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Work in Progress / Transcendent

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Serial Velocity
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Posted: 10th Jun 2011 23:41 Edited at: 18th Jan 2012 20:13


Constructive criticism and feature requests welcome!



What is this game?

Transcendent is a online multiplayer orientated 3D casual space shooter, inspired from the Star Wraith games, and a successor to my older space game Starscape One.

I'm planning to split the game modes into different elements, including Team vs Team warfare, Free-for-all and a few others. Players will each have their own customised space-craft, which is constructed from a set of parts called a schematic (eg. Body, Wings, Engines, Peripherals including auxiliary engines and missile launchers), similar to how to game "Armored Core" does it.


Development:

Transcendent is being developed using C++ with OGRE as the rendering library, Bullet as the physics library, RakNet as the multiplayer library, and BASS as the audio library. I've done all the programming and artwork myself, with the exception of placeholder models and the libraries I'm using.

55 source/header files
7030 lines
- 5282 are code lines
- 348 are comments
- 1400 are empty lines


Screenshots:



Videos:




[u]Thanks for looking![u]


Indicium
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Posted: 10th Jun 2011 23:49
Screenshots look amazing. Especially the engine flare at the back.

kamac
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Posted: 11th Jun 2011 00:39
Wow. I really like that space skybox!

Game Warden
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Posted: 11th Jun 2011 02:51
This looking really good. I look forward to seeing more

[url=http://www.goldencrownstudio.com]
Neuro Fuzzy
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Posted: 11th Jun 2011 04:46


Will follow.


(also... Anti-aliasing please? xD)


Why does blue text appear every time you are near?
KISTech
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Posted: 11th Jun 2011 05:03
Always loved the look of your space scenes.

Serial Velocity
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Posted: 11th Jun 2011 14:56 Edited at: 29th Jun 2011 16:45
xD thanks guys, means alot!

@Indicum
If you place close attention to the screenshot with the asteroid, you can see the engine flare also illuminates stuff close to it

@kamac
Thanks, although I'm not that happy with the stars tbh.

@Game Warden
Thanks!

Btw, change your sig to [ img]http://www.goldencrownstudio.com/Project%20SPACE/sig.png[/ img] (without the spaces) if you want the image to be displayed instead

@Neuro Fuzzy
Oops, good point, I'll enable it for the next batch of pictures

@KISTech
Thanks, they're gunna look so much better now I have such a better knewledge of shaders and whatnot xD

The Slayer
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Posted: 11th Jun 2011 15:06 Edited at: 11th Jun 2011 15:06
Lovely screens, dude! I started a space project a couple of months ago, lost the codez, and then started on other things, like an adventure/puzzle game, but after seeing this, it makes me wanna restart the thing all over. Heheheheh.
Although, just one question, is this made in GDK? It's not DBPro, right?

Nice work!

RULES, MAN! YEAH, SLAYER!!
Serial Velocity
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Posted: 11th Jun 2011 15:21
Thanks, if you do, keep me posted!

Neither, I'm using C++ with Ogre as the rendering library, but I'm going to be using DarkNet which means I can still post here in WIP.

Red Eye
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Posted: 13th Jun 2011 12:45
I can imagine how much fun you can have just flying around in your creating, great work!

Keep this up!

Michael P
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Posted: 13th Jun 2011 15:30 Edited at: 13th Jun 2011 15:31
Looking good!

I've worked with Star Wraith on improving DarkNet, which they use for networking.

Serial Velocity
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Posted: 13th Jun 2011 20:47 Edited at: 29th Jun 2011 16:46
Thanks guys!

@Michael P
I've begun work on integrating multiplayer, but I'm having a slight problem, the mn :: DNS_B function keeps failing on me with error 10093, pic:



I'm using it like this:



I've also added you on msn btw.

Michael P
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Posted: 13th Jun 2011 21:44
You need to use mn::Start before calling that because it uses winsock. Also for most of the networking commands, if it has an error code which looks useful you can google 'winsock error code 10093' (for example) and it will give you an idea what's wrong.

You're best off emailing me for help, I don't use MSN anymore.

Serial Velocity
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Posted: 15th Jun 2011 11:32 Edited at: 29th Jun 2011 16:46
Okay thanks, that worked perfectly

Serial Velocity
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Posted: 29th Jun 2011 19:02 Edited at: 29th Jun 2011 19:02
Here's a little update guys!

I've finally finished my GCSE exams so I've had time to work on this again, and in that time I've prototyped and integrated a DarkNet based Networking Subsystem, which handles server/client connections somewhat like how Counter Strike: Source does it (connect ip/Start Server). I've also finished integrating a command console which has a few registered commands, and I can use this to modify properties and connect/host games on the fly here's a screenshot:



baxslash
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Posted: 30th Jun 2011 12:11
This looks amazing. Nice work!

