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Work in Progress / Roughnecks

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Scraggle
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Posted: 26th Oct 2005 23:57 Edited at: 12th Dec 2005 21:33
**** UPDATE ****

demo now available!

Thanks go to Mnemonix for hosting

**** UPDATE ****




A term once used for the men that worked on 20th century oil rigs. Now in the 23rd century the term 'Roughnecks' is used by the men that mine the harsh realm of the asteroid belt. etc, etc .... the rest of the promotional nonesense can be written later but at least now you know where I got the name from.

OK, so it's Asteroids! The difference here is that you don't just destroy all the asteroids to progress and pick up power ups on the way.
In Roughnecks you mine the asteroids for gold,metals and radioactive material. At the end of each level you then buy upgrades for your ship. Thus allowing a little more tactics to come into play.

I still have to code the 'shop' part of the game but the main gameplay is in place. Including serveral special weapon power ups.

Oh yeah, and there is still a small matter of coding the AI for the enemy ships. I am hoping to get them mining aswell as shooting at you.

Anyway ... enough for now, here is a screenie.




Zotoaster
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Posted: 27th Oct 2005 00:29
O...M.....G...... that game looks... I'm not gonna say anything, because no matter what I saw it still wont be good enough


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Posted: 27th Oct 2005 01:06
Wow. That looks really nice. Any chance of a demo any time soon?

Hawkeye
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Posted: 27th Oct 2005 01:13
This game has been sexaaaaayyyyy-ed by Hawkeye and is now an offical member of teh sexaaaaayyyyy club because you've obiously gun' bon jovi on it and dig up some wicked smacks for this diggin' game.



...

what'd I say...

Puani Hicaucai
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Posted: 27th Oct 2005 01:15
it is lookin real good man. i love asteroids games and can not wait for demo

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Scraggle
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Posted: 27th Oct 2005 09:09
The code still requires a fair bit of optimization before a demo can be released. For example, on my laptop which is a P4 3.4GHz with 1.5GB RAM and a Geforce Go6800, the frame rate drops from around 200fps to 45fps when there is a lot of things on screen.

If I can get the frame rate to stay up a bit more (I have some ideas) then I will release a demo.

Meanwhile here is another screenie:



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Antidote
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Posted: 28th Oct 2005 00:58
If it's a demo I don't care much about framrate.

Anyway I think this will come out nicely.

Bizar Guy
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Posted: 28th Oct 2005 06:22
Wow. Looks excellent, and I like the twists to the game play you've mentioned.

...But isn't 200fps a bit high for the set frame rate? I would think a constant 60fps would be the way to go.

Scraggle
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Posted: 28th Oct 2005 09:14 Edited at: 28th Oct 2005 09:15
Yes of course. I was simply demonstrating how much slow down was taking place even on a resonably powerful machine.

However, I have now corrected the slowdown issue. I was making 300+ unneccesary collision checks every loop. With them removed all is well.

I have also now implemented partial AI for the enemy ships. It is only partial because they fly around the screen and will shoot at you (with an intentional margin of error) but, as yet, they will not mine the asteroids.

I am planning on having another quiet day at work today, so, hopefully I will get that implemented and then knock up a demo over the weekend.

I could use ideas for special weapons. Here's what I have implemented at the moment ...

1. Power Missile. Fires in a straight line and destroys large asteroids in a single shot.

2. Homing Missile. Locks onto nearest asteroid or enemy ship if there is one on screen. With similar devistating effects to the power missile.

3.{Unnamed}. Can be seen in the first screen shot firing the blue bullets (ship is more central firing red). It is fired from your ship and drifts a small way out before stopping then it starts to spin rapidly shooting vast amounts of bullets as it goes.

There are many other power ups available for 'purchase' between levels but it is the special weapons that I need help with. Should there be more? If so ... what?

Thanks


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Jeku
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Posted: 28th Oct 2005 21:00
Looks good, Scraggle Cant' wait to try it out. Make sure you add joystick support

Scraggle
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Posted: 28th Oct 2005 23:08
Thanks Jeku.

At the moment there is keyboard support(obviously) and I have also implemented Playstation Joypad support.

I intend to add custom control so that any control method should be usable.


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BatVink
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Posted: 29th Oct 2005 00:05
Have you ever played Mono? Totally different game, but worth looking at for the range of different firing styles.

Scraggle
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Posted: 29th Oct 2005 01:30
I hadn't ... but I have now.

I think the programmer must have been on drugs or something when he wrote that. It's very psychadelic!

An interesting control method, thanks for the idea, but not really what I was looking for. I think I will stick with the vectored thrust that I have now (similar to the original control method in Asteroids).

Thanks


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BatVink
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Posted: 29th Oct 2005 02:38
It was more for the many different ways that it fires that I pointed you that way. And the little touches like exploding mines.

And if you think that's Psychedelic, try Duotris!

Scraggle
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Posted: 31st Oct 2005 11:00
Quote: "It was more for the many different ways that it fires that I pointed you that way"


Ah ..OK! In that case, yes, you are right. There are indeed some top ideas there. I may have to incorperate some of them into the game.

