catbarf on 1/4/2008 at 21:24
I've got a pretty good microphone setup, and I can distort the recordings to make monster yells and the like :thumb:
Qooper on 7/4/2008 at 19:57
Quote Posted by earok
Thanks man. I did write the engine myself, but it wasn't a massive undertaking since it is programmed in Blitz Basic 3D (which has Direct X commands built into it).
You did manage a fine job!
I checked out (
www.blitzbasic.com). I was hoping it would be open source :) Looks like a powerful set of tools.
Quote:
Not 100% sure what you mean by scene graph, do you mean the map/radar in the corner or the blueprints on the walls, or something else entirely?
A scene graph is a data-structure used in many 3D game engines to store objects and things to draw on the screen. There are many different kinds of scene graphs, and designing one depends completely on the application, but one might be a tree-graph that groups and sorts triangles according to whether their normal is facing the screen (they're visible) or away from the screen (they're not visible and don't need to be passed to the renderer).
Blitz must have one implemented. It seems like a professional engine.
Quote:
No scripting system. Too much hassle and I'd rather avoid scripted events if possible.
I admit it's a big project to implement one. Your game seems to work very well without one.
What's cool about scripting systems (and sometimes even misunderstood) is that they can be and are used for so much more than just scripted scenes. As much of game logic as possible should be delegated to the script module, because this way you have a hard-coded engine that takes care of only the very basic services, like rendering, collision detection and collision response (i.e. physics) and whatever the engine offers. But it is up to the engine user - that is the game designer/maker - to decide how the game behaves and how it uses these services.
The less you have game logic hard-coded and the more expression power your script has, the more you can do with an engine without having to write more hard code and recompile the engine.
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I can always use new maps, textures, playtesting/bug hunting, design suggestions, voice acting eventually (!).
That sounds great, man. I'd be happy to give assistance in the area of maps and playtesting/bug hunting. I'd love to help with textures, but that one thing where my enthusiasm doesn't do much good, I'm afraid. I'm not much of a graphical artist yet. Also, I'd be happy to give design suggestions, but I know what it's like having someone contribute ideas and eventually turning the entire concept into something uninspiring. I respect your project and don't want to ruin it :)
Quote:
If you send me an email (earok3d at gmail) I could send you a copy of the level editor with an explanation of how it all works.
Will do. Sending email now.
earok on 8/4/2008 at 07:10
Quote Posted by Qooper
You did manage a fine job!
I checked out (
www.blitzbasic.com). I was hoping it would be open source :) Looks like a powerful set of tools.
Unfortunately it isn't open source, the guy who makes it (who I had the pleasure of personally meeting) needs to make a living ;) regardless, the demo is still pretty good and isn't time limited - it just won't let you publish executables.
Quote Posted by Qooper
A scene graph is a data-structure used in many 3D game engines to store objects and things to draw on the screen.
OH, like BSP etc? Well, I don't have a clue how Blitz handles triangles, it does support Quake II maps and models but I've never used them. The game itself has a deliberately limited draw distance, and as you walk through the level the triangles that make up each square are assembled and the distant squares are deleted.
Quote Posted by Qooper
The less you have game logic hard-coded and the more expression power your script has, the more you can do with an engine without having to write more hard code and recompile the engine.
Well, I suppose so, but I wouldn't know the first thing about how scripting should be structured. Regardless, it takes less then three seconds to compile a standard Blitz executable, so it is easy for me to dabble with variables and code and just recompile on the fly.
Quote Posted by Qooper
That sounds great, man. I'd be happy to give assistance in the area of maps and playtesting/bug hunting. I'd love to help with textures, but that one thing where my enthusiasm doesn't do much good, I'm afraid. I'm not much of a graphical artist yet. Also, I'd be happy to give design suggestions, but I know what it's like having someone contribute ideas and eventually turning the entire concept into something uninspiring. I respect your project and don't want to ruin it :)
Thats okay man, any help is gratefully appreciated. You should find the map maker in your email now.
earok on 2/6/2008 at 01:55
I've done another beta update of Derelict, the game is mostly complete now. It can be downloaded (
http://www.maxpenguinslab.com/earok/derelict_beta075.zip) here
The final release will be in about a month or so. I've included a form for those who would like to be an official playtester of the game.
Cheers,
Erik Hogan
MightyMouse on 2/6/2008 at 03:34
Wow, I can't believe I missed this too.
When I first played SS1 I was so addicted I was looking for a similar themed game. I ought Space Hulk, but never really got into it. I think SS1 raised my expectations too high for me to give much of anything else a chance at that stage...
I'll definitely have to give this a try though...
The Magpie on 2/6/2008 at 11:39
It's very Space Hulk-y in gameplay. And a little in feel.
Try the board game Space Hulk some time, if you can. There's a turn-based mobile java (well, J2ME) version of that game available, if that's something you can play. I can recommend both.
--
L.
Mercurius on 8/6/2008 at 14:20
So what are your intentions once Derelict v1.0 is released?
earok on 9/6/2008 at 05:19
Quote Posted by Mercurius
So what are your intentions once Derelict v1.0 is released?
Well, i'll put Derelict up on the web somewhere (it will always be free) and take a break from game development for awhile. Maybe get back into playing games again. Some of the system shock 2 mods here look really neat so i'll test a few of them out.
Qooper on 14/6/2008 at 19:26
Hi again!
I seem to have a habit of disappearing for months and then reappearing without warning. Sorry about that.
But: I finally did some gameplay testing, and I filled out the gameplay form that came with the game. Emailed it to you. Also got to try that map editor you sent me. I'm currently experimenting on some Space Hulk -style maps with those same type of mechanisms. Derelict is so close to Space Hulk gameplaywise that so far I've easily managed to recreate that classical first mission "Suicide Mission". The only thing missing is a flamer, so instead of cleansing the room, I've set it as the exit zone.
I'll post more soon.
Mercurius on 15/6/2008 at 09:28
Quote Posted by earok
Well, i'll put Derelict up on the web somewhere (it will always be free) and take a break from game development for awhile. Maybe get back into playing games again. Some of the system shock 2 mods here look really neat so i'll test a few of them out.
It's a shame that you aren't planning on doing more work on Derelict, but you deserve the rest :)
Good luck with it!