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Work in Progress / World Order

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Dr Manette
18
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Joined: 17th Jan 2006
Location: BioFox Games hq
Posted: 31st Mar 2008 06:36 Edited at: 8th Apr 2008 22:03
Last updated: April 6th, 2008 9:57PM
Current version: Alpha 1
World Order website: http://www.biofoxgames.com/worldorder.php

UPDATE NEWS:

We just finished Alpha 1, with the basic ground work for the game set up. Right now the buildings are placeholders, but in the next version we'll be adding the actual buildings we will use. Also, the mini map will be click-able and there will be deposits(where you collect your primary resource. Unit creation will be created as well, which means the game will be complete enough for demos. I hope to have a video soon to show how the game works, for now the screen shots will have to do.

STORY
-----------------------------------------------------------------

The future of Mankind is looking dim. Recent plagues have swept across the world wiping out over half of the Earth's population, and leaving the rest to bury the dead. But before the dead are buried even for a day, Hell itself breaks free; overflowing with the souls of sinners. This will truly be the final battle of the Human race, fighting the creatures of hell off to survive.

World Order is a Real-Time Strategy (RTS). You will be able to play as two distinct races; the Resistance (humans) and the Damned (zombies/demons). Each race has it's own units, abilities, strengths and weakness that make game play unique depending on which you choose. We plan on making this LAN and Online play, supporting up to 6 players. World Order is also running off the Supremacy engine, masterfully programed by Jrock.

Current features:
=Complete
=Working on
Can navigate the GUI and use buttons
Point and click to construct buildings
Gather resources and handle citizens
Basic mini map works (tracks buildings and camera position)
Building collision and buildings "sit" on terrain
Units can be made and are movable
Setting Spawn points for buildings
Buttons for barracks units
Clickable minimap

Screenshots:
All models in the game at this point are TEMPORARY



Darth Vader
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Joined: 10th May 2005
Location: Adelaide SA, I am the only DB user here!
Posted: 31st Mar 2008 07:12
Looks really good!
Is this going to be freeware?


Dr Manette
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Posted: 31st Mar 2008 14:06
Quote: "Is this going to be freeware?"

Yes, World Order will be free. Thanks for the comments.

BioFox Steve
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Location: Running on the BioFox Server
Posted: 6th Apr 2008 03:26
Hey everyone,
Just letting you know we made some minor site updates, and will be making more over the next couple days, so stay tuned. (There may even be some new eyecandy...)
Steve
Dr Manette
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Posted: 7th Apr 2008 04:56
UPDATE

A major addition to World Order is unit creation, which means you can go to the barracks and make a soldier. You can also click on him to view his stats and then right click to move him anywhere on the map. The unit even reacts to the terrain! Also, I've fixed a bug with the buildings that gave them zero hp.

At the moment, we're still using our stand-in models, but Neal is designing new building models for us to use. I'll post some design images later. New buttons for the barracks and depot are also being made by Justin. And once I fix up the unit movement with collision detection and make the minimap clickable, Alpha 2 will be released as a demo to play along with information on the six buildings currently in the game.

Gil Galvanti
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Location: Texas, United States
Posted: 7th Apr 2008 05:22
Just noticed this, looks great so far .


Coder#05
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Posted: 7th Apr 2008 12:31
Looks good.
Cant wait for a demo.

Humans:
Will they be primitive or modern / sci-fi`ìsh.?

[mailback on]

easy comes easy goes
Darth Kiwi
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Location: On the brink of insanity.
Posted: 7th Apr 2008 19:54
This looks fantastic!

I'm hoping for some cool, evil, and imaginative units for the Damned race. Like summoning a monster from the sea or creating a unit that zaps people, turning them into a gold statue and earning you some money. Maybe.

I'm not actually a Kiwi, I just randomly thought it up one day.
Dr Manette
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Posted: 7th Apr 2008 22:06
There's a few bugs with the unit's movement, like you when you click all units move to the same spot. Also, I need to fix the spawn points for buildings like the Barracks. Right the unit lies face down when it spawns.

