Category Archives: Game Projects - Page 2

Geckos here and Geckos there - Gecko's everywhere!

Oh a new update and again it's going to be short - probably or at least not proof-read..... Ok, so what about the last screenshot? Well a small update - with moving bits! \o/

Click it! -- Gecko in Darkplaces with text injection

This is nice, isn't it?

And again this is for EDU2 - an undisclosed, well, maybe it's kinda disclosed now, but you still don't know what it is about, wannabe project after another wannabe project from the Univserity of Jena, which happen to work on with another very talented (it seems!) programmer, who happens to work on Crystal Space, too (hint hint..).

For what it's worth at least I get to spend some time on DarkPlaces again which is a lot of fun because it feels like going to back your roots, since it all started with DarkPlaces more than 4(?!) years ago. I can't believe it's already been that long ago, but that's life..
So even if the project turns out be a failure (chances are 70% if you ask me - you'll get a more elaborate opinion soon), at least and this is the most importan, I work with LordHavoc on something again (semi-again since we only talk about design issues now and then but this is already an improvement).
However, what is not an improvement but rather very very awkward, is that I'm wasting so much time with it and actually I'm really horribly neglecting a project (BSS) I've been working on for Joshua, whom I owe more than just a lot. And I feel bad for it. Oh! How bad I feel! Which reminds me to spend the next days on his project and finally get something done again...
On other news (or rather similar news) university (the one I actually attend in Munich) is killing my time, too - I have a 30+ hour week at university and add to that the time I have to spend on homework, lecture preparation and wrap-up and I have probably and quite certainly less spare time (it converges to minus zero) than my favourite work-aholics at SplashDamage (yes, you even work on weekends!). Now with the additional projects this actually results in severe sleep deprivation but, well, that's been my choice and in February it'll be over for sure.

So... now I've been talking and writing a lot of thoughts down and I think that's enough for today. More news and screenshots from our multi-touch-screen thingy and BSS(!) soon.

Stay awake and tuned,
Black

Puzzle Piece #1

Ok, lately I didn't have enough time to update this blog and right now I'm still busy with uni and other stuff. What I refer to with "other stuff" is for example:

One of the first screenshots with Gecko support in Darkplaces.

or:

http://vpod.tv/loiclemeur/135867

BTW does anyone want Torque support for Gecko, too? ;-)

Anyway, more updates soon (hopefull).

Cheers,
Black

GameStar's "Enemy Territory: Quake Wars" review

Ok, today I've got a pretty unusual blog entry. If you're German and interested in computer games, then maybe you have read this ETQW review. If not, well, it's a shame because you have possibly missed one very biased review that really shows gaming journalism at its best.
Of course, I'm not and can't be totally unbiased about the game, but see for yourself.

I've taken the freedom to actually translate the whole article into English, so that the non-German speaking folks can enjoy this masterpiece of penmanship, too.
It's not so much about the style though (because that surely was mostly lost in my translation), but about obvious mistakes and unfair reviewing... Enjoy!

(Oh before I forget it, this text is my very own translation, so while I've tried my best to preserve the semantics, I might have failed and maybe accidentally removed some errors - also credits and kudos for this goes to our beloved GameStar and its writers... so if you don't like the translation it's all their fault :) )

So how many errors did you find?

Cheers,
BlackHC

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Game in a Day Event September '07

The Game

Oh dear, it's really been a while since I've found time and will to write anything for this blog. But things change and I'd like to write down a few things about this month's GID event.

First, here's a cross-link to the GID's board: http://www.gameinaday.net/viewtopic.php?t=122

Now the game is called Fireworks! and it's about, well you might have guessed it, fireworks, but not really.
I've rather taken a more unrealistic approach and thought about what fireworks look like in cartoons, etc. There they often explode to some drawing or shape, which of course is pretty much impossible. But the idea is nice, and since I've wanted to do some mouse-based/movement-based game, I thought that doing a firework-themed drawing game would be fun.

Firework-themed game See the screenshot on the right for what the firewor-theme looks like. You first draw over a shape that is shown and when you are finished the firework starts. You do this to collect as many points as possible to get into the highscore list (doesnt sound like duh?).

The actual idea consisted of actually drawing stuff freely and mistakes would appear in the final firework, too, but I had to give up that idea because I couldn't get T2D to render particles at a certain quantity at low FPS, too, and I didn't want to use separate objects for it. Maybe the invalid strokes will come back , because I kind of like the idea of making invalid strokes more visible.

The score system is pretty ok but the UI suffered because of the time constraint and isn't as dynamic as it should be, but you can get boni and multipliers for lots of things.

