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Work in Progress / Legend of Nerok 2: Engine Demo Release

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LoKiDeCaT
22
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Joined: 28th Aug 2002
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Posted: 12th May 2004 10:31


Read the ReadMe.Txt file for Controls. (Temporary for now.)

Download Here - 4.01 MB

Let us know what you think. (And some FPS results please!)

Thanks.

Loki D'Cat - Modeller, Composer, Animator
Nerdsoft Creations
Cpt Caveman
22
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Location: New Zealand
Posted: 12th May 2004 12:52
Nice, 63-64 FPS. I would like to see it in a higher resolution though, I like to push my GFX card.
Freddix
AGK Developer
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Location: France
Posted: 12th May 2004 13:23
Really cool , fix 60fps at any time ....
It's a really promising game

good work and continue your game

Shadow Robert
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Posted: 12th May 2004 13:52
66 FPS w/o AA
34 FPS w/ 4x AA

Duron 800MHz | Geforce FX 5200 | 512MB | WXP SP1 | DirectX 9.0c


AthlonXP 2500+ | 256MB DDR PC2700 | GeForce FX 5200 44.04 | DirectX 9.0 | Audigy2 | Crystal Clean OS
LoKiDeCaT
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Posted: 12th May 2004 14:03
Thanks for tryin' so far guys.

Loki D'Cat - Modeller, Composer, Animator
Nerdsoft Creations
Kensupen
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Posted: 12th May 2004 15:47
One thing we forgot to put un the Readme.txt

Mousewheel moves the camera range. If you get too close, it goes to first person view.

-Kensupen

Nerdsoft Creations - Lead Programmer
System Specs: AMD XP 1700+, WinXP Home, 1GB PC133 ram and Radeon 9500 using DX9
TheOneRing
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Posted: 12th May 2004 19:16
Cool! That's pretty neat. I like the graphics and animation thus far. Spice up the combat (attacking) system and you've got yourself a game

Got 49 FPS solid. (not your game. I bet your syncing to 60 fps, and my video card seems to only do 49 or 50 fps when I using SYNC RATE 60... very strange)

AMD Athlon 2400+
512 MB RAM
GeForce4 Ti 4600

Visit http://www.mighty-atom.com/d-zone for the Transform-i scripting engine project.
M00NSHiNE
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Location: England, UK
Posted: 12th May 2004 19:57
Quite a solid engine, with some work it could be commercial quality.

Heres what I got:

Solid 49fps - Athlon XP 2000+, nVidia GeForce FX 5200 128Mb, 512Mb RAM

What needs doing:

The footsteps kept cutting and stopping and playing all the time, they need to be done so that they always play properly on each footfall.

The footstep sound grated when looping - have 5 or 6 different footstep sounds and make it randomly choose one per footstep.

The movement would benefit from being smoother - for example, when you start to run from being still there should be some sort of transition - same when slowing down, attacking, jumping and rotating.

Draw distance was very short (stand on the raised ground and look towards the water, then move forward).

The collision between the camera and the outer wall on the raised ground was non existent.

Finally, when scrolling the mousewheel to zoom the camera, if you go into first person then just nudge the wheel back a step you get the camera inside the model with lots of polygons flashing etc

Overall though, a very cool looking demo - has a lot of potential.

Peter H
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Posted: 12th May 2004 20:06
nice! i got about 60FPs the whole time! this looks like it will be a good game!


Formerly known as "DarkWing Duck"
Cavex
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Posted: 12th May 2004 20:16
I got soild 60 fps. I think combart is what real needs to work on so that he can do more moves. Do you plan to make action button that lets do diffent things depending on the object?
LoKiDeCaT
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Posted: 12th May 2004 22:41
@TheOneRing:
Definitely in the works. More moves, combat strategy.

@M00NSHiNE:
Quote: "The footsteps kept cutting and stopping and playing all the time, they need to be done so that they always play properly on each footfall."


Ya, in the readme, known bugs are footsteps. How's it's doing the logic is a bit off right now.

