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Work in Progress / wip: TECHRAIDER

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IBOL
Retired Moderator
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Location: @IBOL17
Posted: 11th Nov 2004 16:50 Edited at: 18th Nov 2004 10:43
These are screenshots from my new game, 'Techraider',
a first-person shooter.

for all the people who wanted the control system for this
game to conform to the standard mouse=look,keys=move
F.P.S. control system, there is a
new demo now available at the BOTTOM of this page:
http://astrumgames.com/Download.html







Mx5 kris
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Posted: 11th Nov 2004 17:16
looks sweet. look in your mail box.

13e
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Posted: 11th Nov 2004 17:21 Edited at: 11th Nov 2004 17:21
Quote: "looks sweet."


I concur!
IBOL
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Posted: 11th Nov 2004 17:40
thanks a lot guys!

mx5 kris:
which mailbox?
there's nothing particularly new in my hotmail account.
manherringbone1@hotmail.com

QuothTheRaven
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Location: United States
Posted: 12th Nov 2004 00:59
Not bad at all.

IBOL
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Posted: 12th Nov 2004 04:22
update:

last night i programmed an object viewer into the game,
giving you information on the different creatures , structures,
and items in the game.

also cleaned up player profiles and game saving.
definitely moving towards a demo release.

about file saving:
i was not able to create a seperate directory for each player profile
and have the player's files saved in it.
i could create the diretory, but the files would not be saved in it
or anywhere else. as it is, it just saves it in the main directory.
i experienced problems with get directory and set dir,
specifically set dir "\folder\"+playername$
or even open file "\folder\"+playername$

does anyone know how to do this, without changing the actual
working directory, or at least, if needing to change it,
how to change it back? of course this would need to be made to work
on anyone's computer, so an absolute path name would not be known.

bob

Mx5 kris
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Posted: 12th Nov 2004 05:12
check it now-I have sent you tons of sample work.

IBOL
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Posted: 15th Nov 2004 01:58 Edited at: 15th Nov 2004 09:03
ok ok ok!

demo now available:
http://www.astrumgames.com/Download1.html

only 4.27mb zip file
has 23 levels and all features enabled,
including automatic game saving.
detailed instructions included in zip file.

it is basically an action oriented first person shooter.
kill the aliens and go to the next level. RPG element
where you can improve 13 different attributes about
your character.


what i need is graphics ideas, gameplay feedback,
how hard you think it is, how it runs on your machine, etc.

also, those familiar with nuclear glory collision,
does NGC use sphere collision like the built in commands?
i am using the built in commands, and you don't actually
have to hit the creatures to hit them...is nuclear glory
better and faster in that respect?

LOTS of people are looking...
so are you downloading or what???
it's pretty fun, and totally playable.

enjoy,
bob

Peter H
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Posted: 16th Nov 2004 06:51 Edited at: 16th Nov 2004 06:58
Downloading...

Playing...

hhmmm...it was ok...but i didn't really like the control system..the mouse should make your turn left and right and the left/right arrows should make you strafe(or better yet! replace the arrow keys with WASD)

also i couldn't find my way out of the first level...i shot everything then walked around and couldn't find anything else so i went back to the shiny place and hit spacebar and upgraded my movement...but after that i still couldn't find anything...

"We make the worst games in the universe."

IBOL
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Posted: 16th Nov 2004 10:22
on control:
yeah, so that's the way every other FPS is, and some other games too.
this control system is the way mine is...
mine allows you to shoot all over the screen without the camera
jumping all over the place

on the levels:
there are TWO (2) teleport devices, the one you come IN on and the
one you go OUT on. they are both on your radar.
IN is red, OUT is purple-blue. stand on the OUT and press T

thanks for playing.

bob

Manticore Night
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Location: Ouinnipeg
Posted: 16th Nov 2004 10:44
I think the problem is that they havn't figured out how to blow up the croked rocks.

It's amazing how much TV has raised us. (Bart Simpson)
IBOL
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Posted: 16th Nov 2004 14:15
hey, manticore night,
yeah, i have been experimenting with different walls,
and when i use cubes, the destructible walls are much more obvious.
you figured out how to get out of level one, right?
how far did you get?
you know the game automatically saves, so you can reload after you die, and start the level over.
thanks,
bob

Manticore Night
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Posted: 17th Nov 2004 03:20
Not sure when I am, maybe level 3-4.

It's amazing how much TV has raised us. (Bart Simpson)
Peter H
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Posted: 17th Nov 2004 05:45
heh...i had a feeling there was a destrucatable wall...just had no time to find it:/

"We make the worst games in the universe."

Mx5 kris
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Posted: 17th Nov 2004 08:51
bob will you ever reply to my email?

Xander
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Location: In college...yeah!
Posted: 17th Nov 2004 08:55
I like your game, it has some interesting concepts. I like the small touches too, like the nice pointing gun, the cool transporter effects, and the destructable walls. Pretty neat. It is cool that you have a save system set up too.

Some things to think about for updates:
-I have to say I agree with Peter, you should stick with the traditional control system. It is pretty tough to strafe here...
-Go here for some code examples for cool explosions and stuff:
http://www.excaver.com/bolt/Explosion.zip
http://www.excaver.com/bolt/ExplosionClassic.dba
http://www.excaver.com/bolt/ExplosionPro.dba
It would really make your game look awesome.

Good job, keep it up.

Xander Moser - Bolt Software - Firewall
IBOL
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Posted: 18th Nov 2004 10:47 Edited at: 18th Nov 2004 10:49
ok, so i've fallen to peer pressure,
and i expect you to try it again since i made the change for you.
the control system has been revised somewhat, so that the
mouse controls your looking/turning, and the keys
(still the ARROW keys) control your movement, including strafing.

also, the walls are now boxes, and the destructible walls are still
truncated dodecahedrons or whatever that shape is, making them
easier to spot. shoot them until they fall.
also added a cieling...don't know about that.
remember the PURPLE teleporter (on your radar) is the way out.

it is at the BOTTOM of this page:
http://astrumgames.com/Download.html
even though at the top is "CENTIPOID".
or you can see if this works:
http://astrumgames.com/downloads/TECHRAIDER_rev.zip
bob

IBOL
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Posted: 20th Nov 2004 12:43 Edited at: 20th Nov 2004 12:44
updates:

-added lights to each level
-decided to actually stay with the new control structure,
as suggested by some forum members here.
-made x-static targeting sight/reticle (still moves in y-axis)
-made it so that your gun does not stick thru walls.
-removed ceilings...decided to stick with sky...
-began implementing "history objects". these will be things that you
find on certain levels that tell you the story of what happened
on this planet.

biggest thing still to come:
-storyline animations (cutscenes) - not many are planned,
but at least the beginning and end of the story will be animated.

not-up-to-the-minute demo download available here:
http://astrumgames.com/Download.html
bob

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