Interface: 90%
Map Editor: 1%

I have a splash screen, working menu, some roads, a skybox, and some aliens running around (including one that the user can control with keyboard, or mouse).... joystick code is there but not hooked up yet.

I am bound and determined to finish this sucker though (even if it takes till December 2004!!)

If you aim at nothing you'll hit it every time. 806mhz AMD Athlon Processor. 384MB memory.
Windows XP Home Edition. RADEON 9700 Pro graphics card. - editor.exe=1.0.6.1 - DBPCompiler.exe=V1.05
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 26th Nov 2003 04:39
my project is somehow still at about 80%, despite many hours of progress. I keep adding features, and so I don't really make any forward progress in terms of completion

what are you all doing for sound effects? they seem the hardest to get easily......
Dr OcCuLt
21
Years of Service
User Offline
Joined: 27th Nov 2002
Location: a Dark Deep Dark pit, it dark in here
Posted: 26th Nov 2003 15:04
i an just uesing the ones you get in DB and DBpro it to hard to make them your self if you do't have the softwear or the now how.

--Dr 0--
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 26th Nov 2003 15:14
You'd be surprised how many sound effects you can make with free software, a cheap microphone (like £2), and your mouth.

For example, blow on a microphone then speed up the sample and you get an explosion. Alien style squidgy noises can be made easily too, just experiment - that's how the pro's do it so it's good enough for us IMO. In fact, a lot of the sound effects in Halo were done with a mic and mouth noises.

There's always little effects you can do at your desk, clicking pens, erasors bouncing, rulers twanging etc etc etc - use your imagination.


Van-B


I laugh in the face of fate!
MikeS
Retired Moderator
21
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: United States
Posted: 28th Nov 2003 20:51 Edited at: 28th Nov 2003 20:52
Started a totally new entry this last Wednesday.

Genre: SideScroller
Design:55%
AI:1%
Collision:5%
World/Levels:10%
Menus:85%
Weapon System:1%
Art/Concept:40%
Models:20%
Textures:20%
Sound:0%
Cutscenes: (20%) 1 of 5 finished
Significaint Alien Usuage: Yes
Demo Release: December 18th
Screenshots: Not yet.
Overall:23.45% complete
Notes: Progress has gone very smoothly for only 3 days work. Currently have 3 more days off of school, so hoping to complete weapons and collision. Demo will be released Dec. 18th regardless of current state.



A book? I hate book. Book is stupid.
Cras
22
Years of Service
User Offline
Joined: 15th Oct 2002
Location: United Kingdom
Posted: 28th Nov 2003 21:26
Decided to start having just read this thread and realised how many people were just starting again (or for the 1st time).

Concept: 1% Im thinking aliens, animals and fast transport. I also want it inside - hmm.
Graphics: Well i have Cart Shop and a 15 day trial of gamespace which ill start soon so ill say 5%
Gameplay: 100% My games never have any
Sound: 100% Just gotta find em

uk.geocities.com/maniacimagine check it out. ill soon be formally opening it.
MikeS
Retired Moderator
21
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: United States
Posted: 1st Dec 2003 07:12
Updated from last post.

Genre: SideScroller
Design:85%
AI:1%
Collision:35%
World/Levels:30%
Menus:90%
Weapon System:5%
Art/Concept:50%
Models:30%
Textures:30%
Sound:0%
Cutscenes: (40%) 2 of 5 finished
Significaint Alien Usuage: Yes
Demo Release: December 18th
Screenshots: Not yet.
Overall:36% complete
Notes: Wow, I've come a long way. Added 1 new obstacle(land mine), and 1 new power up(speed boost) Just got basic collision done today. Now able to detect the new powerups, and keep ship in designated area. Tomorrow/This week I'll start working on some enemies, AI, and the weapon system. Finally, I'm unsure if their will be 5 cutscenes. Really was an estimate, and will just depend on how many missions I add.

Hope your entries are shaping up as well.



A book? I hate book. Book is stupid.
Toby Quan
21
Years of Service
User Offline
Joined: 16th Oct 2003
Location: U S A
Posted: 14th Dec 2003 07:12
Oooooooh, I am very sorry. I have sinned. In my last post on this thread, I said:

Quote: "I am planning on releasing 2 versions of the game. One in DarkBasic Pro for the competetion, that will use some of the new features, and the other in DarkBasic Classic, which the other 98% of the computer users on our planet can actually run at a decent framerate. "


You see, my game used two cameras. I took the second one out to test something, and it almost doubled my frame rate.