Serial Velocity
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Posted: 1st Jul 2011 14:07 Edited at: 1st Jul 2011 14:08
@baxslash
Thanks! Comments like that really keep me motivated to continue working on this

Another shot showing the "spectator mode":



Indicium
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Posted: 2nd Jul 2011 02:39
Nice, that last screenshot looks brilliant. :3

Agent Dink
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Posted: 3rd Jul 2011 18:06
These graphics are very cool

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Serial Velocity
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Posted: 10th Jul 2011 14:41 Edited at: 10th Jul 2011 14:44
Thanks guys!

I've been completely restructuring and optimising the engine (10% performance gain!) and I've been working on some proper artwork for it, I'm now happy with the background I'm now moving onto ship customisation so you can interchange body, wing and engine parts to build your own ship, think Armored Core style.

Here's what the background looks like now:




Indicium
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Posted: 10th Jul 2011 19:45
That's beautiful.

Balid
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Posted: 12th Jul 2011 06:05
WOW!!! That is great!!!

Quel
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Posted: 12th Jul 2011 12:32
The ship is cute from the back mainly because of the nice engine glow, but i have a few technical notes for that.

First, as i can see it loves melting into the ship's mesh. Either do what i tend to do: after you reposition the plain to the engine's position, and you pointed it at the camera, do a move object obj, x, this way it gets closer to the camera and won't touch the mesh. Or simply disable either the zwrite or the zdepth.

And also do an actual engine flame or something like that because it looks a bit silly that the glow IS the flame now... and that it is still present when looking at the ship from the front. You don't really need any raycasting or anything to hide the glow when necessary, just check the ship angle compared to the camera, and if the difference is the way it is, hide or show the glow.

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Serial Velocity
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Posted: 12th Jul 2011 12:59 Edited at: 12th Jul 2011 13:15
@Balid
Thanks!

@Quel
Quote: "First, as i can see it loves melting into the ship's mesh."

Good point, I never really took notice as the effect is only a placeholder until I get proper trails in, but I'll move it, although I'm not using DBP

Thanks for the crit

Serial Velocity
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Posted: 29th Jul 2011 14:40 Edited at: 29th Jul 2011 16:24
Yay to loads of updates!

To start with, I need to ask quite a big question, would you all preferred it if I kept to the simple dog fighting style game, like Star Wraith by SW3D games, or should I move to a more free-form orientated thing, like Freelancer? This is because I want to expand the game to include flying on planets and stuff like that, but I can't do that with my current gameplay style.

I've been pretty busy lately but there's lots of new things I've integrated into the engine. I've replaced my consoles built in scripting language (that was somewhat like Source's console) with a lua interpreter, so you can now define variables and functions in the console, call other lua constructs like for, while and if, and call external lua scripts Adding on to this, I've also ported most of the hardcoded scene creation code into lua scripts aswell, so creating the screenshot below required the following scripts:

autoexec.lua (the script automatically executed on startup):


test.lua (this creates the scenery: skysphere, planets, etc):


testScenario.lua (this creates the players and teams):


I've also completely rewritten the ship manager to support building ships from parts, parts being defined in a config file like this, and built from these parts:


Please ignore how terrible my modelling skills are each ship you can see is built from 3 different parts: a body, wing and engine (oh and I broke the gui code).


Indicium
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Posted: 3rd Aug 2011 20:32
Nice, are you going to get some textures on the ship customisation any time soon?

Serial Velocity
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Posted: 7th Aug 2011 20:42 Edited at: 7th Aug 2011 20:42
@Indicum
Definately, but these models are only placeholders once Asteric can start pumping out some models

-------------------------------------------

Updates wise, there isn't really anything screenshot-worthy to show yet, but I'm working on many things, with the possibility of planet landings if people request it

Hawkblood
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Posted: 7th Aug 2011 21:42
Where did you get the images for your skyboxes?

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Serial Velocity
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Posted: 7th Aug 2011 21:47
The brown nebula in the latest screenshots I hand painted in photoshop, with various brushes, and the stars layer is constructed from various pictures of the night sky.

Hawkblood
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Posted: 7th Aug 2011 22:39
You should become a graphic artist! I've been looking for stuff like that and I finally had to make my own (looks like crap compared to yours).

The fastest code is the code never written.
Serial Velocity
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Posted: 22nd Aug 2011 01:38 Edited at: 22nd Aug 2011 01:46
@Hawkblood
hehe, thanks, I may create a massive texture pack for space games which I'll release on here probably for free.

Here's some more updates and a video to appease you all.

Anyone got any cool features or ideas that you think should be implemented? Say so!

I've done quite alot of work since my last post, most notably a physics system, that's collision and dynamics, and projectiles (with a cool shield effect). It's still a little buggy, for example the physics system and the timer based movement system I've implemented don't really match up yet, and the shield effect misaligns with the impact if ships rotate on the X-axis, but I'll fix that eventually. Oh and no way are the ships even close to final, I haven't bothered to align the boost effects correctly, that will be replaced with a trail effect, and the models are placeholders until the guy doing 3D (Asteric) fixes up his PC.



