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Work in Progress / A top down RPG shooter

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PaTTE
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Posted: 28th Apr 2010 23:45 Edited at: 28th Apr 2010 23:53
Hello

I decided that my current project was ready to be posted here in the wip section, so here it goes.

The game will be multiplayer top down shooter with some rpg elements, possibly a singleplayer mode if I manage to make an working AI.

Planned features:
- Multiplayer modes: Deathmatch, Team deathmatch, CTF.
- Map Editor.
- Character development.
- Achievement system.
- Inventory system.
- Vehicles eg. tanks

What do I have at the moment?
The basic core systems:
- A game manager, handles the game engine functionalities.
- A Resource manager, can load data from filesystem and databases(SQLite & postgrSQL), at level init it loads an instance of every model etc. needed for that level so that it can be cloned or instanced whenever needed savesmemory and loading times.
- Object manager keeps track of all objects in game, handles object updating, deleting etc..
- Input manager handles input from kayboard and mouse.
...

Will try to make an sketch over the system sometime soon.


At the moment there isn't much to show but here's a screenshot + a demo attached. Ignore what the ingame help says you move with wasd the arrow keys are used for debug functions.

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Deathead
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Posted: 29th Apr 2010 20:05
Looks nice so far.


Matty H
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Posted: 29th Apr 2010 20:35
This just reminded me of Alien Breed, that was a superb top-down shooter, I think it was the co-op team work that made that game great, this looks good so far.

TheComet
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Posted: 29th Apr 2010 23:54
Looks cool!

I wish you good luck with this

TheComet

Dr Tank
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Posted: 30th Apr 2010 05:00 Edited at: 30th Apr 2010 05:17
Looks cool. You appear to know what you're doing. Reminds me of this.

Obviously theres a lot to be done. You should sort out the jiggly collisions when the player hits buildings for example. It's great that you've decoupled your game logic from your graphics. Not many people bother with this, and the game does feel very smooth and consistent even with a variable framerate. Good luck with this.
Hassan
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Posted: 30th Apr 2010 08:22
looks awesome! good luck with the project

PaTTE
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Posted: 30th Apr 2010 12:27
Thanks for your comments all of you!

Quote: "Looks cool. You appear to know what you're doing. Reminds me of this.

Obviously theres a lot to be done. You should sort out the jiggly collisions when the player hits buildings for example. It's great that you've decoupled your game logic from your graphics. Not many people bother with this, and the game does feel very smooth and consistent even with a variable framerate. Good luck with this. "


Too bad I'm at work I have to watch the video at home with sound.
The collision I'll probably get sorted today, I'm quite sure it's because I only check for collisions in the logic loops I'd probably have to check them when I interpolate the players position too.

I try to separate as much as possible it makes everything much easier in the long run. Especially when I get to the multiplayer part it will be much easier when the logic is free from everything else.
PaTTE
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Posted: 2nd May 2010 02:35
Ok now I've fixed the collisions + added physics support + a basic inventory. I attached a new demo.

If you hold down Left ctrl you can push objects around.
With E you can pick up items.

What kinds of loading times do you get? On my end it's less than 10 seconds.

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PaTTE
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Posted: 3rd May 2010 21:40
Here's a screenshot of the inventory management in a standard rpg format + yet another demo.

There are still a couple of things that are going to be implemented in the inventory system like dropping items from the inventory and some means of showing info on the selected item.

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Jimmy
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Posted: 4th May 2010 02:48
Lookin good, man. Keep it up!

It loads in about 4 seconds for me.

Win 7 64-bit
Intel Core i7 1.6 ghz
4 gigawatts of rams

NaGaFailMo.
prasoc
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Posted: 6th May 2010 00:07
It doesn't seem to work with ATI cards? Maybe PhysX doesn't work with them?

mYsT!C
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Posted: 6th May 2010 11:12
doesn't run on my notebook. i have got a ATI card too.
it only opens the internet browser to tell me i need a nvidia driver !
PaTTE
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Posted: 6th May 2010 18:42
I think you need those drivers. I had an ATI card before and PhysX worked fine on that one. You probably can't run it in hardware mode on an ATI card though.
Fallout3fan
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Posted: 8th May 2010 05:48
played it and progress is going good...

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Matty H
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Posted: 8th May 2010 13:53
NVIDIA Driver

Its not a bad idea to download this, your computer will then be setup to play any games that utilise PhysX. I doubt this top down shooter uses the hardware, thats usually only used for cloth or fluids etc. Even then, the developer will usually have any hardware stuff as extra's in the game for if you have a NVIDIA card, and leave it out if you dont.

PaTTE
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Posted: 13th May 2010 22:57
Update time

Now I've implemented a weapon system to the game.
Every weapon can use different kinds of ammunition eg. you can loadout your weapon with armor piercing, hollow point, tracer or regular rounds for shotguns there will be buckshots and slugs. Each ammo will have different properties depending on what material the target is made of or what armor it's wearing.

Regular rounds:
- normal damage
- armor will decrease the damage taken
- penetrates thin walls and softer targets

AP rounds:
- less damage than other rounds
- damage will not decrease as much when shooting at armored targets
- rounds will penetrate walls and hard targets

Hollow point rounds:
- more damage to unarmored targets
- ineffective against armor
- will not not penetrate walls or other targets

Buckshot:
- shot is spread over a larger area
- effective at close range

Slug:
- more damage
- effective over longer distances


Whats working so far?
- Weapon inventory management
- Shooting & reloading
- Collision detection
- Physics
- rounds are able to penetrate targets but it's not yet material dependent

I've attached another demo if anyone is interested.

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Matty H
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Posted: 14th May 2010 11:29
This is really impressive, can we shoot on the demo, I can pick up weapons but can't seem to equip them.

PaTTE
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Posted: 14th May 2010 11:50 Edited at: 14th May 2010 11:51
Yes you can shoot, In the demo bullet paths are drawn with a line for demonstration.

To be able to fire a weapon you must first equip it. This is done by opening the inventory (press I button), then drag the the weapon to either the primary or secondary weapon slot and then you can select them by pressing 1 (primary) or 2 (secondary) and fire away with left mouse button.
Dark Dragon
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Posted: 19th May 2010 03:52
Had the chance to play it, Very,Very cool I must say. Dude, i love the way the controls are set up, it just has a great feel, cant wait for a beta of this.


Awwwww...its potential...it makes my shooter look suckish.....i think. lol.

Dr Tank
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Posted: 19th May 2010 04:42
Nice. I picked up and equipped some weapons, but it seems the names in the inventory didn't match the names on the bottom right of the screen in the main game. Not hard to fix.

The whole inventory thing in gameplay seems a little complicated to me, but you're the one with the vision, and many great games feel a little unintuitive when you start learning them.

Anyway, keep it up.
PaTTE
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Posted: 21st May 2010 00:55
Thanks

Yes the weapon names and icons don't match I haven't made any icons for the new weapons yet
I'm not sure yet how the inventory will work ingame it will probably be a bit simpler later on.

Ok whats new?
- bullet tracers.
- destroyable objects.
- explosions.
- new demo.

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Dr Tank
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Posted: 21st May 2010 02:49
Nice shadows and explosions. Also it's really cool to be able to push objects off the edge of the world.
Dark Dragon
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Posted: 27th Jul 2010 05:25
This still being worked on...?

PaTTE
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Posted: 29th Jul 2010 10:28
No not at the moment. I'd really like to but I don't have any spare time to dedicate to this project during the summer. But you can expect some more updates later.

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