Gate Commander is a wave defence FPS set in the 'Stargate SG1' world. You play the character Colonel Jack O'neill as he fights wave after wave of 'replicators', small robots that are infinite in number. You must hold them back whilst the base staff can evacuate the facility.
Developer: ToffeeMouse
Version: FPSC X9 V1.18.017
Contact Info: Freedomtea@Live.co.uk
SCREENSHOTS
Title Screen
Loading Screen
Gate Room, Spawn
Gate Room
Gate Room, Far End
Cheyenne Mountain Complex Corridor
Armoury Access
Armoury Interior
ATTRIBUTION
As of current, 'Gate Commander' uses:
Rolfys' Health Hud script,
ConjuredEntertainments' Currency Script. Stargate Model by
Lord Millenium, textured for use by
Starmind001. - Thank you those listed above.
PROGRESS
GateCommander is currently in the
Pre-Alpha stage.
AUTHORS NOTE
A lot of work has been done, but there is even more to do. I have created this thread at a very early stage to generate interest and to provide a place for myself to list bugs and to host a to-do list.
I have been an owner of FPSC since its release but ashamedly have never produced a single notable game, GateCommander represents my first project. I am reluctant to use the word "first" as with it comes images of those who upload vanilla fpsc single-roomed games onto this W.I.P board, but not GateCommander, this is different. I have learnt much on my journey over the years and this is going to be the pinnacle of my game creation journey. That being said, I have a lot to learn, especially on the scripting front - many of you may have seen my threads in the script forum - I do try, but I am utterly helpless.
This thread is also to consolodate ideas, listen to suggestions, recruit in depth Alpha testers and to, in the distant future, host a beta test. The project will definately need help from the community, scripts, ideas, textures perhaps - I will post a rough list and if you would like to have a piece of your work in this project that would be excellent, there is much that needs to be done!
Why Stargate? I have always wanted to create a stargate themed game, and at the time 'SG1' was a popular series. I do not enjoy the spin offs such as Atlantis or Universe, nor the poorly created mods for games such as half life. I love the original and this is why GateCommander is set in that period. That being said, this game should be great fun for those who know nothing about the series.
Thank you for taking the time to read my thread, I include a pre-alpha Demo for you to download and test out, and a video for those who would just like to see how it 'plays'.
DEMO CONTENT
The pre-alpha is riddled with countless bugs and glitches owing to the fact that the game has yet to be completed. Please treat it as such and hold any bug reports until the alpha test. Known bugs of this demo version: "Replicators" turn invisible after respawn, player starts outside level 10% of the time, G36 is very loud, music is not working.- if you know a solution for these listed glitches, please let me know!
Video
http://www.youtube.com/watch?v=WG69236Shtw&feature=youtu.be
(How do you embed?)
Pre Alpha Demo
https://rapidshare.com/files/1593678922/GateCommander.rar
Pre Alpha Demo Information:
Filesize: 99.82mb. If you spawn on the roof hit new game and click through the introduction video - you float upwards whilst it is playing, who knows why!. When replicators die they come back as just a shadow(bug). Although their max-spawn is set to 25, when many replicators are present you will see a framerate drop, so kill them in good time. The health hud works about 5% of the time, it is meant to go through 12 pictures of O'neill progressively getting hurt but tends to go from image one to 12. You earn one token (top right) per kill, and 100 for a mini-boss kill. As mini bosses are not implimented yet I have put a cash entity infront of the G36c so you can trial the system. If you cant play the demo, dont worry, it is just a very, very, very rough version slapped up to generate interest and improved versions will follow. - Thanks
Treat the pre-alpha as a scenery demonstration.
FEATURES
=Complete
=In Progress
=Idea
12 stage health image HUD
Currency to buy weapons, gained through kills
Realistic Enviroment*
Request Naquadah barrel drops via gate
Ammo spawns around level
Purchasable G36
Gate Room
Armoury
Access Corridors
Command Centre
Custom Images for ammo spawns
Purchasable P90
Purchasable MCS80
Body Armour
Naquadah Drops come more than once
Custom sounds for player and entitys
Radio in from other SG team members when ammo spawns
Allies**
A practical Iris
Naquadah Barrel Animation texture
High Scores, or a visible timer
Player must pay to open doors
Commission a community member to model, texture and animate a replicator that does not get stuck on floors!
*True to the original SGC
**Has been experimented with, may not be possible in conjunction with the 'cash' script.
CURRENT TASKS AND REQUESTS
This list contains features I would like to impliment but that are beyond my skill level of current:
-Texture the Naquadah barrel so the green inside is animated
-Body Armour script only provides a damper of 100 and does not decay
-Script a reusable lever, so that the Naquadah spawn can be reused (but at a cost)
-A model of the crate currently used to hold ammo, so that the ammo is in a slight dip in the crate rather than on top as it is.
-SGC dead staff models, to litter the enviroment to make it feel more immersive.
CURRENT BUGS
If you know how to fix these bugs I would be very grateful:
-Replicators are invisible when they respawn
-Replicators get stuck on walls, floors, entities and dont remap a route
-ErrantAI's G36 is incredibly loud, how does one lower the sound?
-Player spawns on roof, possibly due to video zone covering start point. Is there a solution that plays video but doesnt give this ill side effect?
OUTRO
Thanks for reading, please pop any realistic ideas you have below and I will try my hardest to put them in the game. Bug reports and critisisms of the current demo should be reserved for when I release an Alpha - things are wrong at the moment and I am working hard to fix them. - However if you can suggest ways to improve the scenes realism (in this case looking similar to the actual SGC set) i am all ears, although I have taken some liberties to save frame rate as it stands.
GateCommander Developer,
ToffeeMouse
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UPDATES
21/03/2012
Command room complete. Full level blueprint posted below:
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