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Work in Progress / Veron Online FPS

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Veron
17
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Joined: 22nd Nov 2006
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Posted: 10th Jul 2009 19:44 Edited at: 10th Jul 2009 19:46
Hey guys,

This has been a long time coming, and I probably should have made a WIP for it a long time ago (but there is still a lot of work to do, and I hate premature WIP's).

Anyway, the game is an online FPS (no name for it, I'm an extremely unoriginal person), using Benjamin's Multisync for networking. There's not a lot to say, so I'm just going to get into the features.

Features completed that work 100%:
Pretty much everything weapon-related (shooting, reloading)
Movement
In-game chat
User can create their own maps and play them in the game.
Two game modes - Deathmatch and BotMatch (bunch of players against lots of AI-controlled bots)
Server application allows server admins to change map/map type, add/remove bots, message/kick/ban players, as well as having a real time, 3D view of what's going on in the server.
Server admin can change spawn points of both players, bots, and weapons for their own maps, or the pre-made maps that come with the game.

Features completed but still have some bugs:
Ironsights/scope - done them for a few weapons, will do for the rest later on.
Climbing stairs in some levels (player is too small/slow!)
Jumping. It works, but needs tweaking a little bit.
Main menu stuff, just addition of settings menus/that stuff.
Leaning around corners using Q and E respectively.
Level texturing for two levels which I didn't create is messed up, so will need to contact the author once again to get the two levels fixed. Problems are only minor though, a few pillars and crates at most.
Picking up weapons! At the moment, every player starts with all 5 weapons. Code has been written for pickups for some weapons, just not implemented.
Helicopters are implemented so that one player can hop in and fly, with 4 others able to hop in as "passengers", but there are still problems with passengers falling out when the pilot takes off, as well as some being "stuck" in the aircraft. All 4 maps that come with the game don't really have a use for a helicopter either, so maps will need to be designed so that they can actually be used effectively.

Features planned for the future:
Creating an account and having it stored in a database online, so the user can login and have their stats tracked/stored.
Team Deathmatch mode, and Capture the Flag modes.
Adding more weapons, as well as a melee attack.
Adding more maps. At the moment there's only 4.
Character customisation, so not everybody looks the same. This will probably be the next thing I do.
In the long term, more vehicles.
Got suggestions? Post them!

The Weapons:
MP5 Submachine gun
Remmington 870 Shotgun
M107 Sniper Rifle (.50 cal)
1911 Handgun (just referred to as an M9 in the game.)
AK74

As you might have noticed above, yes, you start with every weapon. Seems stupid, but this is still only a WIP version by far, and it makes testing a lot easier for me if I start with them all. Eventually I will obviously make them all pickups.

Screenshots (click each image for a larger version):






I'll hopefully release a beta within a week or two (bit too busy at work atm), so that we can have a game with what I'm hoping will be 20+ people for a DM game, and then the 20 of us vs a large amount of bots, to really put the game through its paces.

Until then, I'll upload more shots and possibly create a video to keep everyone posted. All comments appreciated as well as any name suggestions for the game. Thanks!

Zotoaster
19
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Joined: 20th Dec 2004
Location: Scotland
Posted: 10th Jul 2009 20:54
Wow...
Brick Break
User Banned
Posted: 10th Jul 2009 21:13
If you hadn't already done so much, I would call this a troll. Nice work! Unbelievable! If you open-source it, I could make a port for DBC.

WINNER list:
Latch, Lee Bamber, TDK
Thanks for the help!
Profit
18
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Joined: 19th Feb 2006
Location: United States
Posted: 10th Jul 2009 21:16
I hope this isn't another open source gamemaker game? JK

Quote: "I hate premature WIP's"
That means you hate my game...

Question: Does your game use things like shaders that will prevent it from running on old and slow computers?


Veron
17
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Posted: 10th Jul 2009 21:16 Edited at: 10th Jul 2009 21:18
Quote: "If you hadn't already done so much, I would call this a troll."


Not really sure what that's meant to mean, but thanks?

Quote: "If you open-source it, I could make a port for DBC."


I'm fairly sure that I won't be making it open source, and I'm also not sure that Multisync is supported in DBC. Don't quote me on that though, I know very little about DBC.

EDIT: Same-time post Profit.

Quote: "Question: Does your game use things like shaders that will prevent it from running on old and slow computers?"


At the moment it uses no shaders, but after fixing up bugs/adding more functionality, I will be sprucing up the graphics, and that will probably involve using shaders. So short answer - at the moment, no, but in the long term, yes.

Brick Break
User Banned
Posted: 10th Jul 2009 21:21
To answer your question, Multisync does work with DBC. Um- as far as the graphics go, your game is amazing! Why would you need shaders?