Quote: "The movement would benefit from being smoother - for example, when you start to run from being still there should be some sort of transition - same when slowing down, attacking, jumping and rotating."


Ya, but after playing for a bit, you don't even notice (hehe).. But the model is a prototype for this.

Quote: "Draw distance was very short (stand on the raised ground and look towards the water, then move forward)."


Obnoxious, isn't it? I saw that, too.

Quote: "The collision between the camera and the outer wall on the raised ground was non existent."


Of everything done, you wanna talk about the one thing that was giving us a big headache? In the end it was like, "screw it for now."

Quote: "Finally, when scrolling the mousewheel to zoom the camera, if you go into first person then just nudge the wheel back a step you get the camera inside the model with lots of polygons flashing etc"


I think I know why. Both my and Kensupen's wheels are set up to have each "notch" be I think 3 or 6. So it was jumping farther out. He just would have to turn up the per-click ratio to fix that.

Thanks!

@Cavex:
Definitely want to to move moves. The "attack button" doesn't do anything right now, it's just an indictator showing when it's okay to swing. So you can click wherever.

I'm not a huge fan of the controls, later versions should have the ability to put in WASD or Strafe-Toggles or whatever.

Loki D'Cat - Modeller, Composer, Animator
Nerdsoft Creations
Wik
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Location: CT, United States
Posted: 13th May 2004 03:30 Edited at: 13th May 2004 03:34
NOOOOOOOOOOOOOOOOO!!!!!!!!
I tried FOREVER to get on the roof, AND I DID!! I lost the screenshot though, because I overwrit it with the following:
(you can apparently jump off the roof)




LoKiDeCaT
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Posted: 13th May 2004 03:33 Edited at: 13th May 2004 03:34
404 on the first picture buddy!

Ya, you can jump up onto the roof, even off the map (jump over wall from on top of roof.. and other places.

That's why we put in a reset key (R) in case anyone got creative.

Hehe!

Loki D'Cat - Modeller, Composer, Animator
Nerdsoft Creations
Wik
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Posted: 13th May 2004 03:34
lol,
I was still puting the pictures up


LoKiDeCaT
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Posted: 13th May 2004 03:56
I do thank ya for playin' enough to get up there. You weren't supposed to get up on the roof, but since NG uses ellipsoids (as we have it set up), if you hit the edge at the apex of your jump, you can do stuff yer not supposed to.

Try jumping over the water (on top of the transparent boundries) from the roof.. you can fall down behind them and then you're stuck running around on the water. "Jesus mode."

(snicker)



Loki D'Cat - Modeller, Composer, Animator
Nerdsoft Creations
walaber
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Posted: 13th May 2004 06:29
wow this game is looking really impressive! I'll give it a try later when I'm at home!

Go Go Gadget DBPRO!

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TheOneRing
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Posted: 15th May 2004 00:22 Edited at: 15th May 2004 00:23
Hey, seeing as this is an RPG style game, have a look at my WIP DBData system. Its a small database system written in C++ as a TPC plugin. May help you do things like store inventory and such. Check it out at http://www.thegamecreators.com/?m=forum_view&t=31565&b=8

Yes, a shameless plug, I know...

Visit http://www.mighty-atom.com/d-zone for the Transform-i scripting engine project.
LoKiDeCaT
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Posted: 15th May 2004 00:25
Interesting. I'll point Kensu at that when he wakes up.

thx.

Loki D'Cat - Modeller, Composer, Animator
Nerdsoft Creations
walaber
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Posted: 15th May 2004 04:38
solid 49 fps. very nice overall!! smooth controls (layout was a bit awkward..) and nice graphics! great start, I look forward to more from this one!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Kensupen
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Posted: 15th May 2004 06:39
I just started a new job. (graveyard shift) I don't know how much time I'll have to program now, but I'll slowly improve this engine and make it so that it's more modular than just straight code. I still have a lot of work to get it where I want it.

