Renault on 14/2/2011 at 15:52
No, most around here know that, I but I just assumed your team was still relatively small and Zemimax was more in the background. Anyway, enough of this thread derail.
Back on track, I'm working on my first Dark Mod mission. Yeah, stop the presses, it won't exactly be COSAS or anything, but I'm finding the editor incredibly easy to use and I'm surprised more people (especially Dromeders) aren't giving it a shot. What's weird is less than 20% of the existing TDM misisons released were made by someone who previously made a Thief FM, the rest are new authors.
Nameless Voice on 14/2/2011 at 16:25
This is slightly off-topic, as you've phrased the thread so that it asks what you're currently working on, rather than also including random rubbish you've made in the past. :D
I've written a few simple games as college projects over the last few years. All of them were working to a given extent, but generally weren't amazingly playable. All of them were written in C++ and using OpenGL 3D. I generally had enough of them by the time they were due for submission, and never touched them afterwards, let alone continued work on them to turn them into something actually playable.
The first was a simple puzzle game similar to Chip's Challenge. A simple square world with step-based movement, where your main ability was being able to push blocks around, possibly into holes to fill them and be able to walk over them. There were also keys to open doors, deadly spikes, and boots that let you walk over spikes without dying.
Inline Image:
http://img220.imageshack.us/img220/9681/02142011155701.jpgIt also featured an editor mode that let you change the height of the floor, apply textures, place objects and ladders, etc.
Inline Image:
http://img220.imageshack.us/img220/7143/02142011155809.jpg(
http://www.mediafire.com/?0vdc3vl4ub97nwf) Downloads "Puzzler"
The second game I made was meant to be a first-person puzzle game in a style similar to The Lost Vikings, where you could freely swap between controlling three robots with different skills. One could fly, one could destroy things with its laser, and one could hack computer terminals. The game used Newton Game Dynamics for physics, which was a pain and a half. Levels were basically a single .3ds file containing the terrain. There was no editor, and only one simple level, because that was basically when I ran out of enthusiasm for the project. It did have working first-person controls with mouselook, and working physics - you could fall down holes, and push balls around the place for no particular reason, before switching to the laser robot and blasting them to pieces for, again, no real reason. It also had some sound, but nothing amazing. It didn't handle very well. The field of view felt odd.
<img src="http://img404.imageshack.us/img404/5553/02142011160323.jpg" width="800" height="624">
<img src="http://img510.imageshack.us/img510/7908/02142011160507.jpg" width="800" height="624">
(
http://www.mediafire.com/?odobhzvyu9i8o6v) Download "Robots"
The third was a real-time strategy game. Since having actual animated characters was a bit beyond my comprehension, the player got to control triangle-shaped units instead of anything with moving parts, fighting evil robots consisting of the leftover robot model from the previous game. There was no actual AI for the enemy apart from individual unit AI, so I just randomly generated a map with some resource clusters, some impassable terrain, and random enemies placed around the level. All the information about units and buildings was read in from xml files. The player could build a headquarters structure, harvest resources, train attack triangles, etc. The units used A* pathfinding to reach their destinations, and would automatically engage enemies that came too close, following for a distance but turning back if they went too far. It also had working fog-of-war. I actually put together a video showing the game off for when I was presenting the project, so I may as well throw that up on YouTube if anyone's interested, and can bear the fact that the text descriptions of what's happening imply that the viewer is a moron.
I was particularly happy with the way units explode on death and the buildings are constructed.
Inline Image:
http://img220.imageshack.us/img220/6610/02142011161821.jpg(
http://www.youtube.com/watch?v=1WINC8lsqeY&hd=1)
Inline Image:
http://i2.ytimg.com/vi/1WINC8lsqeY/2.jpgPromotional video
(
http://www.mediafire.com/?zzq7v3k51z3ojm0) Download "RTS"
My Thief missions were all far more interesting/fun/playable, I think. ;)
henke on 14/2/2011 at 16:28
Hey NV, how about uploading those games somehwhere? The puzzle one looks like it might be fun. :)
I'm making a sidescrolling racing game in Unity and also I'm making a Flashgame called "Coco on the Pogo" in which you play a clown on a pogostick.
And by "making" I mean opening up the work files once every half a year and poking around at things for a while before going "fuck this" and returning to playing xbox.
Nice! :D Does that just change the models and textures for ArmA2 or does it change dialogue to Finnish as well?
I stopped playing ArmA2 a little bit after the first mission, maybe this is the thing that'll get me playing it again. :)
catbarf on 14/2/2011 at 16:37
My team for a game software development course is working on a turn-based strategy based on miniature wargames like Warhammer and board games like Squad Leader. The final version is due this Friday so I'll probably put it on the Internet then.
Nameless Voice on 14/2/2011 at 17:02
Quote Posted by henke
Hey NV, how about uploading those games somehwhere? The puzzle one looks like it might be fun. :)
Uploaded the games and added links to the earlier post. I also linked in the video for the RTS game.
Bear in mind that they're all more tech demos than actual games. The puzzle game is fully working, but only has a handful of levels.
Renzatic on 14/2/2011 at 17:09
Quote Posted by Eldron
Stuff
Man, your pixel art stuff is the best. If Dwarf Fortress had the style of your little rogue-like, I'd be playing it obsessively to this day. And the colony game...hell...I'd love to play it just on looks alone. Props, sir. :thumb:
demagogue on 14/2/2011 at 17:56
I made a version of Magic the Gathering for the Vassal Engine.
Inline Image:
http://i51.tinypic.com/2uh1zqw.jpgThis is on my netbook's tiny screen & I zoomed out, so that's why it's small in the screenshot. When you mouse-over the cards, a full sized image pops up so you can read them.
I was getting so tired of all the other versions out there holding my hand, telling me what cards I can and can't play and moving them for me. So I just made my own version where you can freely move the cards however you want like a real card game, but you can still load & save decks and it manages the players' hands, etc. And it's multiplayer so I can play with a friend.
I have a version with all 10K+ cards, about 200MB, but it doesn't run well on my netbook because of memory limits (I should test it on a more powerful computer; maybe it'd run fine), so I usually run a lite version, about 1500 cards IIRC, which is fine for quick & casual games. This is one homebrew that I actually play a lot.
Edit: Also worth mentioning if you're following the Dark Mod, for 1.04 (coming soon!) I fixed some bugs in the zone-ambient sound system (which I wrote to begin with), and I revamped the Stealth Score system so you actually get a meaningful score, and added stats on the actual alerts you get. I'm happy about it, though the "Spotted" alert doesn't want to behave (not my fault!) so needs a little more work to squeeze a meaningful stat out of it. I also have an FM in the works too.
henke on 14/2/2011 at 19:09
Quote Posted by Nameless Voice
Uploaded the games and added links to the earlier post. I also linked in the video for the RTS game.
I tried the first 2 ones. Is it possible to beat the level in Robots? The only robot I managed to get across the gap was FlyBot. :erg:
Nameless Voice on 14/2/2011 at 19:27
Quote Posted by henke
I tried the first 2 ones. Is it possible to beat the level in Robots? The only robot I managed to get across the gap was FlyBot. :erg:
It won't register any kind of a win, but the goal is to get through the door on the side where you start. You can use/activate computer consoles with the right mouse button to get there.
Renzatic on 14/2/2011 at 21:29
Just got through playing NV's Puzzler. It was pretty cool. Reminded me that there aren't nearly enough Chip's Challenge type of games around these days. With a little bit of work and...er...scrolling animations, it could turn out as something special.