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Work in Progress / Untitled Puzzle Game

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Scaleru
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Joined: 11th May 2005
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Posted: 11th May 2005 17:07
This game is being developed (currently) for a hand in project for my last year in school, though development will continue after the hand in date.

The Game:
The objective of each level is to reach the exit while avoiding all the dangers through the use of tactics to pass them or items to prevent you from obtaining damage. The player must collect a pre-set number of coins to amount to the cost of exiting the level before they can progress. Coins are collected by either picking them up from the level as they pass or by selling items in the shop (remarkably one can also purchase here).

The Story:
The game itself does not yet have a storyline, in fact, it lacks even a basic start or in game menu. The whole point of the current project is to create a workable base engine on which the game can then evolve into a much larger system, capable of handling other things such as multiplayer on 1 computer, a local network, or even a direct IP connection.

The Objects:
Objects that are currently in the game are as follows (though they may not yet be 100% coded):

Dangerous:
Cannon
Fan

Not So Dangerous:
Coin
Life
Shop
Boulder
TnT


The Future:
This project has a large future ahead of it. More objects such as Teleporters and Flame Throwers are to be constructed, textured and coded before the final release date. Better user interactivity and control over the 3D environment will be coded and offered. And the ability to play against or with another player either remotely or on the same computer will be offered.

Objects Planned:
Mines
Teleporters
Invincibility
Floor Light (and other such illuminating objects)
Flame Thrower
Prosper (double pickup amounts)
Fire Proof
Floor Transporters (push around the player)
Spikes
X-Ray Vision (see hidden objects)

TnT Mode (This will be rebuilt):


The Shop:


A Layout Demonstration:


Current Development Time: 1 Month
Expected Release Date: November/December 2005
Expected Testing Release Date: October/November 2005
Please leave any comments or ideas that could be implemented, I would like to know if this project is worth continuing after it has been handed in. Please keep in mind when viewing that this project is being developed entirely by me, coding, models, and textures are all very slow processes thus the long development period.
BatVink
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 11th May 2005 17:55 Edited at: 11th May 2005 17:56
mmm...interesting. When I click on this thread I can't see it. I just get the response box.

So here I am, responding, just to see what happens...

[EDIT] So now I just see my post, but nothing else.

Perhaps that's the puzzle in the title. You have to work out what the thread is all about, and where it's gone!

BatVink
Scaleru
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Posted: 11th May 2005 18:06
Hmmmm, you've got a point... I was thinking it may be because of the moderating process... If its been lost, I'll be rather annoyed, it was rather a detailed post
Van B
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Location: Sunnyvale
Posted: 11th May 2005 18:38
Everything seems fine now.

Looking cool - I think there'll be a few games in this style, good to know it won't all be 2D columns/tetris style games.


Van-B

Scaleru
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Posted: 11th May 2005 21:17
Thanks for the comment, and while I do enjoy those 2D games (some of them at least, others just don't get me ) 3D has just always seemed the better way to go. I'd also like to point out that this is my first game as due to this, development time may be a bit slow concerning updates. Please be patient
fasdfsdaf
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Posted: 13th May 2005 03:49
Lokkin' good, is this for the compo?

[me]"My throat froze!"
[other person]"Force quit it next time..."
A.K.A Death Stalker
Scaleru
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Posted: 13th May 2005 08:00
Nah, its not for the compo, won't be complete until the end of the year I'm expecting.

Update:
Cameras:
3rd person camera almost complete
1st person camera almost complete

Current version fully debugged

As soon as I have all camera modes completed, I will be (hopefully) posting a video of each camera mode and some of the basic interactions.
Scaleru
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Posted: 14th May 2005 12:29
Just a quick update, progress is going slower than expected on the 3rd and 1st person camera modes. Character and camera movement are working, but I need to change the structure of the collisions code. This has proven to be quite fiddley, but it should be sorted in a few days time (I don't often have huge chunks of time to spend on coding). While you wait, heres a screenshot of third person mode in all its glory:



Please don't lose faith, this project will be completed, unlike many others that have passed through the forums in the past.

JW
Scaleru
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Posted: 18th May 2005 13:37
Another quick update, but no screen this time. It seems that my game is "violent", or so my teacher thinks. So I'm having argument after argument over the topic with him to try and get it back on track. This will not however change what the final product will be, just how long it will take for me to gather what sanity I have left and start coding again. Also, due to this project being, firstly, for a school major work, I have had ot start on some major documentation to accompany it. Hopefully within the next 4 days I will be able to start rebuilding my collision engine and post a short video demo of character control.

