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Geek Culture / Track:

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flashing snall
19
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 31st Oct 2012 05:33 Edited at: 31st Oct 2012 05:33
Oh hello TGC Forum! I always get a warm fuzzy feeling whenever I come back to these boards. I wanted to share something with you guys that only sort of relates to Dark Basic.

When I first starting to use DBP, one of the things I wanted to do was to build a game where players could move around a circle and shoot at eachother. I did get a really basic prototype up and running that I have since lost. I could never get it as epic as it was in my head though.

So fast forward 5 years.

I got some inspriration on how to do the technical portion of the game, and submitted an early prototype to the Boston Indie Festival of Indie games. It was held in Cambridge last month, and I won the \"Thats So Indie\" Award for game design.

This was the build I showcased there
http://www.youtube.com/watch?v=uH1H3mo51gM&list=UUBjnzVXcl7-r8yfK2eWnsWQ&index=4&feature=plcp


It uses the Xbox 360 controller, because the end goal is for it to wind up on XBLA. The big problem was that the build I showed at the FIG ran at 2fps on the Xbox.

So after a little break to do school stuff, I got back to work and started from scratch and have this build

http://www.youtube.com/watch?v=PczeW6YC7EY&list=UUBjnzVXcl7-r8yfK2eWnsWQ&index=1&feature=plcp


That runs at 60fps on the xbox.
If you want to know more on the actual history/technical stuff, check here
http://smallgroupproductions.com/news


But I was wondering what you guys thought of the videos.
I also just like sharing stuff with good ol\' TGC. Makes me smile.

Also, If Cian Rice is out there, you da man. (we met face to face in Cambridge)

Phaelax
DBPro Master
22
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 31st Oct 2012 18:39
That looks pretty neat

"You're not going crazy. You're going sane in a crazy world!" ~Tick
Agent Dink
21
Years of Service
User Offline
Joined: 30th Mar 2004
Location:
Posted: 4th Nov 2012 00:23
It looks really neat, but I can't exactly tell what's going on? Can you explain the goal of the game?
bitJericho
22
Years of Service
User Offline
Joined: 9th Oct 2002
Location: United States
Posted: 4th Nov 2012 03:15
Yeah I have no idea how to play this game. Your teasers should really spell out how it's played. Otherwise it's just a graphics demo. The graphics are really awesome btw.

Visit my blog http://www.canales.me.
Fallout
22
Years of Service
User Offline
Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 4th Nov 2012 10:22
As above. Graphics and mechanics look awesome but the game makes no sense from the vid.

flashing snall
19
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 7th Nov 2012 16:07
Thanks for the feedback guys. That is some really key info and I will be sure that the next video is self explanatory.

The basic concept is actually really simple. That white curvey line (the circle) in the video is called "The Track". The players are little colored circles that can move along "The Track". However, "The Track" is very dynamic, responding physically to player movement and weapons.
Currently, the only goal of the game is shoot your opponents. In the video, all of players are AI controlled except for the green guy.
Players can depart from "The Track" and float through space. However, once off the "The Track", players do not have direct control of their direction. They can only steer their ship by firing weapons in the opposite direction that they want to travel. For every action, there is an equal and opposite reaction.

Right now, I am working on a level editor that should come with the game. It is being written for Xbox, and the editor is up and running on the 360. The level editor gives the user control over the shape of the track, the spawn locations of different actor types, and then a whole bunch of logic stuff. For example, you can set up a set of switches in an 'AND', 'OR', or 'XOR' combination that trigger a big laser wall to start flickering. The set of switches can only trigger a timer that will turn the laser wall off again after so many milliseconds. It has a few bugs that I need to sort out before a video comes up.

Again, the feedback you guys gave is really important, so thanks for being critically friendly

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