Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / Estate of Mind. WIP thread

Author
Message
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 15th Oct 2007 22:58
Ok, so the POE project built me a solid core for my game engine, but I didn't really like the setting, and I didn't want to make another third person shooter game, I wanted more to it than that.

This is where I started thinking about expanding my game-vision!

I'm gonna do a bit of a brief for the game, so if your not really that interested, just scroll to the screenshots, but I would appreciate some feedback on the concept!

Back Ground.

South London, 2025AD.
Since the early part of this millenium London saw a huge increase in crime, especially amongst youth, and mainly located in the South East of the capital. As time years passed the problem became increasingly bad, with government and law enforcement at a loss for how to deal with the situation.

With prisons filling up, new alternatives to the current Punative system had to be developed, and after the Lewisham riots in 2023, the government put in place the CCB - Crime Containment Bill. Entire bouroughs of the capital were turned into ghettos, surrounded by concrete walls. With the increased risk of terror attacks, gun crime and general youth disruptiveness, these ghettos became a dumping ground for anyone society didn't want to deal with.

You play [name to be decided]. You have been sentenced to life in the Contained Area. You must survive any way you can. Forming allegiances with the various factions, trading narcotics and weaponry, and avoiding the draconian law enforcers.

Game Play

The game plays in pseudo real time (one second in real time=one minute in game time). There are day and night cycles and random weather, with rain, sleet, drizzle, mist sunny etc. You must sleep, and rest.

There are no set missions or objectives. The player is entirely open to act as they wish (although the onyl really profitable activities are criminal). Missions will become implicit as the game progresses (for example, a rival gang may posses the drugs you require to sell).

You will have to do a fair amount of asset management, from protecting territory (once you have the respect to own some), to dealing drugs and firearms.

Law enforcers are draconian in their approach to crowd control and are best avoided.

Current Progress.

Level design
Most of the basic structures for the first quarter of the 1st district are in place. I need to add much more detail, like trees, dumpsters, bins, trash etc. The feel is there though. Currently the entire city is only 8000 polys. Sure it's low poly, but the idea is to create a large "playground" in which the game operates.

Environmental controls.
Day/Night Cycles have been created using the Real Time Sky system from Extends, although I have heavily modified this, so that it not only cycles day to night, but also alters the ambience depending on time of day and sunlight. The actual weather is randomised between various types so far : sunny, clear, rain ,shower, overcast and misty. Future additions will include a thunder storm and snow.
Also implemented shadow shading on all non-dynamic objects, which looks very swish but kills the framerate once you put in a bunch of peds.

AI.
The AI is pretty basic and there are no pedestrians (only gangs). Currently gang members attack the player only when they (or a nearby buddy) are attacked. THey roam the level, can hunt, search and react to various "triggers" such as gunfire, or a friend being shot.

Currently in the process of creating a to-do list style AI, where most characters will have a list of pre-defined things to do in the current day such as : sell drugs, walk to the factory, meet tim whatever. This should open up possibilities for interesting gameplay. GTA's pedestrians never had a purpose, they just wandered. I eventually want to have it so that if you follow anyone for long enough, you'll find their journey had a purpose.

Traffic
There isn't any yet, and what with it being an enclosed ghetto, traffic is going to be pretty sparse, but there will be some, and police cars too. I have the arrays in place for characters to use vehicles, but I'm going to wait and see how much of a strain NPCs are alone before I venture into the nightmare of vehicles.

I have a long way to go, and this is the culmination of around 2 weeks work so far. There are no peds in the current screen shots. Just wanted to show some of the environment. Quite proud of the building textures!

I'll have some more shots of the peds/gangs and a video of the weather system up later.

For now I leave you with these



***If you liked that and you want to help***

I'm in desparate need of some help! Nvidia has a free object bloom shader on it's website, but it's not compatible with DBpro. If anyone could re-write it in a syntax that dear old DBpro could handle, then I'd love you forever, and paypal you £10 ($20). It's really important to the game, as fullscreen bloom totally kills the FPS, and I only need the bloom on things like muzzleflash and streetlamps. Any help would be much appreciated.

Keo C
17
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: Somewhere between here and there.
Posted: 15th Oct 2007 23:00
This looks neat.