And because DBC can't use multiple cameras, my game ran faster in DBC. So, I just assumed that Pro was slower than DBC. Now I am convinced that DBPro is the only way to go.

TGC - I am so sorry - I am not worthy! May I never utter such foolishness as long as my fingers can type out code.
Chris K
21
Years of Service
User Offline
Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 14th Dec 2003 23:24
My game runs faster in DBC.

Alien Rampage ---->>> http://www.geocities.com/alienware_competition <<<---- All the cool kids are playing it.
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 15th Dec 2003 13:09 Edited at: 15th Dec 2003 13:14
Without worrying about percentages (HTF are you guys working them out, how do you know when somethings finished!) - weapon handling is pretty much done, bullets are done, rockets, grenades, all done. Still to setup weapon handling for vehicles, but it's like a few minutes work with the way it's organised. Particle engine is working and looking cool - shoot an alien and the spurt green goop from wherever they were hit, you can now park a jeep on top of them to keep them from getting up again!, ''You like that? - bleed you alien mofu's!!'' - sorry, just been waiting a long time till I could kill them aliens, they'be been battering lumps outta my dudes for weeks!.

It should run pretty smoothly too, despite the 230 level collision checks per loop! (it's cool, have my own collision system) - that's before worrying about the 8000 possible alien collision checks!. In real terms there's upto 32 aliens and 4 characters, each with a shadow, and at least 6 collision tests per loop. Thank god for linear interpolation!.


Next time he runs past, GRAB HIM!
Chris K
21
Years of Service
User Offline
Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 15th Dec 2003 13:20
I'm using really simple collison in my game (30 aliens).
It's just the circle theorum and two for x = 1 to 30 sections

Alien Rampage ---->>> http://www.geocities.com/alienware_competition <<<---- All the cool kids are playing it.
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 15th Dec 2003 13:42
Hmm, I hope you don't mean something like:
For a=0 to 30
For b=0 to 30
dist=distance#(obj pos.... etc
'Do whatever
next b
next a

If your using that style of collision, I strongly suggest using a collision check array. If you have an array called Alien_col, dimensioned with the number of aliens you have, you could do something like:

For a=0 to 30
Alien_col(a)=-1
For b=a to 30

if Alien_col(b)=-1
dist=distance#(obj pos.... etc
if dist<30 then Alien_col(a)=b and Alien_col(b)=a
endif

next b
next a

Reducing 900 checks by a great deal, even if all your aliens are stuck together it'd still be a lot quicker. It assumes that when a collision is detected you will affect the movement of the alien, like by stopping it dead or reducting the speed or moving backwards.


Van-B


Next time he runs past, GRAB HIM!
Chris K
21
Years of Service
User Offline
Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 15th Dec 2003 13:50
I've got this:


It seems pretty quick, the game is still hitting its capped FPS.

Alien Rampage ---->>> http://www.geocities.com/alienware_competition <<<---- All the cool kids are playing it.
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 15th Dec 2003 14:15
Ahh, that looks ok, however you could still change the FOR NEXT bit to be quicker, like:

for t = 2 to 30
for p = t to 30

means 225 checks instead of 784 - worth checking anyway, if it still works then it helps your games smoothness on low spec PC's.


Van-B


Next time he runs past, GRAB HIM!
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 18th Dec 2003 05:20
OK so how many of you think you'll actually meet the deadline?

I'll be going home for christmas (i live in Japan) so I have to get my project (the UFO Catcher thing) done by 12/24... which means I better get it done this week. But I'm basically there, so I think I'll have a complete game for the deadline.

how about everyone else? will you have a complete game (as originally planned) ready, or are you having to sacrifice features for time?

Go Go Gadget DBPRO!
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 18th Dec 2003 10:42
You always have to sacrifice features for time - I tend to work until I run out of time. I have most of the engine done, so I'm working on levels and media just now. I still have to sort out enemies bullets, but the actual bullet handling is done and working well (wait till you see the aliens head explode!). I'll definately have a compo entry and I hope to see everyone else get finished in time too - should be a really cool compo considering the variety of game types.


Van-B


Next time he runs past, GRAB HIM!
Chris K
21
Years of Service
User Offline
Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 18th Dec 2003 11:42
I strongly recommend you release a demo Van.
Have a thread for suggestions only (not "Wow! I love the trees!!" posts) then, really near the deadline, add in the best suggestions/ fix bugs that were found.

My game at least doubled in quality after posting it on the forums and taking suggestions.

Login to post a reply

Server time is: 2024-11-24 00:28:26
Your offset time is: 2024-11-24 00:28:26