WINNER list:
Latch, Lee Bamber, TDK
Thanks for the help!
Veron
17
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Posted: 10th Jul 2009 21:28
Quote: " To answer your question, Multisync does work with DBC."


Proves just how little I know about DBC.

Quote: "Um- as far as the graphics go, your game is amazing! Why would you need shaders?"


The game only looks good because of the levels, and the way the levels are designed. When I show videos/screenshots of other players, bots, and items, they all look a little bland and 'flat' in the levels. Shaders on those sorts of things would go a long way in enhancing the way they look.

Like I said though, that's down the bottom of the list for me.

tiresius
21
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Joined: 13th Nov 2002
Location: MA USA
Posted: 10th Jul 2009 21:58
This is in DBPro? If so, well done! You've come a long way since Galactic Catastrophes.

I'm not a real programmer but I play one with DBPro!
Veron
17
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Posted: 10th Jul 2009 22:11
Yeah, it's in DBPro, unlike last time.

Virtual Nomad
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18
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Location: SF Bay Area, USA
Posted: 10th Jul 2009 23:01 Edited at: 10th Jul 2009 23:07
veron, this looks great!

questions/comments:

i know you host so i'm assuming there will be an live queue of available servers posted?

the online work under "100%" means "very stable", right? and, how many live players have you had connected/playing at once?

not thrilled with the current HUD but i know we all have our own preferences there, so... thought: how about (semi?) custom HUD functionality? this could be a part of any team aspects developed/included where teams/clans/etc, could have their logo/artwork on-screen. probably a low priority/"wish list" item but i think it would be a nice feature.

oh, and:


oops, i just re-read your initial post, so... looking forward to the beta whenever it's ready.

keep up the good work!

also:
hard to suggest a name at this point... but i'll throw Virtual Mayhem out there.

and, finally, that last screen of the lava planet is slick! hand-made? makes me wanna bring marshmallows to the battlefield

(removed excessive smiley faces )


cyril
16
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Joined: 6th Aug 2007
Location: 7 miles away from big ben
Posted: 10th Jul 2009 23:44
good looking game.
keep up the good work.

offtopic why is verongames.com on mcafee siteadvior's blacklist
if i click on the screen shots it redirects me with a
with a big X cross saying:

Quote: "Why were you redirected to this page? When we tested, this site attempted to make unauthorized changes to our test PC by exploiting a browser security vulnerability. This is a serious security threat which could lead to an infection of your PC."

just wanted you to know]
kaedroho
16
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Joined: 21st Aug 2007
Location: Oxford,UK
Posted: 11th Jul 2009 03:06
There was some weird problem with the website some number of years ago. That's actually how me and Veron met (if he remembers). Its all fixed now.


Veron
17
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Posted: 11th Jul 2009 03:48 Edited at: 12th Jul 2009 07:55
Quote: "the online work under "100%" means "very stable", right? and, how many live players have you had connected/playing at once?"


So far the most that I've had playing is 4 humans, so really I can't assume that it will be "very stable", but I can't see any real reasons why 20+ people will pose a problem. When the demo comes out this will be the major thing to test.

Quote: "i know you host so i'm assuming there will be an live queue of available servers posted?"


I'll release the server application as part of the demo, so people can host their own servers. Naturally, I'll be hosting one as well.

Quote: "not thrilled with the current HUD but i know we all have our own preferences there, so... thought: how about (semi?) custom HUD functionality? this could be a part of any team aspects developed/included where teams/clans/etc, could have their logo/artwork on-screen. probably a low priority/"wish list" item but i think it would be a nice feature."


I couldn't agree more, the HUD really isn't nice, and I'm not the best with HUD design, and it's something that I'll be changing, but not at the moment, it'll be more of a long term thing.

Quote: "why is verongames.com on mcafee siteadvior's blacklist"


My site was hacked about 6 months/1 year ago, and it was blacklisted on McAffe's Siteadvisor back then, but it looks like it hasn't updated itself to correspond with my new site. I'll see what I can do to get McAffe to remove the blacklisting - thanks for letting me know about this.

EDIT: Great, McAffe took the site off their blacklist, so it should work fine for you now.

Veron
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Posted: 13th Jul 2009 11:38
Small little update, added a 3D minimap to the game, with a pointer so you can see what direction you're facing/all the stuff which your general mini-map has.

Next few things on the list before a beta release:
Fixing a new bug which came in with the minimap addition, seems simple to fix.
Character customising, so everyone doesn't look the same. Probably a choice between SAS in the black kit, policeman, or a stereotypical terrorist.
Getting the helicopter to work properly in a 5th map created specifically for the heli. I redesigned the way it works, and consequently flying it is getting there, and passengers should work easily once the flight is working fine/the information is being sent to the server correctly.

