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Work in Progress / VOID - strategy squad type game

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Glenn Carter
19
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Joined: 20th Mar 2005
Location: United Kingdom
Posted: 23rd Aug 2006 01:25
Hi all,

Please comment on screenshots from something I've been working on the last couple of weeks. I should get a demo of the tutorial mission out in the next couple of weeks also.





It's a kind of squad based game set in space.

Thanks for any comments.

GC

Glenn Carter
Xenocythe
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Location: You Essay.
Posted: 23rd Aug 2006 01:33
Looks Nice

Applyby has Flies in his Eyes.
Sixty Squares
18
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Location: Somewhere in the world
Posted: 23rd Aug 2006 03:12 Edited at: 23rd Aug 2006 03:12
WOAH that looks amazing!

Digital Awakening
AGK Developer
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Location: Sweden
Posted: 23rd Aug 2006 03:17
Looks nice so far but the camera is way too close, can see much on screen.

UFO
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Posted: 23rd Aug 2006 03:22
Awesome! Can't wait. I agree with Digital Awakening though. Its too close.

I want teh demo!!1

Agent Dink
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Posted: 23rd Aug 2006 07:22
Hey, looking good. I've always been a bit interested in top-down shooters.

I'm working on a high res photorealistic texture pack. High res as in 7 megapixels, e-mail me with suggestions.

Aaron Miller
18
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Playing: osu!
Posted: 23rd Aug 2006 09:09
This looks good! Keep up the good work.

The admiral
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Posted: 23rd Aug 2006 12:53
Looks good sofar...

The admiral
Glenn Carter
19
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Location: United Kingdom
Posted: 27th Aug 2006 20:02
Thanks all for the positive comments so far. I will try to get a demo out next week for you all to try out. Heres another screenshot.


@Digital Awakening: Sorry, I should have mentioned that you can change the camera distance with the mousewheel. ATM I am still tweaking the settings to get a good look.




Glenn Carter
Glenn Carter
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Posted: 27th Aug 2006 20:02


Oops

Glenn Carter
zircher
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Location: Oklahoma
Posted: 27th Aug 2006 21:20
Coolness, Squad based sci-fi combat games are my favorite kind of game.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Whisper Wind
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Posted: 27th Aug 2006 22:13
Looking good so far, but what why is the environment gray? Is it fog? It would probably look better without it, imo.

Searching for files named 'sanity'...
No files were found.
Glenn Carter
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Posted: 28th Aug 2006 02:15


Well...heres one without the fog at all. Looking at it I have to agree you may be right about the fog.

Glenn Carter
Vues3d on Kalimee
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Posted: 28th Aug 2006 02:24
Looks nice & original!!! Go ahead...!!!

Sixty Squares
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Location: Somewhere in the world
Posted: 28th Aug 2006 04:30 Edited at: 28th Aug 2006 04:31
You should make camera zooming work with the mousewheel and with something else as well, because not every mouse has a mousewheel. Oh, and leave the fog off, it looks even more amazing now

UFO
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Posted: 28th Aug 2006 13:58 Edited at: 28th Aug 2006 13:59
It looks good without the fog. I really like it that way. And the background has a very easy to see seam in your last screen.

TEH_CODERER
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Posted: 28th Aug 2006 18:02
Wow! Looks great! Looking forward to the demo.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Silvester
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Posted: 28th Aug 2006 18:06
why not an option in the options menu if it comes?

Fogg ON/OFF

FPSC-Toolkit in the make.Progress log:
FPSC-Segments 35%---FPSC-Entity 's 0%---FPSC-Signs 0%
FPSC-Decals 0%---FPSC Characters 0%
Glenn Carter
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Location: United Kingdom
Posted: 31st Aug 2006 17:37
Actually, I'm now inclined to agree. It looks much better without anyway.

Heres some new screens...


The entry point in the tutorial mission...




The exit point with teleporter to the side.



Glenn Carter
Digital Awakening
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Location: Sweden
Posted: 31st Aug 2006 17:54
Yeah, looks much better without the fog. And the current camera distance also looks really nice.

I think that you should make the healthbars smaler in the 3D view. Also only use the name in the 3D view. The thing is that right now these features takes up too much space. Also place the name and bar futher away from the characters so you can see them clearly,

Glenn Carter
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Posted: 31st Aug 2006 17:57 Edited at: 31st Aug 2006 17:58
Heres a rough demo...please be gentle with it.

http://www.eclipsedev.co.uk/files/voidtechdemo1.zip

Controls:

Right click and drag - move screen
Mouse Wheel - Zoom in/Out
Left click - Go to that point (if cursor is arrow)
Left click - Shoot at that point (if cursor is crosshair)
Left click, CTRL key and drag - To select team members

Also Click on their stats in the left of screen to select members and CTRL click to select multiples members.

A selected team member is completely under your control and will not act on his own...if you relinquish control he will shoot back at enemies on his own, investigate sounds and attempt to get to his destination.


Notes:

1. Eventually, what will happen is you'll have a persistant team of soldiers that improve over time and you can buy armor and weapons and so on for them. As members die you'll need to replace them and there will be a market for buying and selling squad members. Additionally you'll be able to select what members go on what missions. Obviously, atm, you are being automatically allocated with members.

2. As team members get hits on an enemy they get better at shooting them, will shoot faster, run quicker and so on.

3. There are various story arcs depending on what missions you take. You are basically a merc and will have to pay a finders fee for missions. The better the mission, the higher the fee.

4. With money you make you'll be able to buy enhanced weapons, team members and weaponry.

5. All of the backup files are based around LUA script, so the whole thing is moddable easily.


Problems I know of:

1. Initially, when you start the tutorial mission if you don't select your players quick, they'll wander off.

2. I am still tweaking the tutorial mission, and some things have changed since I last modified the script - so in places the script varies from the reality.

3. You can only select units by dragging a box from top-left to bottom-right. I will sort this in future releases.

4. Sometimes things don't go according the scripts plan. Its entirely conceivable that you might get to the bit with the friendly and enemy units and find they have already shot each other to pieces. In addition, some of the units have a nasty habit of investigating the gun shot sounds rather than stay in their predefined location. I am slowly fixing this problem.

Glenn Carter

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