@Coder#05,
The Resistance will be futuristic, as in like 2150ish technology. Which means some stuff will look familiar and not be so futuristic that everything shoots lazers and flies. If that makes sense.

@Darth Kiwi,
Haha, all very strange ideas. But I think that the Damned units are pretty unique and innovative. We spent a couple hours straight designing each group's units, so the best ideas were pretty well rounded.

Coder#05
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Posted: 7th Apr 2008 22:52
It makes sense hehe.
And good!, i am more into sci-fi ìsh stuff than oldìsh stuff.

Hope you stay motivated!

easy comes easy goes
Dr Schnitzengruber
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Posted: 8th Apr 2008 05:17
Quote: " not be so futuristic that everything shoots lazers and flies"


You obviously don't know how to make a RTS.

Coder#05
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Posted: 8th Apr 2008 21:08
Quote: "You obviously don't know how to make a RTS"


And what do you mean by that?
Are you just jokeing?
Because else i think its just an unnecessary post.

That said sorry if i missed something.

easy comes easy goes
Dr Schnitzengruber
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Posted: 8th Apr 2008 21:31
Quote: "Are you just jokeing? "


Yes, I meant that all RTSs should have lasers, giant robots and weather controls devices.

Dr Manette
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Posted: 8th Apr 2008 22:01
Quote: "You obviously don't know how to make a RTS."

You obviously have never played Rise of Nations or WarCraft. To clarify, there will be some lazers and many flying units. I meant that not everything will be completely futuristic, and even some features of the units and buildings will seem familiar to nowadays.

All models in the game at this point are TEMPORARY.

Coder#05
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Posted: 9th Apr 2008 15:52
Quote: " I meant that not everything will be completely futuristic, and even some features of the units and buildings will seem familiar to nowadays"


Good plan



easy comes easy goes
Coder#05
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Posted: 9th Apr 2008 16:07 Edited at: 9th Apr 2008 16:09
Question:
Will this game take heavy advantage of shaders.?
Reson for question:
I got an old computer.

dan958
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Posted: 9th Apr 2008 16:41
looks great
Dr Manette
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Posted: 9th Apr 2008 19:19
I just fixed the minimap last night so that it scales the building and camera positions correctly. This also means a small change in the layout of the GUI. The Trade and Allies buttons are now on the right side of the minimap instead of the top.

Quote: "Will this game take heavy advantage of shaders.?"


We will possibly have shaders, but only as an option.

Jrock
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Posted: 10th Apr 2008 00:28
Quote: "Will this game take heavy advantage of shaders.?"


Actually, the engine (Supremacy Engine) does NOT use actual shaders. Rather, it relies on a set of pseudo-shaders developed by me to simulate various effects without the inherent GPU/CPU slowdowns.

Oh, I'm one of the developers for this game, by the way.

Practice makes perfect. But if nobody is perfect, why practice?
We are the marines. The ones who hit the beaches of innovation before anyone else.
tha_rami
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Posted: 10th Apr 2008 03:52 Edited at: 10th Apr 2008 03:53
Quote: "Oh, I'm one of the developers for this game, by the way. "

If someone didn't conclude that after the first part of your post or the part "Biofox Space Station" as your location, I'd like to refer them to a nearby clinic.

In any case, interesting. It sounds good .


A mod has been erased by your signature because it was larger than 600x120
Coder#05
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Posted: 10th Apr 2008 04:30 Edited at: 10th Apr 2008 04:31
Quote: "Actually, the engine (Supremacy Engine) does NOT use actual shaders. Rather, it relies on a set of pseudo-shaders developed by me to simulate various effects without the inherent GPU/CPU slowdowns"


Sounds very good

Quote: "
Oh, I'm one of the developers for this game, by the way"


How many are developing this game.?

Totally unneeded information: But hey..
Actually i have another pc which is quite "new"(Well, newer than the one i primarily use )
But it crashes to often when you use it to work/program on.

Dr Manette
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Posted: 10th Apr 2008 04:31 Edited at: 10th Apr 2008 04:33
Quote: "Rather, it relies on a set of pseudo-shaders developed by me to simulate various effects without the inherent GPU/CPU slowdowns. "


Ah, yea, I forgot that detail of the engine. Thanks for mentioning that, Jrock.