Current issues that need to be addressed:
Polygon count: I have a sneaking suspicion that I am getting too high a polygon count as the highest framerate I could achieve on a larger map is around 30 (a large map being 20x20 with few objects loaded). I have posted this topic in 3D, but I might as well add it here. I'm wondering if there is a way to clone objects rather than load them over and over when the level initiates, and if this will increase the framerate. Also, I am looking for a way of automating polygon reduction, could someone point me to a program?
Collision System: The collision system has to be completly reconstructed as changes in the direction this game will be taking have altered the movement requirements. I am working on ideas, but since I am creating my own collision functions, this may take up to a week (worst case).

JW
Jeku
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Posted: 18th May 2005 14:00
Nice work, man! You should really think about entering this in the compo, as there are many prizes to go around


--[R.O.B.O.I. and FireTris Coming Soon]--
Scaleru
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Posted: 18th May 2005 14:19
Yeah, but its going to be a long time before the project is completed, I'm a one man team doing all the work, and theres a lot of work Ideas are slowly evolving to work it into a spyro type adventure game anyway
Tifu
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Posted: 19th May 2005 02:40
There is a clone object command in DBpro. I don't think it would lower the polygon count though, just the loading time... I think anyway, i'm not 100% sure. Maybe it will speed ya up *shrugs*

Scaleru
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Posted: 19th May 2005 08:05
Ok, I'll have a look at that, thanks. Even if it doesn't speed up the game, loading 20+ of the same object can take time, so speeding up loading time is well worth the effort.

JW
Scaleru
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Posted: 21st May 2005 13:45
I have a small movement video demo rendering at the moment, but I can't find anywhere to host it. Could someone recommend a place? I'd like to get this up within the hour as screenshots can only explain so much.

JW
Scaleru
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Posted: 21st May 2005 17:59
I've managed to find a file hosting service and have posted the video at the following link:

http://www.sendmefile.com/00002837

The video shows the basic movement system, though there is one error visible at the end. This will be completed within the week and the move boulder system will start construction soon after. I will also soon be designing a website dedicated to my development projects. More information on that later though.

Changes:
All animations have been removed to make way for a new code structure. These will be rebuilt and adjusted to be smoother than before.
Bird's Eye View camera mode has been removed to make way for third and first person modes.

The system should now run smoother on slower computers now also as I have rebuilt the collision system. Once the animations and collisions are complete, I will be releasing an interactive demo of the game along with a basic level editor (all keyboard controlled for now) and will be asking for feedback on both systems. Looking forward to any comments you may have.

JW
Scaleru
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Posted: 24th May 2005 21:44
Ok, so that file hosting service is terrible, I get the point. No matter, within the next few days, I will have my server up and running, new website being constructed over the next week: www.scalerusoft.com. This will now be used to host all my progress files, so all should be kept on the server and up to date.

Small update on the progress of the game:
The movement code has been completed, now including momentum/acceleration/deceleration. While incorporating this, some code was made more efficient, so it should become a tad faster on slower systems. I will be releasing a small interactive movement demo as promised, though I will construct the move object functions first. Expect to see it released within a week. Once this system is coded, I will be looking at creating textures for more objects and trying to make it look a bit better (as thats what seems to get people attracted to W.I.P. threads, not the actual mechanics of the project).

JW
Scaleru
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Posted: 27th May 2005 22:35 Edited at: 28th May 2005 12:56
Another small update, I have the website up and running, though its still missing a few features. All demos and screens will be posted here from now on. I've uploaded the previous video as well as a new one with the previous errors fixed. Graphics still haven't changed though, so please judge on the quality of the engine rather than the visuals:

http://www.scalerusoft.com/projectglod/movies/Update1_Movie1.wmv
http://www.scalerusoft.com/projectglod/movies/Update1_Movie2.wmv

Both files are approximately 2mb in size. Please comment on this, I would really like the public's view on this so far.

Edit: Had to fix the links, they were change for my website: http://www.scalerusoft.com
JW
Scaleru
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Posted: 29th May 2005 14:47 Edited at: 29th May 2005 14:49
Just started work on my object movement system, similar to that of Tomb Raider, but I have come across a small problem in the design. I am unsure how to read the object that is being written to a certain coordinate on screen (screen x/y). If someone could point me to the right command, it would be greatly appreciated.

Also, the ScaleruSoft website is now up and running. A few more minor tweaks will need to be done over the next few weeks, but in general, it is ready for use by the general public. Feel free to register an account and post in the forums, as they are rather empty at the moment. Any suggestions on the site are also welcome.

JW

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