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Work in Progress / Krizon (action-adventure) + screens

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Homey the Clown
20
Years of Service
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Joined: 4th Apr 2004
Location:
Posted: 4th Jul 2006 05:44
Sorry bout the comment..it was late and I couldn't think straight. Okay so I got the game manual mixed up with your story. Yeah, I'm brainstorming a story for my fps game. Too lazy to write it down though . But I have a good memory anyways .

Homey

"I don't think so... Homey don't play that."
-Homey D. Clown
Intel Pentium 4 2.4Ghz processor,512MB Ram,GeForce4 MX 4000
koolaid 2764
21
Years of Service
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Joined: 30th Sep 2003
Location: Atlanta, Georgia
Posted: 4th Jul 2006 06:15
What do you'll think about the first loading screen i designed today for the game.



Thanks for the comments.

P4 3.2GHZ | 512MB ram | Geforce 5200 256MB | WinXP
Pincho Paxton
21
Years of Service
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Joined: 8th Dec 2002
Location:
Posted: 4th Jul 2006 10:08
The metal room looks a bit bare. You could try a high-res texture for the loading screens, or maybe put a game character on it, or maybe mix some wireframe graphics fading into the textured graphics.

Xenocythe
19
Years of Service
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Joined: 26th May 2005
Location: You Essay.
Posted: 4th Jul 2006 23:35
Hey all, loving the progress with Krizon, I'm in the team and i'm loving it

Anyways, I've been messing around with shaders to see if koolaid might want them in the game. Here's a preview

I think it rocks. I'm not sure if koolaid's gonna want shaders though.

Other than that, I do like the loading screen, and I could make a flash animation for it if you want (f.e. loading bar, fading background pictures, etc.).

Thanks,
~Xeno

Can't beleive its not butter.
Anthony 2764
18
Years of Service
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Joined: 23rd Jun 2006
Location: Atlanta, Georgia
Posted: 5th Jul 2006 04:44
Thanks Pincho, ill take that into consideration.

Shadow Designs Development Team
Justin W
20
Years of Service
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Joined: 28th Apr 2004
Location: Vancouver, Canada
Posted: 6th Jul 2006 21:11 Edited at: 8th Jul 2006 02:01
Hey guys, we have been making some decent progress lately on all areas of Krizon. Anthonny (Koolaid 2764) has slowed down on the level design after completing the zone 2 geomatry, and is now working more on the U.I and menu's. I have seen some of the menu's he has created so far and I must say they look very professional. As far as code goes, im beggining to program the level interactions such as opening and closing doors, as well as unlocking doors with keycards and computer consules. One of our new programmers Habatar is now working on the main and in game menu's which we hope to include in our upcoming demo.

Anyways, just thought id update anyone who is keeping up with our development and say again that we expect a full gameplay demo in less then a month. We are trying to hold back releasing a demo until we accualy have interesting and entertaining gameplay as well as a decent chunk of levels to play through so that people who try it can get a good feel for the completed game.


Completed Already:

Player Movement
Camera Following Player
Player to Level Collision
Camera to Level Collision
Player Gravity
Switch between First Person Look mode and normle walking
Switch between running mode and walking mode
Shooting Bullets
Bullets Kill NPC's and play death animation
Basic player following AI and walk animation
Most of the basic sounds are now also implanted
Doors open and close
Buttons and Switchs control differant actions in the game world
Triggered Text pop ups which give information
Zone 1 completly modeled
Zone 2 completly modeled

Need to Complete:

Enemies attack player / player death
Enemie to Enemie collision detection
Set up the first enemie type (Mutant Hackler) so that it can only follow the player based on the players noise level.
Justin W
20
Years of Service
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Joined: 28th Apr 2004
Location: Vancouver, Canada
Posted: 11th Jul 2006 03:48
I noticed we havent shown any screen shots with combat yet so I thought id post a few.





ZKAT8IT
21
Years of Service
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Joined: 16th Apr 2003
Location:
Posted: 16th Jul 2006 13:22
Wow, very nice. Koolaid 2764, I see you've made alot of progress on the game since when I was helping you back about 2 years ago. So you've changed it from first person to third person huh? I also notice you got rid of the blue flames from the life meter, lol. Looks great. Keep up the good work.

sith lord
18
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Joined: 29th Jul 2006
Location:
Posted: 30th Jul 2006 21:51
looks excelant keep going.
Justin W
20
Years of Service
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Joined: 28th Apr 2004
Location: Vancouver, Canada
Posted: 2nd Aug 2006 01:40
Hey guys, none of us have posted recently so I thought id give a brief progress update and a few more screenshots. The engine is now totaly complete for the demo except for some tweaks and polishing features. In the past few weeks we have fineshed all of the level interactions we were planning as well as the combat and enemie AI. So now we just need to finesh a few more levels and add some interesting effects and we will be ready for a first release in a couple of weeks.

The white pads on the floor will be hidden in the final game. They are the triggering platforms to open the doors.




Jammed door... I wonder whats on the other side?




Example of a locked door. Locked doors can be opened from computer consoles or by carrying the correct keycard.

koolaid 2764
21
Years of Service
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Joined: 30th Sep 2003
Location: Atlanta, Georgia
Posted: 11th Aug 2006 04:00
Thanks for the update here Justin.

P4 3.2GHZ | 512MB ram | Geforce 5200 256MB | WinXP
Oddmind
20
Years of Service
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Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 11th Aug 2006 04:27
yo reppin A town too huh!?

This is looking pretty good! I cant wait for a demo.

formerly KrazyJimmy

Prayers for rain...
Xenocythe
19
Years of Service
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Joined: 26th May 2005
Location: You Essay.
Posted: 11th Aug 2006 06:15
Nice nice, looks like I'm taking the particles and effects portion. Koolaid, I'm great with those, I have lots of experience. I can't wait for my first assignment, I'm waiting when I can meet you on MSN again.

Applyby has Flies in his Eyes.
Aaron Miller
18
Years of Service
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Joined: 25th Feb 2006
Playing: osu!
Posted: 11th Aug 2006 09:24
I like the camera angling. It seems to just angle itself around the object making sure that the object is always in view, keep up the good work!

koolaid 2764
21
Years of Service
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Joined: 30th Sep 2003
Location: Atlanta, Georgia
Posted: 13th Aug 2006 08:20
Thanks for the feedback guys. Oddmind where in the ATL do you stay if you dont mind me asking. I stay in dunwoody, i havent caught anyone on DB from Atlanta, i seen a couple of people with the same location listed as us. The camera angle we have is something a little different and we're likely gonna tweak it a bit later down the road its responding pretty good at the moment. You can rotate the player seperately from the camera angle so it appears like a fixed camera looking down at the player. It repositions itself when the player walks off. Im just getting my internet back up and back in action, we're still working on getting a demo out soon. Update you'll soon.

P4 3.2GHZ | 512MB ram | Geforce 5200 256MB | WinXP

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