Thanks


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Van B
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Posted: 2nd Nov 2005 16:06
Looking great Scraggle, the bullets in that last screenie there look great with that blue glow - hopefully that'll stay like it is for the finished article.

Looking forward to this.


Van-B

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Scraggle
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Posted: 3rd Nov 2005 23:49
Thanks VanB

Always good to hear positive words from someone like you
I have no intention of changing the bullet style because, like you said' it's looking good as it is.

It is very nearly complete now. I am working on the 'shop' where you upgrade the ship between levels. Then I will knock up a front end and all will be done!


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Scraggle
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Posted: 16th Nov 2005 14:48 Edited at: 26th Nov 2005 10:31
[Update]
I am still working on the 'shop'. Everything else is in place aside from a few minor tweaks here and there. I am having a few problems physically attaching equipment to your ship after you buy it. That's what is causing the hold up.

But for anyone that is interested ... here is some couple more screenies:



And the shop:



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Benjamin
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Posted: 16th Nov 2005 14:57
Woah. This looks absolutely stunning.

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soapyfish
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Posted: 16th Nov 2005 22:59
Looks great. :o)


TDP Enterprises
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Posted: 17th Nov 2005 00:52
lookin sexay

Box World.....WIP coming soon....
soapyfish
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Posted: 17th Nov 2005 02:03
About the backgrounds, did you create them from scratch or grab images from the net and edit them?


MikeS
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Posted: 17th Nov 2005 04:18
Looking great Straggle. Very very polished, and I love the GUI.



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Posted: 17th Nov 2005 04:35
Great work!! I can't say much, it looks like a perfect-completed project!

Scraggle
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Posted: 17th Nov 2005 09:40
Thanks for all the positive comments

Quote: "About the backgrounds, did you create them from scratch or grab images from the net and edit them?"


Most of the backdrops I created from scratch in Photoshop using 'Flaming Pear' plugins but the two in the latest screenies are hubble images which came free on the latest 'PC Pro' coverdisk.


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General Sephiro
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Posted: 17th Nov 2005 11:30 Edited at: 17th Nov 2005 11:30
hmm yeye like the other 500 people said, good game some nice graphics. too tired to think of something original to say.

{Philosophical Point}
Makes me think though, maybe arcade style games are coming back into fashion in the gaming world. Might be because game developers have been spending too much time on graphics rather than gameplay...

BatVink
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Posted: 17th Nov 2005 11:54
The screenies don't do it justice. The asteroids are the coolest looking things y'all ever saw! You'd be amazed what FADE OBJECT and a shader can actually do to a blob of stray rock.

Scraggle
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Posted: 17th Nov 2005 13:39
Thanks BatVink

Perhaps I should point out that you have actually seen it running at the DBP convention last weekend. Where you learned that FADE OBJECT can make an object brighter!


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Peter H
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Posted: 17th Nov 2005 15:26
Quote: "Where you learned that FADE OBJECT can make an object brighter!"

woa! enlighten us please!

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Benjamin
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Posted: 17th Nov 2005 17:08 Edited at: 17th Nov 2005 17:08
Quote: "woa! enlighten us please! "

Was that sarcasm? Just set the fade value higher than 100. I can understand why you would think it couldn't brighten an object though.

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Posted: 17th Nov 2005 17:57 Edited at: 17th Nov 2005 17:57
Sephiro > "Makes me think though, maybe arcade style games are coming back into fashion in the gaming world. Might be because game developers have been spending too much time on graphics rather than gameplay..."

I'm fully agree with your philosophical point I have no interest at all with 97% of commercial games, they're so beautifull but sooo boring!! I realized this when installing last year an Amstrad emulator on my laptop and spent hours playing like a child with lame designed but fantastic games

That's precisely when I decided to buy DBP and come back to game development.

The Nerd
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Posted: 17th Nov 2005 20:24 Edited at: 17th Nov 2005 20:25
Looks good Scraggle!
I see that this game is going really good! I can see out from all the progress you've made that you work hard at it!

Good luck with this project!

I will look forward to the demo! Or even the full game!

-The Nerd

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French gui
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Posted: 17th Nov 2005 21:19
Wow, fantastic! I like also your 2D artwork.

Quote: " You'd be amazed what FADE OBJECT and a shader can actually do to a blob of stray rock."


What is this shader?

Peter H
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Posted: 18th Nov 2005 15:48
Quote: "Was that sarcasm?"

no i just wanted to know

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Scraggle
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Posted: 21st Nov 2005 18:38
Quote: "What is this shader?"


It is the inbuilt 'Sphere Mapping' that come along with DBP and using it combined with Fade Object On I was able to get some rather good looking metalic and gold effects


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Scraggle
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Posted: 26th Nov 2005 10:40 Edited at: 26th Nov 2005 11:24
OK ... where are we with this project?

