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Work in Progress / The Red Scare(a 3rd person shooter)

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The ARRAYinator
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Posted: 17th Jul 2006 19:35 Edited at: 24th Jul 2006 17:49
this is a somewhat early WIP but nonetheless I think its worthy of being one. Anyways me and my friend have been working on the game for about 3 months now. ive been only coding it for about one month. the Game takes place on the brink of a second cold war. the reconnisance satilite genesis has been destroyed. upon investigation the CIA was able to triangulate the missiles origin. The president has sent in an elite team only known as omega force to sneak in and find out as much information as possible about this threat.Though the story line is a little generic it is definately not.when designing this game we were trying to keep the idea of a good movie likestoryline to go along with the gameplay. so the story entails many great plot twists which give many good possiblitys in gameplay. including driving missions, stealth missions, flight missions etc. All of which have unique engines that are currently being coded.If you want I could post a design doc. that would obviously spoil the games story for you. But if anyones curious I could. So anyways heres what I have done so far;

being worked on and complete:
intro cutscene
3rd person physics 60%
car physics engine 70%
demo level 80%(needs lots of tweaks)
AI 90%(dark AI based needs some tweaks also)
flight physics engine complete and working
storyline complete
Hud thanks to oddmind
scripting system complete(needs more functions added to library)
collision 60%
character and enemy animation 40%
3d sound effects 25%
muzzle flash
controls complete(mouse and keybord)
new squad based controls gives you the ability to give commands to your team.Gui complete.
started working on weapon and ammo pickups 10%

future addons:
menu screen
more levels to go with storyline
effects(exposions,shaders, bullet holes etc.)
cutscenes between levels
weapon switcher
more weapons
better textures and models


as you can see im trying to keep everything modular so that everything can be implemented into the engine with ease. I hope to have the demo finished in about a week. theres still alot of bugs in the AI and collision so I want to have everything well rounded before a release.any suggestions or questions about the game are appreciated. And ill keep you updated of my progress. heres some screens:









and heres one of a city map I designed for the game in T.E.D
The ARRAYinator
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Posted: 17th Jul 2006 19:40
heres another screen from the demo level:
Oddmind
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Posted: 17th Jul 2006 22:24
might try to use transparency on that HUD i made ya. I couldnt tell you how to do it but it is a transparent PNG so it should work.

Looking good tho!

formerly KrazyJimmy

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Natflash Games
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Posted: 18th Jul 2006 02:22 Edited at: 18th Jul 2006 02:27
Cool this is lookin' real good, I'm loving that level design, and some of those features sound really cool, like the flight system now being able to fly a plane and drive a car and blow the sh!t outta everything on foot in one DBP game sounds cool.
But I think you need to set transparency on to those trees.

Visit http://www.natsam.co.uk to find out about my games.
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RUCCUS
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Posted: 18th Jul 2006 02:25 Edited at: 18th Jul 2006 02:26
He needs a bit more hair on the back of his head, I dont mean longer just, the line that the hair stops growing should be lower and faded out to skin slower (Im guessing you're going for the butch cut). Then again I could be biased, I hate the butch cut.

Still looking good.


Projects: Online CTF Game | Newcommer's Guide to FPS's
lower logic
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Posted: 18th Jul 2006 03:24
Looks cool. Wouldn't mind beta testing it when you think it's ready .
Jrock
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Posted: 18th Jul 2006 03:56
Ya, a trans map on the trees would make it look nicer.

Awsome looking city, good job! However, I'm not sure I like the lighting in the third pic(no offense).

erm

The ARRAYinator
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Posted: 18th Jul 2006 17:42 Edited at: 18th Jul 2006 17:45
@lowerlogic that be great I have a ton of engines (like the car physics engine, and the plane physics engine etc.)to test gameplay to give you if you want. If anyone else wants to there more than welcome to. Just let me know and we'll make the arrangments. lowerlogic also let me know how you want to recieve the files.