-Kensupen

Nerdsoft Creations - Lead Programmer
System Specs: AMD XP 1700+, WinXP Home, 1GB PC133 ram and Radeon 9500 using DX9
Diablo Roker
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Posted: 15th May 2004 09:17
maybe i can help?
Everwhat Studios
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Posted: 20th May 2004 20:54
LoKiDeCaT - i just downloaded and tried this, and the control system is great! A very good interpretation of the more recent Zelda style action controls for PC, well done! Had fun going through and editting all the textures to make it look like the WindWaker too

The forum user formerly known as Kangaroo2.
If the apocalypse comes, email me
Skier Demon
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Posted: 22nd May 2004 00:44
Reminds me of Zelda
Marthik
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Posted: 22nd May 2004 04:10
nice, my only complant is, i dont' like using the arrowkeys, espilsy with the space as jump, you should switch to WASD, or make it so you can use either.
Kensupen
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Posted: 22nd May 2004 20:25
If I ever find time to work on this project more, I'm going to fix a few things (animations for one) and add new features. (Joystick and user assigned controls) I'll redo the fight system using features like in City of Heros and other games, come up with a story, new graphics, levels and sounds. But I have a crappy schedule for working on games. I get 3 days to myself and the other 4 are all spent working or getting ready for work.

-Kensupen

P.S. I purposefully didn't put WASD in cause I personally hate it and wanted to see how long it would take to have someone post that it's not in. Read the readme.txt for a laugh.

Nerdsoft Creations - Lead Programmer
System Specs: AMD XP 1700+, WinXP Home, 1GB PC133 ram and Radeon 9500 using DX9
BearCDPOLD
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Posted: 2nd Jun 2004 07:00
That was funny, WASD not a bug.....

Celeron 1300mhz, Nvidia Geofrce 2 MX 400 64mb, 256mb ram

That game was awesome. It does need some work on the collisions for the boxes, though. Maybe try including the boxes/buildings as part of the level and using ellip_2_poly.

The controls could do with some reworking though, in addition to user-defined controls, maybe have the default controls be a little more friendly to those who like to jump, strafe, and run back and forth at the same time(in case you've got any CS buffs playin' it--not saying you need WASD).

When attacking it seemed a little slow, and I was prone to using the H key a lot. It looks like it's going for something along an action-adventure Zelda-ish style. Perhaps some faster attacks with a bigger, or more visual radius could help.

Probably the best part about it was that it felt like the demo of a real commercial game. You've got something special here, nurture it into something grand!

Crazy Donut Productions, Current Project: KillZone
Web Site Button Does Not Work, Visit Here: http://www.geocities.com/crazydonutproductions/index.html
HZence
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Posted: 3rd Jun 2004 06:28


Woot!

That probably won't show up...here ya go: http://www.freewebs.com/swgames/ONROOF.JPG


Team EOD :: Programmer/Storyboard Assistant
HZence
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Posted: 5th Jun 2004 05:54
Any more updates Loki?

Don't give up!


Team EOD :: Programmer/Storyboard Assistant
LoKiDeCaT
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Posted: 5th Jun 2004 19:35
Got two words for ya:

"Finals Week"



Loki D'Cat - Modeller, Composer, Animator
Nerdsoft Creations
HZence
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Posted: 6th Jun 2004 03:04
Oh?

Well yeah, me too. Friday was the last day for our finals.

I'm pretty much done with school now, heh.


Team EOD :: Programmer/Storyboard Assistant
gothboy 101
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Posted: 18th Aug 2004 01:44
it looks awsome i love zelda cant wait for it to be complete.

Dragonseige www.freewebs.com/dragonseige/
Phaelax
DBPro Master
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Posted: 18th Aug 2004 16:12
nice start you got there. constant 60fps, makes me think thats what he set the sync rate to. I managed to kill the bug through the wall. I was inside, it was outside. Looking forward to seeing this one completed.

"eureka" - Archimedes
LoKiDeCaT
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Posted: 21st Aug 2004 14:19
We'll probably get back to work on it when U6 gets here.



Thanks for trying it. I love that bug (smirk)

Loki D'Cat - Modeller, Composer, Animator
Nerdsoft Creations

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