Uhhhhhhh.... I forgot

Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 15th Oct 2007 23:16
Looks pretty awesome

Meh. Signatures. Lame :p
Jimpo
19
Years of Service
User Offline
Joined: 9th Apr 2005
Location:
Posted: 15th Oct 2007 23:36
The city graphics, especially the textures, look really good. You've got talent with that kind of work. I'll make sure to keep an eye on this project.

Opposing force
19
Years of Service
User Offline
Joined: 10th Aug 2005
Location: England
Posted: 16th Oct 2007 00:13 Edited at: 16th Oct 2007 00:13




You're brilliant. This game looks perfect. The concept fits together like a well laid jigsaw. I can't wait to see the "GTA" aspects.

Lol. I've just noticed the SPAR shop in one of those screenshots. Just like my project, lol.

Estate of Mind (A state of mind) Brilliant!!!

Best of luck mate.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
vorconan
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Wales
Posted: 16th Oct 2007 00:25
This sounds brilliant, it's good to see you've got the engine state of the game done now aswell. Can't wait to see these environment effects. And where is that bloom shader you're on about, I can't seem to find it but thought I might take a shot at it.

Good luck anyway



TEH_CODERER
21
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 16th Oct 2007 00:59
Looks very nice! I look forward to seeing where this goes. I would assume that you could simply use the bloom shader from the Ultimate Shader Pack and apply it to the muzzle flash object. Alternatively, ghosting has an additive blend effect that might work and be much cheaper system resource wise.

Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 16th Oct 2007 04:44
Just a little update. Some shots of combat in the city! CUrrently it can handle around 30 NPCs at a time holding around 50FPS. I'd like to get it to closer to 50NPCs, but I think I'm gonna need to use the enhanced anim plugin so that they share their biped data..hopefully that should cut down on file sizes a little.

Finished texturing the law enforcers vehicles this evening, so I'll be working on getting them in game later. I'm gonna have it spawn police on the other side of the map when you commit a crime. You'll have to flee the scene before they arrive... because they won't ask questions...they'll just shoot everyone (even civilians). Thought it would be cool if they had a "zero tolerance" attitude. Lots of oportunities to start riots, run away and watch the law enforcers annihilate your enemy..
anyway here are some shots I got while I was testing that the basic gang AI was working. I now need to implement a system so that they only react and help another ganger if that character is in their specific gang. SHould only take one more array and a if/then!!!

I haven't forgotten about the video of the environment effects, it exporting now, but it's also 2.30am, so I'll post it in the morning.

Dr Manette
18
Years of Service
User Offline
Joined: 17th Jan 2006
Location: BioFox Games hq
Posted: 16th Oct 2007 05:02
That guy's swimming in blood!

Looks awesome so far, can't wait to see what you can make of this.

The Grim Reaper
17
Years of Service
User Offline
Joined: 29th Sep 2007
Location: USA
Posted: 16th Oct 2007 11:00
Looks awesome!
Veron
17
Years of Service
User Offline
Joined: 22nd Nov 2006
Location:
Posted: 16th Oct 2007 13:48
Wow, seriously nice. Can't wait for the vid!


Zeus
18
Years of Service
User Offline
Joined: 8th Jul 2006
Location: Atop Mount Olympus
Posted: 16th Oct 2007 14:33
Sweet!

New Website! Check it out!
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 16th Oct 2007 16:23 Edited at: 16th Oct 2007 16:50
OK.

Please don't think this is ANY kind of representation of the final product. I locked of a video camera and went for a walk about the level I have so far. This is about 1/4 of the final size of this district (poly limit for level 35k. current poly count 8157k).

Anyway. I cut out the peds, and just left in gang members. They still don't recognise their individual factions, but there is a respawn system in place, that takes a dead character, then re-randomises all his attribute, re-textures him and places him at a new location not currently visible to the player. Pretty sweet.

You should notice that gang members only become hostile to you when you shoot them, or a nearby buddy. thought this was pretty cool. Unlike other games where shooting a faction member decreases a bar that represents how much they like you meaning all gang members of a particular gang behave in the same way to the player, I've made a more realistic system:

When you shoot a faction member he becomes hostile to you, So do any other members who are nearby and witness the attack. Members who didn't witness the attack remain neutral until they come near a hostile member who "informs" them that you are an enemy.