@Jrock I know what you mean with the lighting. It looks okay ingame but I agree it needs to be lighter.im using DeleD so ill try to work that out later but I got some serious amount of coding to do so ill have to work out some things before I fix the entire level.

thanx for the comments guys. Id relaes a demo but im having a really bad problem with this kill routine.im using Dark AI and somewhere in my code its saying that my entity does not exist after I use the kill entity command so im trying to find and isolate all the entity commands that could cause it. but as anything the game is growing in large pieces everyday so this will take me a little while to work out. as I said before Im allowing a few beta testers to the project so anyone whos intrested let me know. And unlike many threads here I want to keep this one alive as I have a lot done and Im not slowing up so keep your eyes on this thread if your intrested! thanx for all the feedback! heres some screens of the nearly completed downtown area of the city:







ignore the T.E.D default skybox it has mountains(will eventually be like a city skyline need to fingd some high res images of a city if someone knows where to get them without going to the city let me know ) I could render an image but it would have to be seamless. Ill figure it out. thanx again everyone!
Sven B
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Posted: 18th Jul 2006 18:14
Maybe to improve your gunflare effect: Try "set object light gunFlare, 0".


It looks pretty good...
(I know I don't speak with much words)

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
The ARRAYinator
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Posted: 18th Jul 2006 18:16
I uploade a video of the intro cutscene concept. It will eventually be all computer graphics. And there will be voice overs but right now its just a concept. Some of the images are low res placeholders from google so its obviously not finished.but nonetheless its something to show you.got the music from http://www.mattmcfarland.com/ and is royalty free. the file is attached.remember this is kind of a place holder intro. Im working on some better hi poly models so that I can have a much nicer intro. with commantary possibly. Any suggestions on the intro would be great. Im planning on redoing it just need some ideas.thanx!

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Natflash Games
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Posted: 18th Jul 2006 20:27
Hey, I know whats up with your Kill Routine, when you use AI kill entity command then it kills off the entity completely for the rest of the program, if you want it to just deactivate the entity untill a later time use AI set entity active *entity num*,0
or use a peramiter of 1 to reactivate the entity ie. AI set entity active *entity num*,1
Hope this helps.

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The ARRAYinator
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Posted: 18th Jul 2006 21:37
yea I figured it out it had nothing to do with Dark Ai at all or the kill routine for that matter.Just forgot to check if the entity existed in a part of the program. thanx for the advice! Making major progress this afternoon working on sliding collision and making the AI more realistic and fun. Even added a routine for blood splatters and a way to have the bodys of the enymeys on the ground. I have an idea how to do bullet holes also. The demo levels lookin pretty good so far and seems everything is going even ahead of schedule so everythings going really good so far. Like I said before Id really like to have some people as beta testers to help me getan idea of whats good and whats not and what to add. As im pretty much coding and modelling everything myself and I have a friend who has been great with helping come up with the story line level design and gameplay. wed really like to hear what others have to say with what we come up with so far. So anyways Im goin to get back to work on it and see if I can get you guys a demo or a video at least within the next week as I really want to see how far I can take this one. thanx again!
The ARRAYinator
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Posted: 18th Jul 2006 22:00
@Ruccus sorry I must have missed your post before but
I agree with you on the hair. It wasent meant to be that way but Im horrible at texturing and as is those are not my final models. But sice they are already rigged I put them into the game so it will be in a playable state rather than having my models just slide around the level. As I said im not really an artist but I realized I needed to at least try and as you can see level design is more of what im good at. Im really bad at characters. if this project is succesful I will consider having an artist redo my character models as I have sketches of what they should look like and mine are just not up to par with the game. But I think they will make do for now.Thanx again.
The ARRAYinator
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Posted: 20th Jul 2006 18:59 Edited at: 20th Jul 2006 19:20
Bump

Ive been workin hard and have the AI workin much better. ill have a demo soon I promise! any ideas comments? ANyone want to beta test? please don't let this thread die.Ill post new screens in a little while.Ill update the 1st page with current progrss.
Chris Franklin
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Posted: 20th Jul 2006 19:57
Nice i'd like to test but i doubt my p3 667mhz will run it

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Oddmind
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Posted: 20th Jul 2006 20:41
I will beta for sure!

krazyjimmy(at)gmail(dot)com

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The ARRAYinator
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Posted: 20th Jul 2006 21:58 Edited at: 20th Jul 2006 22:53
thanx guys!