Potassium
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Posted: 13th Jul 2009 18:18
About the DBC port, I could port this to Dark GDK if it is open source. Dark GDK runs on C++, so the game would be much faster if iut was in Dark GDK and C++, Multisync also works on DGDK.

But only if this is open source, otherwise I can't port the game.
Veron
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Posted: 13th Jul 2009 19:35
Thanks for the offer, but like I said above, it probably... in fact almost certainly won't be going open source.

Brick Break
User Banned
Posted: 13th Jul 2009 22:09
We could all learn from your source code- you would be a hero!

WINNER list:
Latch, Lee Bamber, TDK
Thanks for the help!
Veron
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Posted: 13th Jul 2009 22:27
Even if it was to go open source, the game is far from finished, so discussions about the release of the source would be best saved until there is a lot more progress done on the game/more comments on the game itself.

Brick Break
User Banned
Posted: 13th Jul 2009 23:35
I think, given the help of the community, development would go a lot faster. A project like this is too much for one guy. However, I've seen the screenshots, and I have to say so far, THIS LOOKS AWESOME! Vehicle support is cool too.

WINNER list:
Latch, Lee Bamber, TDK
Thanks for the help!
mike5424
15
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Posted: 13th Jul 2009 23:56
McAfee dosn't trust your screen shots (won't let me view them)

www.madninjas.co.nr we are mad and we are ninjas
Veron
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Posted: 14th Jul 2009 10:23
Is it still the siteadvisor problem? I'll have to look into it some more. *sigh*.

Cyborg ART
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Location: Sweden - Sthlm
Posted: 21st Jul 2009 16:25
Looks great!

I have sent you an email.

Veron
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Posted: 21st Jul 2009 16:42
Email sent in reply!

Also, the siteadvisor problem is solved once and for all, so hopefully the site and images work for everyone now.

lucifer 1101
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Posted: 22nd Jul 2009 04:46 Edited at: 22nd Jul 2009 08:25
looking good veron, hope it all goes well for you..

Inspire
17
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Location: Rochester, NY
Posted: 22nd Jul 2009 06:23
Wow, for real, Lucifer?

At least change the message so it's not so blatantly obvious that you spammed. Like, really? "I am here on behalf of the DBP Buddies to spam the hell out of this forum."

Email exists. Like really. I use mine every day. It says you have one. Now use that email to contact his email. It's that freaking easy!



wickedly kick it
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Location: Fort-worth Texas
Posted: 22nd Jul 2009 06:43 Edited at: 22nd Jul 2009 08:31
Lighting looks AMAZING, using dark lights?

Veron
17
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Posted: 22nd Jul 2009 10:59
@lucifer - I saw your comment before you edited it, and I don't mind that you posted it. If someone can come in and openly ask for the source to the game, then you can definitely come in and ask me to contribute it to a project designed to help younger/newer programmers. Thanks for the comment as well.

@Inspire - No need to flame, it's my thread, not yours. If I didn't want him posting it here, then I'd tell him to edit it myself.

@wickedly kick it - Thanks a lot, and no, the levels that you see in the screenshots are created in FPSC, and then exported as separate lightmaps, a DBO, and a DBU. FPSC uses Dark Lights, so it may indeed be using that, but I personally don't own it/have used any of its commands in the game.

olari9
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Posted: 22nd Jul 2009 15:17
hello, this is nice game, if its bigger then 600mb then sell it for steam, they will want that game.
New features what you shall add, online version, for that you need ftp server, where he uploads db files like server ips, names and more.Buy menu for weapons, add this with pictures so its bigger and you realy shall work work valve and steam.
Inspire
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Location: Rochester, NY
Posted: 22nd Jul 2009 19:47
Quote: "@Inspire - No need to flame, it's my thread, not yours. If I didn't want him posting it here, then I'd tell him to edit it myself."


You're right. I was having a terrible day, and that struck me as absurdly annoying for some reason. haha

Veron
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Posted: 22nd Jul 2009 20:28
@olari9 - Thanks for the comments. It's definitely not bigger than 600MB (even uncompressed) at the moment, although I suppose it could get that big uncompressed, but when offering it for download, it'll obviously be in compressed form.

Also, I assume when you say "FTP server" you just mean a server, since communicating with the database for stored user accounts/registering/logging in wouldn't use FTP at all. The ability to buy weapons would be nice, but it's not something that I'd do for quite a long time.

@Inspire - No problems, no need to apologise. You're not the only one who didn't like the 'DBP buddies spam' stuff (see their thread).

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