Hawkblood
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Posted: 22nd Aug 2011 16:46
Quote: "the shield effect misaligns with the impact if ships rotate on the X-axis"

Try keeping the shield orientation constant. I'm assuming you are using spheres.

The fastest code is the code never written.
CumQuaT
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Posted: 22nd Aug 2011 17:08
This project looks soooooo cooooool... Can't wait!

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Serial Velocity
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Posted: 22nd Aug 2011 17:24
@CumQuaT
Thanks! I can't wait to release this either.

@Hawkblood
Yeah that did the trick, the effect I was getting was gimbal lock (which shouldn't happen because I'm using quaternions, but meh), so not making the orientation of the shield spheres match the orientation of the ships base hides that.

swissolo
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Posted: 22nd Aug 2011 18:03
Quote: "This project looks soooooo cooooool... Can't wait!"

I second that! But um, I have a weird question. Maybe you posted it in that thread in Geek Culture but, where does your name come from Serial? I know I've seen that name at least 2 other places, but I can't figure out what it is!

swis
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Serial Velocity
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Posted: 22nd Aug 2011 18:05
What my username or the projects name?

swissolo
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Posted: 22nd Aug 2011 18:09
Oh right User name! But actually, maybe both

swis
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Serial Velocity
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Posted: 22nd Aug 2011 18:13 Edited at: 22nd Aug 2011 18:15
Dunno really, just made it up one night cos I thought it sounded cool, and it stuck, any other people called "SerialVelocity" are knockoffs.

Oh and for the game, I picked Transcendent because it defined as "Surpassing the ordinary; exceptional" which is a loose reference to building your own ships and building the best one in battle, and it also sounds cool. xD

swissolo
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Posted: 22nd Aug 2011 18:17
Quote: "Dunno really, just made it up one night cos I thought it sounded cool, and it stuck"

That is WEIRD then... unless you like to join communities at random that I come upon

Quote: "and it also sounds cool"

Oh it does

swis
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Darkays
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Posted: 22nd Aug 2011 19:32
This looks amazing! I remember reading about your older game "Starscape One" all the time when it first came out. I am very impressed.
Serial Velocity
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Posted: 22nd Aug 2011 19:50
Quote: "unless you like to join communities at random that I come upon "

Well...

@Darkays
Thanks! Comments like that give me motivation Starscape was alright, but really it was just a simple thing with nice textures, this game is much better internally.

Indicium
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Posted: 26th Sep 2011 22:30
How's this going mate?

Serial Velocity
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Posted: 26th Sep 2011 22:49
It's going good, I've just been REALLY strained for time, as usual, but I'll push for an alpha release soon.

Morcilla
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Posted: 1st Oct 2011 12:24
Looking forward to give it a try

Serial Velocity
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Posted: 16th Oct 2011 16:27 Edited at: 16th Oct 2011 16:44
In the past week, I've been working on a dynamic level of detail algorithm for landing on planets. At the moment it's very brute force, where each triangle is regenerated whenever the planet mesh needs updating, but the performance is still really good (2000fps on my pc, and around 190fps on my mums netbook) with plenty of room for me to optimise the hell out of it.

It's still very WIP, there's no actual terrain displacement, and UV coordinates aren't generated yet, but it's a start.

EDIT: Oops, forgot to set anti-aliasing, well I'm too lazy to take more pictures so make do with it for now.

Slowly approaching a planet, roughly 10,000km above the surface:


Nearly at the surface, just over 1km above the surface:


noobnerd
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Posted: 17th Oct 2011 11:04
Wow really nice! the video looks awesome

I always wanted to make my own freelancer in 3D but as my modelling/texturing skills are lacking i stick to 2D
Serial Velocity
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Posted: 20th Oct 2011 20:10
Thanks just hire an artist, or team up with someone? That's what I'm hoping to do.

Red Eye
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Posted: 20th Oct 2011 20:39
I watched this from the beginning and this some great progress. I truly find it fascinating what you have made so far. Keep this up.
Serial Velocity
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Posted: 20th Oct 2011 21:37 Edited at: 20th Oct 2011 21:40
Thanks mate, will do.

Here's some more progress, the planet class now generates a nice ring mesh if the planet has a rings flag set. I'm using a flattened donut approach instead of just one large quad, as this saves massively on the texture size and the texture doesn't have pixel artefacts on the curved portions of the rings. GPUs today are good enough so the difference between rendering 256 triangles and rendering just 2 triangles is negligible, so this approach is best imo.

Screenshot:


Quel
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Posted: 21st Oct 2011 00:03
You should have much less polys in that ring in a way that you'd get more square like polygons capable of being textured with a texture with equal dimensions. And all these polygons would have the same small picture on them using one, shared texture. You can make the texture a bit roundish, so the ring itself would seem like a completely round object.

With this less polygons solution, you could make them individual limbs, and show/hide them as the camera gets closer, to switch to object based ring display. (small rocks and stuff instanced there)

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