Well, the 'shop' is now coded, so all that I have left is the front end, the custom control implimentation and some minor 'prettyness' tweaks.
For example, at the moment when your ship is shot at or hits an asteroid the only graphical clue that it has happened is the 'Hull Integrity' gauge decreasing. There is, of course, a sound but if you have the sound turned off then how do you know if your ship has been hit? So, I am going to make sparks that fly off your ship.
There are a few other graphical tweaks to apply but then I think all will be done

Finally ... one more screenie to show the metallic and gold effects, at least, that was the intention but it doesn't really show up when stationary




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The Nerd
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Posted: 26th Nov 2005 10:56 Edited at: 26th Nov 2005 10:57
WoW Scraggle! You've done a great job here mate!
I really like the metallic effect on those astroids! Also the gold effect looks really cool too!

I'm really looking forward to try a demo, when it becomes available(if not the full version!)

-The Nerd

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Posted: 27th Nov 2005 22:35
AWESOME!!!
This game looks absolutely incredible!

When is going to ready? and is it going to be free. Please say it is, I can't afford to pay for anything this close to Xmas and I so want this game. I love asteroids and I really like the look of your version. Especially the shop thingy - nice twist to the game play that.

Question. Did you use some kind of shader on that box thing in the shop screenie? It looks very metallic.

Good work

Eeyor, the old grey donkey, looked at his reflection in the river. Pathetic, he said, that's what it is.
Scraggle
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Posted: 28th Nov 2005 15:02
Thanks.

Yes it will be free for everyone ... it's only asteroids after all. I couldn't possibly ask money for an asteroids clone.

It is a shader on the 'box thing', good spot. Ninja Matts metal shader. Although I hand painted my own normal map for it so that it matched my texture.


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BatVink
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Posted: 28th Nov 2005 18:11
You should make a standalone, rotating asteroid exe, just to show off!

Scraggle
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Posted: 29th Nov 2005 01:50 Edited at: 29th Nov 2005 01:56
Quote: "You should make a standalone, rotating asteroid exe, just to show off!"


Done!

I still haven't quite got the game finished yet. There's still quite a few tweaks to er ... tweak, but as per BatVinks suggestion, here is a standalone rotating asteroid exe.

There are four asteroids on screen - Gold, Metal, Radioactive and volcanic. There is also the metal box I've used to dipict radiation proofing. I included that to demonstrate the metal effect. Of course, your GFX card will need shader support to notice it.

The box is simply a DBP primative cube but the shader makes it look quite high poly, don't you think?


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Hawkeye
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Posted: 29th Nov 2005 01:52 Edited at: 29th Nov 2005 01:53
Time to see if my laptop supports shaders...

*hits download button*

*crosses fingers*


edit: Unless my mind is playing mindboggingly pretty looking tricks on me, w0000000000t it teh worketh


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IBOL
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Posted: 5th Dec 2005 09:35
your asteroids are beautiful even on my dell built-in gfx card.
great project, looking forward to a demo.
bob

Scraggle
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Posted: 5th Dec 2005 23:03
Thanks Ibol

You can stop looking forward to the demo now ... there won't be one.

I am hoping to get this game finished before the end of the year and then it will be available in full

The trouble is, the closer I get to completing any game, the more things I find need doing to it before it is ready.

But fingers crossed it will be done in two to three weeks


BatVink
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Posted: 5th Dec 2005 23:37
Quote: "The trouble is, the closer I get to completing any game, the more things I find need doing to it before it is ready"


That's the 80/20 rule kicking in...you get 80% of the work done in 20% of the time...and the last 20% takes 80% of the time

This is the point where I usually make a V1.1 list. If it isn't an essential part of gameplay, put it on the list, not in the game.

The Nerd
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Posted: 6th Dec 2005 10:56
Those astoroids looks awsome!
I love them!

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Posted: 6th Dec 2005 17:08
Hi scraggle - Been looking over your screenshots, only just noticed this game - the screenies look great! And downloaded the demo thingy, you've done a very good job on getting those shaders to look nice

Looking forward to this, good luck with the finsihing touches

UFO
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Posted: 7th Dec 2005 00:36
The asteroids look great! I like the shiney one(I think its metal)
Scraggle
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Posted: 8th Dec 2005 00:25 Edited at: 8th Dec 2005 00:40
Was I being optomistic saying it will be ready at the end of the year? ...Maybe!

I have started on the 'front end' and realised that there is almost as much coding involved in getting this to look right as there is in the actual gameplay!
However, the game only took me around 4 weeks, the 'shop' another 3 weeks, so, maybe I will manage it, we will see.

However, here is a screenie of the options menu I can't take full credit for this one (sadly). The main layout was created my Jack O'Neil from the Adobe Studio Exchange but I have altered it quite a lot to suit my needs.
The text on the computer screen is actually source code from the game and was inspired by the 'Intex' computer system from Team17's 'Alien Breed'.

The three option buttons down the left side have 'metal' shutters on them that slide open when the mouse is over them, revealing a clear glass button that lights up green when pressed (or at least, that will happen when I have coded it). I might also do the same with the 'GO' button and the 'Power off' button.





Peter H
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yep, if i squint real hard i can steal your highscore code

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