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Work in Progress / Malevolence: The Sword of Ahkranox

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CumQuaT
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Posted: 25th Sep 2011 17:55
Hello all! Just added our twitter details to the description! Please follow us if you're a Tweeter! We give regular updates on the progress of the game and would love to see you all on there!

Malevolence: The Sword of Ahkranox
www.msoa-game.com
www.facebook.com/malevolencegame
CumQuaT
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Posted: 4th Oct 2011 08:25
***UPDATE***

We've added a trap system to dungeons! Check out these videos of them in action!

http://www.youtube.com/watch?v=wg17I6QzoRw

http://www.youtube.com/watch?v=T96uDl4SJys

Malevolence: The Sword of Ahkranox
www.msoa-game.com
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Darkzombies
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Posted: 7th Oct 2011 07:48
So is it possible for anyone to help? Either fully or through little snippets or media ect?

Too lazy to make a signature.
CumQuaT
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Posted: 7th Oct 2011 15:05
We've actually got a team of 32 people working on this so far, but who knows! Feel free to shoot us an email at msoagame@gmail.com

Malevolence: The Sword of Ahkranox
www.msoa-game.com
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Fallout3fan
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Posted: 10th Oct 2011 01:17
The hud looks like its from Diablo.
CumQuaT
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Posted: 10th Oct 2011 08:10
In a good way though, right? :-P

We were actually going for more of a Might & Magic feel.

Malevolence: The Sword of Ahkranox
www.msoa-game.com
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SH4773R
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Posted: 12th Oct 2011 09:51
I deeply regret not ever getting that occlusion culling code done for you. My life has been nothing less than chaotic lately. Once I get around to finishing it i'll be sure to send it to you. However I have been questioning the effectiveness of using raycasts in this way. It seeems envesting more of my time into z buffering culling may prove exponentally more beneficial. Good progress on the game, I have been been folowing your videos on youtube as well, I love the pitfall trap

baxslash
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Posted: 12th Oct 2011 11:01
Seems to me that portal culling might work in a dungeon rather well...?


CumQuaT
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Posted: 12th Oct 2011 15:41
@SH4773R it's all cool, man. I appreciate the thought!

@baxslash that looks pretty cool, and it seems to be very similar to the culling I coded into the engine. Since it's a grid-based system it restricts vision fields a little which allows me to do this sort of stuff.

But what I've got works fairly well. The biggest memory hog is the advanced lighting, but I've made that fully customizable so that people will be able to find the level that works best for their setup. Frankly, I think that the game looks amazing on it's lowest settings, but people like their fancy graphics!

Malevolence: The Sword of Ahkranox
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kamac
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Posted: 12th Oct 2011 20:01
Here comes some questions

1. Do you do that in DBPro because doing it all in C++ is too much of effort/your skills aren't great enaught/it is just faster in development?

2. What parts of code is done in C++?

3. Nice trailer

http://www.kamacdev.wordpress.com ~ My developer blog, mind paying a visit ?
SH4773R
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Posted: 13th Oct 2011 03:07 Edited at: 13th Oct 2011 03:09
@CumQuaT
I have worked on the code a bit and managed to sort it out. Attached is a little demo application. Just gve me the E-Mail address you want the code sent to and I'll send it right over

PS.
The first thing you'll want to do in the demo is back up, use the down key

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Darkzombies
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Posted: 13th Oct 2011 04:38
Works well SH477ER. But im pretty sure he said he had one worked up. Maybe you might want to work on the one he already has made.

"Insert funny coding-related joke here"
SH4773R
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Posted: 13th Oct 2011 04:44 Edited at: 13th Oct 2011 04:45
To my understanding he has a different sort of culling implemented right now. My Occlusion Culling system can be used with other systems to gain maximum performance increase.

CumQuaT
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Posted: 13th Oct 2011 05:47
@SH4773R
I'll take a look at the demo when I get home tonight. It'll be interesting to see how it goes. You can email the code to msoa-game@gmail.com We're too close to the alpha launch for me to modify the current culling code now, but I'll be re-evaluating it when we start work on the full version, so there's still room for change/improvement, and I'll basically be going with whatever (a) fits best with the engine and (b) offers the best performance. Thanks heaps for sticking with it!

@Kamac
In answer to your questions:
1. Most of the grunt work of the game is actually done in C++ using the DarkGDK system, but we're integrating it with DBpro for the more mundane tasks in order to get the best speed in development time. Since the whole team also works day jobs, if we did the whole thin in C++ to squeeze optimal performance out of the game it'd take far longer than it is. Plus, now that our engine libraries are all complete in C++, the DBpro code is nice and easy to modify/change/improve to add/change features, making game development a snap!
2. All of the code relating to the 3D viewport rendering is done in C++ using DarkGDK, with the rest of the game and "tying together" of everything being done in DBpro. On top of that, our launcher and other external menus for setup and configuration are done in C#.NET
3. Thank you all done with in-game footage! The voice actor that we got to do the narration is VERY talented.