This means that if you shoot 2 yardies and kill the witnesses, the yardies will still remain neutral to you.

Anyway. Here's the vid

Diablo 3D
19
Years of Service
User Offline
Joined: 23rd May 2005
Location:
Posted: 16th Oct 2007 18:16
Looking good dude!

Kinda reminds me of Max Payne, in terms of the graphics... Loving the perspective... looks like a mix of MP and Gears of War!

Self Destruction Computer Entertainment
demons breath
21
Years of Service
User Offline
Joined: 4th Oct 2003
Location: Surrey, UK
Posted: 16th Oct 2007 23:17
That looks really cool... I especially like the back story though. It's a really good idea for a game... Some things like the gang hostility method sound really professional too...

http://jamesmason01.googlepages.com/index.htm
Bizar Guy
19
Years of Service
User Offline
Joined: 20th Apr 2005
Location: Bostonland
Posted: 17th Oct 2007 00:06 Edited at: 17th Oct 2007 00:07
Nice system. Seems like with this kind of fight system you don't plan to have the character constantly in battle, and each fight will end up being a much bigger deal. I'd think there'd be a lot to avoiding battle with this kind of system as well.

I like the idea of needing to kill witnesses to keep yourself unknown. Just an idea, but if a bunch of yardies disappear or die, the yardies should be a lot more on the lookout for suspicious people, and you might want to consider if people have phones and call the other gang members. That might make it a bit too hard though.

I noticed that You got shot while you were reloading, and it didn't stop you. Maybe you should have the character get up against a wall and be able to shoot around it if he's near a wall, and such, so that you need to find cover to reload without getting killed. I'd imagine you'd stop reloading if you were shot in the back.

Very nice so far. You are quite good at this.

Edit: What's a BOTB Developer? I'm jealous.

Deathead
18
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 17th Oct 2007 00:09
Quote: "What's a BOTB Developer? I'm jealous."

Don't worry he got that by dragging and dropping in FPSC.lol.
off: Please read my sig about my avatar.

[href=http://deathead.proboards99.com/]
[/href] My avatar was lost. I had to find a new one. Stupid buggy apollo.
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 17th Oct 2007 01:45
To those who said something along the lines of "nice one"

Thanks guys. I appreciate the support. I'm still finding my way around this. New to DBpro, so I'm learning as I go. I just realised that condensing all the the functions for the NPCs into one "for" loop gained me back like 10fps. Doh.

Quote: "I especially like the back story though. It's a really good idea for a game... Some things like the gang hostility method sound really professional too."


Cheers. I'm still building on the story, and I'm hoping to implement a script based mission system, so there will be a story thread to follow, if you want. Although I still want progression to be possible without it.

I'm really proud of the way the gang members interact. My mission tonight its to get the factions system in place : yardies, BNP, hoodies and Russians. Not to mention the police. It's not going to be a great deal of new code, it's just a case of getting the balance right!

Quote: "Nice system. Seems like with this kind of fight system you don't plan to have the character constantly in battle, and each fight will end up being a much bigger deal. I'd think there'd be a lot to avoiding battle with this kind of system as well."


Its getting pretty hectic. I started a fight to test the system, and 2 guys ran around the block and outflanked me. I was amazed!

You're right of course. The gang members carry important items to trade, like drugs and guns. So killing them is slightly counter productive in many situations. At the moment, a small firefight can escalate, especially when you don't realise your victim has 2 buddies in earshot around the corner.

I've now given the NPCs the ability to run (they only walk in the current video), this again adds to the urgency, as you can quickly end up surrounded.

Quote: "Just an idea, but if a bunch of yardies disappear or die, the yardies should be a lot more on the lookout for suspicious people, and you might want to consider if people have phones and call the other gang members. That might make it a bit too hard though."


I'm getting around it partly by saying that cellphones etc are banned in the Contained Areas, and that networks have created reception black spots there to prevent a black market.

I am considering a system for the gangs starting to recognise something along the lines of getting suspecious if many of their members get killed. I thought I could have a "suspicion variable". So that if you kill too many of one gang, the range and speed at which they can spread the "hostile to player" variable increases.
God knows if that wont just make things more difficult though.

