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Work in Progress / The Orchid - WIP

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Simwad
19
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Joined: 9th Oct 2005
Location: Zoo Station
Posted: 7th Feb 2006 04:58
A game I've been working on for a couple of weeks now, most of the internal coding is done, now for the media, levels, sound, music and HUD need to be created and finished, easy

The Orchid is a High Security fully Automated Facility were something has gone drasically wrong. Gameplay will be 3rd perspective, leaning towards evading confict and enemies. Puzzles and watching enemy patrols will also feature heavily.

Games which have influenced me : Commandoes, Thief and KOTOR2 and Amiga game called Paradroid 90

I'm hoping in the coming months to finish the project.





Thanks
Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 7th Feb 2006 14:43
Nice level
Xenocythe
19
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Joined: 26th May 2005
Location: You Essay.
Posted: 7th Feb 2006 15:03
Incredible Level, you might want to pick up Milkshape though to get some real models in their.

"Forgiveness is a good thing"
"Forgiveness is between them, and God. I set up the meeting"
-Man on Fire
Simwad
19
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Joined: 9th Oct 2005
Location: Zoo Station
Posted: 8th Feb 2006 09:53
A Pic of a Security Bot, a rehash of an older model.

I'm working on level design first, then onto models.
Flindiana Jones
20
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Joined: 3rd Nov 2004
Location: Bosnian Power
Posted: 8th Feb 2006 15:37
If you want any help with level design and concepts, give me a ring; this looks like my kind of game.

Megaton Cat
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Joined: 24th Aug 2003
Location: Toronto, Canada
Posted: 8th Feb 2006 17:00
Cool stuff, just out of curiosity, where did you get the floor texture in the last shot?

Cliff 3degs network
21
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Joined: 23rd May 2003
Location: Sweden
Posted: 9th Feb 2006 00:07
looks really great.

AMD ATHLON 64 3200+ AGP8X 1GB RAM 1MB CACHE.ATI RADEON 9800PRO 128MB AGP8X.
Virtual Nomad
Moderator
18
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Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 9th Feb 2006 01:07 Edited at: 9th Feb 2006 01:08
reminds me of Quake 2 meets Star Wars Galaxies in ambience. you had me hooked with the title and the 'evasion' theme good luck with it and keep us posted. oh, and thanks for taking me back a buncha years. paradroid rocked. (i'm old so i remember it from the commodore 64 days too. heh.)

Athlon XP1800+, Windows XP+SP2, Soyo K7V Dragon+ MB, 1.5Gb 333 RAM, ATI Radeon 8700LT (128Mb)
Drivers and Updates Kept Current
Simwad
19
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Joined: 9th Oct 2005
Location: Zoo Station
Posted: 9th Feb 2006 03:58
TY for the kind words.

@Megaton - Not sure where I got the floor texture from, I think it was a free Texture Pack, but I couldn't find it in any of my Zip files.

I've been messing around with the music and sounds for the game, I'm trying for a atmospheric/tense sonic landscape. I've included a link to a piece of music I've worked on as an example of what I'm going for. Let me know what you think

I've just finished coding the Cameras as well, if you stay in their view for a period of time they will set off an alarm which spawns Sec-Bot out of viewpointed at your last known position - ***System Shock 1&2 also influenced me. They need to make a third installment of that frachise.

I'm thinking of not letting the character have access to any weapons. The player will be a Civilian Tech who is seperated from the military and needs to survive with his tech know now. What do you guys think, are weapons needed?

Music
http://members.optusnet.com.au/rooster021/simo03.mp3

Commencing work of Level 1 this week.
The admiral
22
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Joined: 29th Aug 2002
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Posted: 9th Feb 2006 10:06
It looks sweet dude more details I would like to know heh and keep up the good work.

The admiral
zzz
19
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Joined: 13th Nov 2005
Location: Sweden
Posted: 9th Feb 2006 12:48
Man, this is some really cool stuff!

Peter H
20
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Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 9th Feb 2006 15:31
i think no weapons would make it really interesting.. and more of a spy game

"We make the worst games in the universe..."
Cliff 3degs network
21
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Joined: 23rd May 2003
Location: Sweden
Posted: 9th Feb 2006 19:35
i think i know wath you mean something like luring the enemys in to an force field that you then turns on that destroys them?
instead of blasting them.

AMD ATHLON 64 3200+ AGP8X 1GB RAM 1MB CACHE.ATI RADEON 9800PRO 128MB AGP8X.
Simwad
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Joined: 9th Oct 2005
Location: Zoo Station
Posted: 13th Feb 2006 05:46
Started on the intro level, which will introduce the HUD and basics as well as the storyline and objectives. Damn I hate modelling people though.


Finally got transparent windows happening

The lighter door has been selected to open

I like blue

The distance the camera will be away.

Any comments (good, bad) would be appreciated
Simwad
19
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Joined: 9th Oct 2005
Location: Zoo Station
Posted: 13th Feb 2006 08:52
I'm at a crossroad, should I develope the game as a top down rpg/puzzle or from a FPS view or have the camera behind the player, not so good for puzzles but looks better. Included a video of what I mean.

Any comments or suggestions welcome. Thanks
http://members.optusnet.com.au/rooster021/demo01.wmv

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