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DarkBASIC Discussion / Programmers Needed

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luke810
18
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Joined: 4th Sep 2006
Location: United States
Posted: 19th Nov 2006 20:19 Edited at: 2nd Dec 2006 05:09
I am a member of a small game design team and we are looking for one or two more experienced programmers for assistance with a game we are working on. There is an included zip file with the physics engine I've put together for the game, and a small function within the program showing the skeleton for our push object commmands and all the weapon switch material. Please read through the script a bit too, as alot of things we've already programmed in aren't apparent while playing the game.

if you're interested and have experiance with DarkBASIC, or want more information on the game, email me at [email][email protected]

Here is some extra information on the game so you know what it's all about:

The character is walking down the road of a semi-highly populated road of his home world with his friend when ships start pulling in and dropping troops and tanks. The character comes under fire and beats down one of the troops with a stick. After he hits the guy over the head with it, he falls to the ground and his gun goes off. It hits the side of a building and the character is buried under debris. Then the camera fades to black. When he comes to, the city is destroyed and there are troops rounding up the surviving civilians into vehicles and driving off. Once they've left the player takes control and is supposed to climb to the top of a building (the basic game controls practice). When he gets to the top he finds a gun and another video clip goes off of him grabbing it from the dead troopers hands.

That is about all that we have planned out to a detailed extent, but afterwards the character must escape his planet on a ship and go to other planets to round up assistance from the civilians their. He will have to complete various objectives to gain their trust. The trust level of each planet will likely work around a point scale where the player must exceed a certain capacity to move on. After he has accumalted enough support, he returns to the planet to fight off the enemy troops that had previously invaded.

The gameplay has a variety of game modes and views also. Along with the typical third person view, there is a mode where the player can hold a button to activate an FPS style firing mode in which they can shoot but not move. The larger vehicles also have this style view in which the player can fire a secondary weapon from the vehicle without having to face in the direction in which they are shooting.

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Zotoaster
20
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Joined: 20th Dec 2004
Location: Scotland
Posted: 19th Nov 2006 21:35
You forgot to include DLL_functions.dba

luke810
18
Years of Service
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Joined: 4th Sep 2006
Location: United States
Posted: 21st Nov 2006 02:59 Edited at: 29th Nov 2006 01:55
Quote: "You forgot to include DLL_functions.dba"


I didn't include any material to actual run the script, it is just a reference to how the program works. The dll_functions.dba just defines the functions included with the DLL file and is not of extreme importance to the program.

On another note, if anyone is interested in doing some level design for the game once it advances further, that would be great too. The game will be a semi-realistic looking sci-fi game with world based gameplay, so some of the levels may get quite large and need alot of work.

[email][email protected]
CreamPie
18
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Joined: 20th Jul 2006
Location:
Posted: 27th Nov 2006 19:18
I am currently in progress of the creation of a world builder that will be unique to the game's needs. Once completed, it is what any world designers on the team will be using to create levels.
luke810
18
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Joined: 4th Sep 2006
Location: United States
Posted: 27th Nov 2006 23:44 Edited at: 27th Nov 2006 23:45
We already have a programmer working on a high quality world design program, but you are welcome to join the project team and assist if he is okay with it. He is open to any suggestions or key features that you feel are neccesary.

On another note, we've nearly completed the space flight control engine for our space battle levels, and are also coding out the physics for the primary vehicle movement. There will be more than one vehicle physics function, but the others will be using different ones as a result of varying gravitational properties.

We're still in desperate need of programmers, so if you have experiance and are interested in what we've got down so far, just email us at [email protected]. I'll upload the updated version of the game's main engine and some main character screenshots when we've synchronized the test file material with that of the game's.
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 28th Nov 2006 14:12
Ive taken it on board as a risk that your a serious developer, so ive unlocked it.
please supply some screenshots and more information so its a valid request.

luke810
18
Years of Service
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Joined: 4th Sep 2006
Location: United States
Posted: 29th Nov 2006 05:11 Edited at: 2nd Dec 2006 02:36
Here are some models we are using for different things in the game:

The subfolder labeled tree is a mock up of what the tree in the middle of the plaza where the players starts the game will look like. This is just an example of the form of the object and is not the actual model.

The girders folder contains all the girders included from a deled program prefabs download. They are freeware for commercial games so I will probably do some texturing and remodeling on them and use them for the girders around all the buildings in the first world. The first level will basically be inclosed completely within buildings, but will have open spaces and plaza type areas around different places.

The last folder is a set of models from the civilization3 game. They are going to be used as a reference towards the design and structure of the main enemy units and weapons.

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luke810
18
Years of Service
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Joined: 4th Sep 2006
Location: United States
Posted: 3rd Dec 2006 02:27 Edited at: 3rd Dec 2006 02:28
Here is a more updated version of the game for those of you who may look poorly on what is already here. I still haven't included the ship movement engine or vehicle physics since we've been working more on the engine for the normal method of gameplay, and I've stopped releasing the source code with the executables.

Controls:

WASD: Movement
Q/E: Switch Weapons
CTRL: FPS style fire mode
LMB: Fire Weapon
RMB: Crouch
SPACEBAR: Jump
RMB+SPACEBAR: High Jump
P: Pause Menu

*Check out the sliderbar on the pause menu under settings/sound

Think thats all. I posted my email above, but it's
[email protected]

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