Quote: "I noticed that You got shot while you were reloading,"


Yikes. Yeah, that would be sensible, but the player animation stuff is fragile already and I'm not sure if losing the ability to reload when your being shot would just get annoying... I'm thinking perhaps something where you fall or lose your balance if you get shot repeatedly. Bear in mind you can wound a guy and run away, and if he's not holding bandages in his items, he'll bleed to death.

There is already a system in place from the old engine for crouching and shooting over cover, or blind firing. I really don't know where to start in terms of a "Gears of War" style system whereby you can use any vertical surface for cover. I was thinking of having 4 markers (front, back, left and right), and if one is intersecting a wall then pressing "cover button" will press you up against the object it's intersecting. That seems like alot of work, and could make the combat too easy. I know I played Made Man through to completion, and it was always a doddle because you could just repeat
hide-popup-shoot-hide.

Quote: "Very nice so far. You are quite good at this.
"


Thanks. That means alot from someone who has been here since '05.
I'm new to the DB thing so I really would appreciate as much feedback as possible. Just going through what has already been said has given me a bunch of new ideas and ways to improve what I have.

Quote: "Quote: "What's a BOTB Developer? I'm jealous."
Don't worry he got that by dragging and dropping in FPSC"

LOL. I resent that. I'm going to rant, but to save space it's going in a code box.



game lover
17
Years of Service
User Offline
Joined: 27th Apr 2007
Location:
Posted: 17th Oct 2007 03:21
Butters it looks great (really thinking about getting DBpro) the story is very creative. The death animation for your character seems a bit dragged out. Not to say that it doesn't look great, but over time and playing the game couldn't that become some what of an annoyance? But that is only my opinion.

Cheers and good luck

GL

We all want to be awesome, but does awesome want to be us?
Satchmo
19
Years of Service
User Offline
Joined: 29th May 2005
Location:
Posted: 17th Oct 2007 03:52
Do you stream your city(loading on the fly)? If you do how so, like do you have just the static city and load the gang members, cars and people, or load the city in chunks or something else?

Your about to get pwned.
Inspire
17
Years of Service
User Offline
Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 17th Oct 2007 03:52
Looks great!

I like the tags on the video.

Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 17th Oct 2007 04:53
Game Lover.
Thanks dude. You're right about the death animation. For some reason that particular animation really lags the engine. It should play at about twice the speed. I'm not going to start playing with capping the FPS or setting animation speeds until I have everything in place though.

FXGamer.
The city is loaded in chunks initially. What you can see at the moment is 6 large tiles. Each tile contains a floor mesh, and various buildings. At the moment, the entire city is very low poly, so it's on the screen the whole time (there's no on the fly loading). I've just grabbed back about 10FPS by changing the way the characters are culled. Now using something like this:


It's pretty effective at cutting out all unnecessary animations. Enemy's behind you can still move and interact, but they're hidden and their animations are ignored.

With stuff like cars and scenery (phoneboxes trees etc) in there, they're going to be culled in a similar way. So that the game only really considers what's on the screen and nothing else.

Once I get the pedestrians and factions in, I'm going to try and alter the system a bit. In GTA it spawns entities as you move, so that anywhere the player goes appears full of people, but on a global level, the city is empty appart from near you. Once I have a larger play area and more characters I'm going to try and do the same thing.

Inspire.
Cheers

Darth Kiwi
19
Years of Service
User Offline
Joined: 7th Jan 2005
Location: On the brink of insanity.
Posted: 17th Oct 2007 19:09
Quote: "It's pretty effective at cutting out all unnecessary animations. Enemy's behind you can still move and interact, but they're hidden and their animations are ignored."


Excellent idea!

Quote: "In GTA it spawns entities as you move"


Just make sure you don't get the notorious "populate a street just by turning away and looking back" flaw that was in Destroy All Humans.

I have two questions, mainly: How are the four gangs going to stand out from each other? For example, will the Russians be experts at cheap weaponry and technology, and the Yardies would have a lot of members but be individually weak? You could even have it so that one faction has hacked the phone blackout zone and can call their buddies for reinforcements, or tell their friends that you're an enemy (although this would, of course, create more work for you, so don't take it too seriously).

Secondly: The story so far is excellent, but unless it goes somewhere it won't remain compelling. Perhaps some kind of revelation that, in fact, one person high up in the Government is trying to herd everyone into the prison colonies, either as a prisoner or a guard, leaving the free world open to a select few who would, of course, pay large sums of money for the privilege?