@Odd mind ill send you an email later possibly with one of my physics engines(if I can get it working right) if you would like to test that. ill have a demo in a few days comin to so Ill have a lot more things for you to test. Including some levels.Thanx again for all the help with the Hud and for becoming a beta tester. I set the Hud to transparent also. Looks better thanx! Do u have win Rar because some of my files are rather large.

@chris Franklin you might be able to give me your email and Ill send you the files anyhow. thanks for the intrest!
Airslide
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Posted: 21st Jul 2006 01:03
If you'll still accept beta testers I'd like to

Press the e-mail button for my e-mail address.

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The ARRAYinator
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Posted: 21st Jul 2006 02:09 Edited at: 21st Jul 2006 02:10
@ airslide that be great as soon as I get some things worked out ill send you,oddmind and chris franklin something to test for me. Most likely ill be sending you a car physics demo first. With a customizable script so you can change around some things and experiment. ill have some more playable levels for you to test within the week and of course that demo ive been talkin about. thanx and i will keep in touch.

Also i am workin on the weapons changer and I wanted to know what kind of weapons should I put in the ingame arsenal. so far I have an AK47 and a pistol(very generic). Any ideas would be great.thanx everyone!
Airslide
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Posted: 21st Jul 2006 04:12
How bout:
M16 Assault Rifle
P90 Sub Machine Gun
M40 Sniper Rifle (If your game has snipers, that is)

I think the m16 is a must have, the other would be nice but aren't nessasary

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The ARRAYinator
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Posted: 21st Jul 2006 04:34 Edited at: 21st Jul 2006 04:35
thanx for the ideas! I think the m16 is a good idea and I want to have a sniper rifle if time allows. ill look into the other ones as the sub machine gun would be pretty sweet to have too. thanx! Ill be sending you the car physics demo in a few. It probaly wont have jumps or anything with gravity though. but thatz being fixed. thanx for the ideas!!!
The ARRAYinator
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Posted: 21st Jul 2006 21:25 Edited at: 21st Jul 2006 21:26
Update: the squad based controls are working and has a new GUI.the menu of course can be shown and hidden with a touch of a button.thanx to the freshGUI. working on getting a few of those weapons into the game and adding a muzzle flash to enemys and allies for the new guns.here an updated screen of the squad based control menu.

Chris Franklin
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Posted: 21st Jul 2006 21:27
@thearrayinator


sr3d(at)hotmail.co.uk

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The ARRAYinator
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Posted: 21st Jul 2006 21:36
ok cool ill send you an email later.
lower logic
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Posted: 22nd Jul 2006 00:50 Edited at: 22nd Jul 2006 00:50
The Arrayinator, lowerlogic(at)gmail.com
The ARRAYinator
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Posted: 22nd Jul 2006 00:59
@lowerlogic ill send you an email later.Thanx!
Natflash Games
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Posted: 22nd Jul 2006 15:41
OK, i'd like to beta test, please email if I still can.

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The ARRAYinator
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Posted: 24th Jul 2006 16:21
Sure Natflash. I have been away this weekend so im going to continue progress on the game today. sorry if this sounds dumb but I don't think I have your email address. Is it on your site? thanx again guys!
Oddmind
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Posted: 25th Jul 2006 04:07
hey you got to e-mail me again, I never got an attatchment.

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The ARRAYinator
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Posted: 30th Jul 2006 00:36
Really sorry oddmind. Ive been away from a computer with internet access this week. I will now start to continue progress on this game. Sorry if it looked like this was becoming a slowly dying thread. I got the City level loading perfectly so its a start. Ill send you an email oddmind sorry again.
Oddmind
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Posted: 30th Jul 2006 01:33
no prob, im awaiting your reply

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Natflash Games
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Posted: 30th Jul 2006 15:13 Edited at: 30th Jul 2006 15:22
My adress is the same as my MSN adress, just hover your mouse over the little MSN sign at the bottom of this post.

Whats with the (at) why not just use @

Visit http://www.natsam.co.uk to find out about my games.
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