Quote: "If someone didn't conclude that after the first part of your post or the part "Biofox Space Station" as your location, I'd like to refer them to a nearby clinic."


The Space Station was supposed to be secret, at least no one knows of our nuclear weapons stockpile.

Quote: "How many are developing this game.?"

Seven people, the entire BioFox team basically. You can see what we each specifically do on our site.

Coder#05
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Posted: 10th Apr 2008 04:48
Quote: "You can see what we each specifically do on our site."


Yup, saw that just after posting, interesting.
That's quite a few people working on this then, most be a great way to stay motivated.

tha_rami
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Posted: 10th Apr 2008 06:40
Quote: "The Space Station was supposed to be secret, at least no one knows of our nuclear weapons stockpile."

Thank God nobody found out your chemical weapon silo neither, in that case!


A mod has been erased by your signature because it was larger than 600x120
Mr Z
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Posted: 12th Apr 2008 16:14
Sounds like an good project Dr Manette, Jrock and all the others on this game.

Quote: "The Space Station was supposed to be secret, at least no one knows of our nuclear weapons stockpile."


Well, at last they do not know of my space station... And good nows. I have just doubled the amount of WMDs!!! Our plans for world domination has not been stoped yet!!!

Obs... I did not say that out loud, did I?



Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
Dr Manette
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Posted: 14th Apr 2008 03:08
Got back from a school band trip to Nashville, Tennessee this afternoon, so I wasn't able to work much on WO. Almost half the team was on this trip, so not a lot happened in general.

I, however, have a lot of what needs to be done completely planned out and will start working on those things tonight. That includes clicking the minimap and more GUI additions.

Quote: "Sounds like an good project Dr Manette, Jrock and all the others on this game.
"


Thanks, we're really excited about making this game, it's the biggest project we've ever had, and every one in the group has played a vital part. It's pretty cool when a game comes together like that.

BioFox Steve
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Posted: 18th Apr 2008 03:28
Manette has just let me know that hes completed work on the minimap, and you can now click to jump to a place on the map.

As to why our team is specialized: The original founders joined together because they had the ability to program, and new members joined the team as they became interested, bringing whatever skills they have. For example, Evan plays a big design role right now because he has a very good imagination, and thinks up new ideas very quickly. He did some graphics on the side, but lacked the professional tools to do so at the level of World Order, as has stepped into a totally design and ideas role. None of us have learned totally new skills (although we've all extended what we know) out of necessity, meaning that each person does what they love to do. For example, I'm really a web guru - I know html, php, and mysql (database) and use them to build websites. I've done two rebuilds of the BioFox website for looks, and I'm in the middle of a total redesign of the underlying layers (the now news archive reader on the site is an example of this - its database backed and generates pages automatically based on requests for them. Also as part of my net guru-ness (yeah, i just made that up) I'm looking at online play, because I think it can be hugely fun, but darkbasic lacks a way to do it (yes, I'm aware some people have set up their own servers, but thats expensive). Can't say anymore, because my look hasn't gone very deep yet.
Dr Manette
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Posted: 19th Apr 2008 05:15
I've fixed up the GUI a bit so that the minimap and left buttons flow together better. Also, there are bars showing the amount of health/armor or units and buildings in the middle section. The blue bar is a temporary image, however.

You'll also notice a unit face down on the left side of the screenshot below. You can now queue up to 5 units in a barracks and spawn them at appointed spots. These units are clickable, as shown in the screenshot, so that you can view their status and also move them around the map via right clicking. The problem is that with multiple units, they all move to the same position regardless if they're selected or not. That'll be fixed before Alpha 2.



Dr Manette
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Posted: 29th Apr 2008 22:11
Sorry for the double post.

Just noting that we've got the GUI buttons done for Alpha 2. Last thing is movement code, which should be done within a week. That'll mean a very well rounded demo early to mid may!

Coder#05
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Posted: 1st May 2008 13:54
Quote: "That'll mean a very well rounded demo early to mid may!"


Nice!

bergice
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Posted: 1st May 2008 16:36
Wow, this looks awesome!
I love RTS games!


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