I'm not actually a Kiwi, I just randomly thought it up one day.
Opposing force
19
Years of Service
User Offline
Joined: 10th Aug 2005
Location: England
Posted: 17th Oct 2007 20:10
Everything looks perfect. I can't wait to see more of this. Every update so far has made my day

A question concerning the police. Are the police going to be very original and "futuristic" or will they look similar to today's police force in London with a few changes?

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 17th Oct 2007 20:36 Edited at: 17th Oct 2007 20:37
Darth Kiwi.

Never fear, at the moment the only gang in my screenies are the yardie types. The russians/eastern europeans are heavier-set and wear pullovers or overcoats. THe BNP (British National Party - think white supremacy), wear England shirts or wife-beaters.

I'm not actually started making the textures for the BNP or the Russians. I've got 10 different textures for the yardies (all different faces etc). I want to give the other gangs the same amount of care and attention, so it may be a while before you see them, each texture takes around 1hr to do and that's once I've got a template!

Story wise, yes there is (read as : will be) a story thread running through the game, I'm having ideas all over the shop for what the story will entail. Rest assured it is influenced by all sorts of things from Children of Men, to District 13 to Phillip K DIck...

Opposing Force
Quote: "A question concerning the police. Are the police going to be very original and "futuristic" or will they look similar to today's police force in London with a few changes?"


For the moment they're pretty futuristic. Bear in mind, law enforcers in this area are patrolling Londons most volatile and dangerous districts, They're well armed, well equipped and they've got very itchy trigger fingers!

I'm putting up a video showing some of the Factions AI in place. As yet, cops don't call for backup, but other than that, the system is running very smoothly. Adding more factions is simply a case of typing a new faction name into their Entity_faction$() array.

*****************************************************************
*****************************************************************
*****************************************************************
NEW VIDEO.NEW VIDEO.NEW VIDEO.NEW VIDEO.NEW VIDEO.NEW VIDEO.NEW VID
*****************************************************************
*****************************************************************
*****************************************************************

Deathead
18
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 17th Oct 2007 20:43 Edited at: 17th Oct 2007 20:50
Why does the character run like a idiot? I think he might need a better running animation.
But the AI is great!
Quote: "Your signature has been erased by a mod because it's larger than 600x120... when will you learn?"

WTF! It was only like 322x111!

Your signature has been erased by a mod because it's larger than 600x120... when will you learn?
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 17th Oct 2007 21:14
Quote: "Why does the character run like a idiot? I think he might need a better running animation."

Not really what I was looking for feedback on dude! I think the run is fine, it's the sidestepping that looks a bit wack! I'll change it later. more important things to do...

Deathead
18
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 17th Oct 2007 21:19
Quote: "Not really what I was looking for feedback on dude!"

Sorry but he runs kinda off. If you catch my drift.

Your signature has been erased by a mod because it's larger than 600x120... when will you learn?
Zeus
18
Years of Service
User Offline
Joined: 8th Jul 2006
Location: Atop Mount Olympus
Posted: 17th Oct 2007 21:22
Dude this is awesome.

New Website! Check it out!
Opposing force
19
Years of Service
User Offline
Joined: 10th Aug 2005
Location: England
Posted: 17th Oct 2007 21:23
Quote: "Sorry but he runs kinda off. If you catch my drift."


Well, if you're being shot at by dozens of gang members, your heart is beating, your body is pumping with adrenaline, your mind is all over the place, probably on drugs, lost lots of blood, wouldn't you run a bit "strange"?

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
tha_rami
18
Years of Service
User Offline
Joined: 25th Mar 2006
Location: Netherlands
Posted: 17th Oct 2007 21:27
If anything, I feel his armed arm while running looks strange. But hey, how the heck am I supposed to criticize something as great as this?


A mod has been erased by your signature because it was larger than 600x120
Inspire
17
Years of Service
User Offline
Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 17th Oct 2007 23:56
It looks like you're using a camera to record your screen. Are you worried about your framerate?

Dr Manette
18
Years of Service
User Offline
Joined: 17th Jan 2006
Location: BioFox Games hq
Posted: 18th Oct 2007 00:13
The new video was really cool, especially how you can start fights and other people join in based on factions.

Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 18th Oct 2007 02:14
LOL. Yeah, ok, I admit the running animation is a little off. Not so much how he runs, just how his right arm is positioned. It's do do with one particularly unruly vertex that could only be hidden by shifting his arm back slightly, which makes it buldge too much. I'm gonna try and fix it, but its a problem that's going to involve alot of backtracking (editing all the animation commands, as well as re-rigging and exporting the character).

Quote: "It looks like you're using a camera to record your screen. Are you worried about your framerate?"

Yup. My new screen doesn't give me refresh lines when I record it, so I kinda figured that I was better off recording from my camera than using a screen recorder, and that way I don't lose FPS. At the moment some of the functions are a bit messy, so there are some VERY - especially when there are alot of wounded people on the screen!

Quote: "The new video was really cool, especially how you can start fights and other people join in based on factions."

Thanks dude. I'm pretty happy with it. I had a few people test it tonight, and got some very useful feedback and crit. Also realised a major bug, in that gangs don't return fire to cops! D'oh. GOt that fixed. I'm gonna try and get a (rudimentary) second faction in place tonight. Maybe a swatvan if I'm lucky and don't pass out on the keyboard againnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn

Zeus
18
Years of Service
User Offline
Joined: 8th Jul 2006
Location: Atop Mount Olympus
Posted: 18th Oct 2007 04:12
Hahahaha! My WIP has more posts than yours! j/k

Well anyhow,

Dude I will do anything that involves testing.

New Website! Check it out!
Satchmo
19
Years of Service
User Offline
Joined: 29th May 2005
Location:
Posted: 18th Oct 2007 05:41
Most of them to help you out..... j/k

Your about to get pwned.
Bizar Guy
19
Years of Service
User Offline
Joined: 20th Apr 2005
Location: Bostonland
Posted: 18th Oct 2007 07:11
The real problem when he runs I think is that he doesn't seem to be carrying his weight at all.

Nice vid, I'd like to give a lot of comments, but I'm low on time tonight. Gotta work on my site tomorrow.

Quote: "Thanks. That means a lot from someone who has been here since '05."

Thanks. That's not the first thing I would have thought of when considering important things about me on the forum though.

Diggsey
18
Years of Service
User Offline
Joined: 24th Apr 2006
Location: On this web page.
Posted: 18th Oct 2007 20:36
Overall, the game is completely awesome, but if you're looking for feedback on the AI, that was also very good, and only had one small problem. In the video, you run past a cop with a huge great gun in your hand, and he doesn't even move towards you until you start shooting! Also, the way he holds the gun is a little unrealistic, because guns are heavy, and he's walking around with his arm stretched out and the gun right on the end of his hand. It would look better if he held it closer to him, or with both hands

Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 18th Oct 2007 22:47
Quote: "The real problem when he runs I think is that he doesn't seem to be carrying his weight at all."

Could be! I've made a few adjustments to his shoulder, the camera, and the speed at which he runs/plays animation. Looks alot better.

Quote: "In the video, you run past a cop with a huge great gun in your hand, and he doesn't even move towards you until you start shooting"

I know it's not hugely realistic, but if I have them attacking anyone with a gun it kinda ruins the gameplay. As far as I can remember GTA didn't have cops attack you for holding a weapon.. basically, I could easily implement it, but I promise it's not as fun!

How he holds the gun... hmm. we'll I like it. Sure it's hollywood, and a bit silly. But to re-do that would mean alot of animation work, and you've got to admit, there is something fun about firing an MP5 one handed!
I take your point though, i'll change it so that if you stand still (when your more accurate) you'll hold the weapon with both hands, but running and gunning will still be one handed!

Opposing force
19
Years of Service
User Offline
Joined: 10th Aug 2005
Location: England
Posted: 18th Oct 2007 22:52
If you don't mind me asking, how did you do the shell casings? Did you use Dark Basic's native commands or did you use a plugin?

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 19th Oct 2007 01:58 Edited at: 19th Oct 2007 01:59
Quote: "If you don't mind me asking, how did you do the shell casings? Did you use Dark Basic's native commands or did you use a plugin?"

Native commands dude.