Malevolence: The Sword of Ahkranox
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SH4773R
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Posted: 13th Oct 2011 07:12
Email sent

CumQuaT
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Posted: 13th Oct 2011 08:04
Ah, I'm sorry SH4773R... I made a typo in my address... It's msoagame@gmail.com

No hyphen. Still a new address. Not used to it yet!

Malevolence: The Sword of Ahkranox
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SH4773R
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Posted: 13th Oct 2011 08:27
No problem, I wont be able to send it again tonight though.

CumQuaT
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Posted: 13th Oct 2011 08:35
If your email drops to less than 50mph it EXPLODES???

jks, I don't mind waiting lol sorry again.

Malevolence: The Sword of Ahkranox
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SH4773R
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Posted: 13th Oct 2011 08:56 Edited at: 13th Oct 2011 09:03
Im not at home

Edit:

I pulled some strings, check it now.

CumQuaT
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Posted: 13th Oct 2011 13:28
Got it! Thank you I'll check it out now.

Malevolence: The Sword of Ahkranox
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CumQuaT
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Posted: 13th Oct 2011 13:49
Quick question, what plugin is the sc_setupobject from? Is it sparky collision?

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kamac
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Posted: 13th Oct 2011 13:55
Quote: "Quick question, what plugin is the sc_setupobject from? Is it sparky collision?"


Yes

http://www.kamacdev.wordpress.com ~ My developer blog, mind paying a visit ?
CumQuaT
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Posted: 13th Oct 2011 14:13
Schweet. Never used it before lol

Malevolence: The Sword of Ahkranox
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kamac
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Posted: 13th Oct 2011 14:17 Edited at: 13th Oct 2011 14:17
By the way. Did you buy Dark GDK's commercial license ?

I don't like the fact it isn't as free as DBPro is

http://www.kamacdev.wordpress.com ~ My developer blog, mind paying a visit ?
CumQuaT
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Posted: 13th Oct 2011 16:43 Edited at: 13th Oct 2011 16:44
Yeah, we did I should have been more specific. We use DarkGDK.NET

Totally worth it in the end.

Malevolence: The Sword of Ahkranox
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kamac
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Posted: 13th Oct 2011 17:55
Quote: "Totally worth it in the end."


We'll see .

I use Irrlicht myself for now and i'm gonna stay out of Dark GDK till i really need it

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SH4773R
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Posted: 13th Oct 2011 19:37
Check your email again CumQuaT I fixed an error in my code

CumQuaT
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Posted: 14th Oct 2011 03:38
@kamac then why are you on this forum? O_o

@SH4773R thanks dude! I got it. Going to try it out tonight.

Malevolence: The Sword of Ahkranox
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SH4773R
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Posted: 14th Oct 2011 09:01
Let me know how it goes!

kamac
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Posted: 14th Oct 2011 09:30
Quote: "@kamac then why are you on this forum? O_o
"


For your project

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CumQuaT
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Posted: 15th Oct 2011 04:12 Edited at: 15th Oct 2011 04:12
@kamac - I like you lol

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kamac
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Posted: 16th Oct 2011 19:34
Quote: "@kamac - I like you lol"


Lol .

I'm following your blog. It's quite cool.

http://www.kamacdev.wordpress.com ~ My developer blog, mind paying a visit ?
CumQuaT
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Posted: 17th Oct 2011 03:49
Thank you we try and keep it updated as often as possible!

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kamac
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Posted: 17th Oct 2011 15:50
A question.

The camera can be (statically) rotated:

|
- -
|

To west, south, east or north. You can move it around X Y Z, but only when staying in place? On the video it seems like an old-style camera movement (From eye of beholder). What about outdoors?

http://www.kamacdev.wordpress.com ~ My developer blog, mind paying a visit ?
CumQuaT
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Posted: 17th Oct 2011 17:09
It's the same wherever you are in the game. You can enable free-look mode whenever you're standing still by holding down the right mouse button (reconfigurable). When moving, you must move along N, S, E or W in a grid-based fashion like the RPG games of old such as Might & Magic and Eye of the Beholder. The entire purpose of Malevolence has always been to breathe new life into that old genre

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kamac
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Posted: 17th Oct 2011 19:29
Aha. So how is it done outdoor? I think it would make it feel very limited when outdoor with that movement

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CumQuaT
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Posted: 18th Oct 2011 03:29 Edited at: 18th Oct 2011 03:30
Actually no, you'd be surprised at how fluid it feels. Here's a (very) early demo showing it.

Keep in mind that in this video:

- there is no advanced lighting being used
- it's not yet using the finished assets
- it doesn't have the full UI yet
- it doesn't make use of the new smooth camera return

http://www.youtube.com/watch?v=GaUcx5AuvCc

Malevolence: The Sword of Ahkranox
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kamac
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Posted: 18th Oct 2011 20:34
Looks pretty weird for me .

It feels stupid that if you encounter a tree infront of you, you must turn left by 90 degrees, move by 1 space, turn right by 90 degrees, road free.

We'll see..

http://www.kamacdev.wordpress.com ~ My developer blog, mind paying a visit ?
Chris Tate
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Posted: 18th Oct 2011 22:05
Lovely looking grassland and trees.

miso
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Posted: 19th Oct 2011 00:15
Quote: "It feels stupid that if you encounter a tree infront of you, you must turn left by 90 degrees, move by 1 space, turn right by 90 degrees, road free.
"


I was ( and still am ) a big fan of David Bradleys Wizardry 7, so I'm very pleased with that project, and the 90 degrees turning is perfectly natural to me too.

No place like 127.0.0.1 .
CumQuaT
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Posted: 19th Oct 2011 03:47
Don't forget that you can also side-step in this game though!

Malevolence: The Sword of Ahkranox
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Quel
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Posted: 20th Oct 2011 00:07
That's one thing you have a block based terrain generating system set up, which is fine since it is practically the way to go for any efficient first person game.

But why do you exactly must make it in a way that the motion of the player is this rigid? Why can't you look freely all the time? Why can't you go around without sticking to a grid? Doesn't seem to me that there is really any reason, this is why i'm asking.

Of course it is a bit easier to program... but... that would be all?

-In.Dev.X: A unique heavy story based shoot'em ~35%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
CumQuaT
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Posted: 20th Oct 2011 03:23 Edited at: 20th Oct 2011 03:24
Two reasons, really:


1.) Because this game is an homage to old turn-based first person RPGs such as Might & Magic and Eye of the Beholder

and 2.) Because we wanna :-P


It has absolutely nothing to do with ease of programming. It's about bringing the classics back to life, and doing it in style

Malevolence: The Sword of Ahkranox
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CumQuaT
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Posted: 25th Oct 2011 06:08
Any fellow Australian game devs on here can come and see our game this weekend as we were invited to present it at a games convention being held at Macquarie University this Saturday! (29th Oct)

Malevolence: The Sword of Ahkranox
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CumQuaT
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Posted: 4th Nov 2011 03:24
[Update]

Updated the main post with some new screenshots showing the outdoor environments!

Also, the convention went really well and we got a unanimously positive response to the game!

Malevolence: The Sword of Ahkranox
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CumQuaT
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Posted: 6th Nov 2011 15:25
[Another Update]

We did an interview with Colony of Gamers! You can read the interview here!

Malevolence: The Sword of Ahkranox
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CumQuaT
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Posted: 18th Nov 2011 01:36
This is a bit of a rant at the "youngn's" in the community, but if you have a spare 5 minutes, please give this blog entry of mine a read:

http://swordofahkranox.blogspot.com/2011/11/gotta-get-this-off-my-chest.html

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Quel
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Posted: 18th Nov 2011 10:33
I don't think you get those from young'uns, it isn't that far away, and simply young players don't care about indie development. Except for the couple who also like making games, but those wouldn't criticize, they think everything is kewl.

It's just that i don't see the genre defining power behind an obvious limitation of older technology. (grid based movement)

It is a frequently made mistake, that these reimagining people - don't be offended - loves misinterpreting what made the original good.

However, do as you will, i only had to question it back then due to a small fear of it being uncomfortable mixed with mouse controlled functions.

As for the HUD, don't be offended, at all! But it looks very cheap. The old games here and there had some rather amusing stuff going on, but yours is some basic Photoshop crop. It should be superior to those from the past. Definitely have it redone with one of your 2d artists who make those portraits, or do some cool 3d renders for it. If i was project leader, i couldn't help myself but to add some very rarely happening animations to it, like if there was some dragon on the side it would move a bit every 10 minutes or something, that would really give it atmosphere. (works only with 3d render though... or a very hyperactive 2d artist )

-In.Dev.X: A unique heavy story based shoot'em ~35%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
CumQuaT
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Posted: 18th Nov 2011 13:26 Edited at: 18th Nov 2011 13:28
Hi Quel. It was actually very far away. Those games I referenced were from 20+ years ago! After quizzing some of the people questioning our methods, they have mostly been young (16 and under), and young people en masse seem to be getting involved with indie games much more than the older generation. Sorry to correct you there but it's all in the statistics.

We haven't "limited" ourselves at all with the way we've made the game, as we are making it the way WE want to play it. Not the way others want to. We're not out to make the next big seller, we're out to make OUR ideal game. Thinking that everybody else's project is being made for you is selfish. We love the old classics and we're giving them new life because we want to.

The "cheap photoshop HuD" as you referred to it, was actually modeled in 3ds Max, and if you'll look closely at it, the classic RPG fan will notice lots of subtle references to games past. Aside from the minority of non-believers that have sent us snide comments, we have actually been getting many, many more emails and messages telling us what a wonderful thing we're doing with this game.

But i mean this will all respect - If you feel that the movement system is limiting, or that the HuD looks gimmicky, please do yourself a very big favor and look elsewhere for your indie fix, as Malevolence is not for you.

Malevolence: The Sword of Ahkranox
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Duffer
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Posted: 18th Nov 2011 17:42
@ CumQuaT,

I think this looks v promising and I am only a little depressed because I could never come close to this. And yes, I remember those games of 20 years passed - and this clearly captures the spirit of them.

There are numerous recent examples of highly addictive and playable games based, heavily, on retro games, with a modern spin.

My depression will lift when I get to play the finished product!

Keep up the excellent work!

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...

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