The shell casing is set up with a 20 frame animation, where it does one full rotation around the y axis. then exported. Even with animation it still only 8kb.
Pre loop:


Whenever an entity shoots, this is included at the same time as the shot:


(limb 45 is a limb placed at the casing eject of the weapon. the move object right command is just tweaking that a little.

then theres a function that runs every loop that makes sure any casings in the play area are moved:



Opposing force
19
Years of Service
User Offline
Joined: 10th Aug 2005
Location: England
Posted: 19th Oct 2007 10:56
Your code looks great! Thanks a lot.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Veron
17
Years of Service
User Offline
Joined: 22nd Nov 2006
Location:
Posted: 19th Oct 2007 12:51
Amazing stuff, i've always liked your work mate!

I assume you're using Dark A.I for the A.I/pathfinding?

Anyway, great stuff, i'm loving it!


Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 19th Oct 2007 13:28
Cheers guys.

I'm currently trying to do this:

1)Shoot someone in plain sight and the cops are alerted.
2)A SWAT van is spawned, somewhere on the edge of the map, with the location of the violence as it's destination.
3)When it comes in sight of the crimescene it spawns SWAT guys out the back of it
4)It drives back to it's spawn point and leaves the team to do their work.

I've got a rudimentary system working, but I now need a different container for the vehicles, because at the moment, they think they can fit down alleyways...

demons breath
21
Years of Service
User Offline
Joined: 4th Oct 2003
Location: Surrey, UK
Posted: 19th Oct 2007 14:08
Quote: "they think they can fit down alleyways..."

hahaha great way to put it mate

This idea keeps sounding better and better

http://jamesmason01.googlepages.com/index.htm
Veron
17
Years of Service
User Offline
Joined: 22nd Nov 2006
Location:
Posted: 19th Oct 2007 16:21
Sounds awesome, looking forward to another vid/demo/screens!

Also, are you using Dark A.I?


Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 19th Oct 2007 17:49 Edited at: 19th Oct 2007 17:50
Quote: "Sounds awesome, looking forward to another vid/demo/screens!
Also, are you using Dark A.I?"


Well i'm uploading a very short video right now. I think a demo is a long way off, there is so much stuff left to do, from sounds to propper collision detection. Maybe by January?!?

I am using Dark AI. It's pretty useful for helping the entities find their way around the map. As I use it I'm getting more au-fait with how it works, and so can do more advanced stuff.
A word of warning though..it's a total nightmare for vehicles!

Ok. So here's another very short video.
If you start some beef in the streets the Swat team will be called in. Spawning at a random entry road to the city, they travel to the location of the fight, and when there, 3 swat guys are spawned at the van. THey attack anyone who is involved in combat.The van then drives off.

It's not looking hugely polished at the moment. Eventually the van will have door animations, and the swat guys will be positioned at limbs within the van. In the final system, the swatvan won't be "called" at the combat event, but instead will be called if a civilian reaches a payphone, or a beat officer sees the fight.

Anyway. It's taken me 3 hours to get this working even roughly, so I'm pretty proud of myself!

VIDEO LINK
Credits:


Veron
17
Years of Service
User Offline
Joined: 22nd Nov 2006
Location:
Posted: 19th Oct 2007 17:57 Edited at: 19th Oct 2007 18:21
Sounds great, thanks for the Dark A.I info, i'll probably have to consider purchasing it now!

Downloading video now... i'll edit with my thoughts... crappy dialup.

EDIT: Video is very nice, SWAT team is looking promising, keep up the good work.


Bizar Guy
19
Years of Service
User Offline
Joined: 20th Apr 2005
Location: Bostonland
Posted: 19th Oct 2007 18:02
Looks great for this stage in dev. And I actually like the music in the background! That run animation is much better. Far from perfect, but he actually looks like he's running now.

Do you plan on having smooth movement with the character? Like he doesn't instantly go from standstill to running and visa versa (wouldn't have to be much, could take less than half or quarter of a second).

Demo in January sounds fine. I can understand wanting to have something polished for a demo.

SamHH
17
Years of Service
User Offline
Joined: 9th Dec 2006
Location: Vermont
Posted: 19th Oct 2007 18:28
Butters you are amazing! The city has a great look to it, the gangs are looking great, you breaking the mold of just run and gun games.
I hope that you do well with this.


Login to post a reply

Server time is: 2024-11-17 21:51:05
Your offset time is: 2024-11-17 21:51:05