Original brush-based approach

Enough said, here's the link to the current final build (there might follow one with sounds later): http://icculus.org/~black/gid/0709/Fireworks!0.99.zip

And here's an excerpt from the readme:

Preliminary Stuff

This is the almost or probably final version of Fireworks!, a GID game (15/16.9.2007).

Pure dev time: 19 hours atm spanning from Saturday till Monday.

The game is released as is, etc.

Most of the source scripts are included, so you can take a look at a few bits pretty clean code midst very hackish stuff.

About the Game

It's pretty simple:
You have to draw over the contours visible in each level to earn points and start/arrange the fireworks (that's pretty much the story).

The score system is pretty simple:
The longer you stay on a contour (the cursor trail is cyan), the more points you get, and after many points in a row, you receive a power multiplier as reward.
Likewise, if you draw fast enough over a part of a contour that hasnt been painted yet (purple at the beginning, green if you've already drawn over it), you'll receive a speed multipier. Also if you manage to finish multiple contours with one, you'll get a combo multiplier.

Each multiplier starts with x2 and increases if you draw accordingly.

But be careful! The multipliers are only applied to the score of your stroke, when you release the mouse button! They add up and multiply your score: e.g. +1000 x + 2 + 2 means 1000 * (2+2). And if you miss a line or your mouse slips a bit and the cursor trail turns red, you'll lose the combo and the power multiplier (not the speed one, though)!
So be careful and don't try to make too big a combo or draw too difficult a contour at once because you could lose lots of points...

If you manage to paint a whole contour line with one stroke, it'll double your current score and also increment your combo multiplier. Same if you manage to paint all contour lines with only one stroke per line. Last but not least, one last word: there's a highscore and there are 5 levels at the moment. There is no game-over condition yet, so you can simply play through all levels and try to get a good highscore.

Post-mortem

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Game in a Day Event (June '07)

Official GID LogoThis weekend I've participated for the first time in the GID event. The common task is to create a running game prototype in 24 hours (24 hours pure developement time + naps is allowed, too).

I think it went well considering that this was my first participation but essentially I've failed because my game prototype is nowhere near finished. It's rather at an early proof-of-concept stage instead...

Let me introduce the prototype/game quickly - it has no name yet, so let us look at some screenshots instead:

Teaser

A running stickman

You see, it's about a stickman that can move. I'm not going to go into more details yet because the game doesn't consist of much more right now.
If you want to see a more interesting animation though, click here.

For those interested here's a postmortem.

Read more »

Shelled Project Pages

Shelled! Logo (courtesy of RedThumbGames)I've finally found enough time to write a few things about Shelled and put up a general Shelled info page and one describing my memories of its development. So if you're interested you can take a look at it and tell me how you like them respectively how you like the game.
By the way its totally free and you can download the  game source and mod it, too, so if you haven't tried it out, do now!

On other news I've been working on this and that and my GarageGames project still isn't finished as I'm waiting for some artwork and I've been playing around with Doom 3 and Quake 4 (respectively their SDKs), maybe I'll post a few screenshots in a few weeks. I'm still in a trial-and-error phase but I know what I want to do, so hopefully I'll be able to create something nice.
There are also a few other projects and tasks that keep me busy: mostly school at the moment and preparing for my A-levels - though I've only started last week with that -, the second round of a computer science competition and other stuff.

Anyway stay tuned for more info soon.

Black

Everybody can use GLSL - even I.

Well, it's hard to believe but true. Yesss, I seem to have mastered the basics of GLSL and I've really managed to write a phong shader that even supports normal maps and tangent space.

You validly wonder how I achieved this? The answer is..

Typhoon Lab's Shader Designer!

It's really a great tool to quickly develop GLSL shaders and preview them with various textures and models. It also includes all necessary OpenGL extension specifications and the GLSL specs. You haven't downloaded it already? Go get it, or maybe not? Perhaps I've been paid by them to do some illegal (or is this kind of obvious surreptitious advertising legal?) advertising? - my fish now scowls at me; you wouldn't believe that fish can do that..No, to be honest I'm just very excited about GLSL and everything. And this tool has certainly helped me debug my shaders and gain some experience with the language before taking on some serious project.

Before I forget it, I've uploaded my first (and right now only) Shader Designer project for you. The one that supports tangent space - yay!

Here, grab it: First ShaderDesigner Project

But now I'll tell you the actual reason why I'm so excited: I've added GLSL shader support to Vengeance2. You might have to wait for a new build that supports the feature though, since it is brand-new - you could, however, directly grab the SVN version and compile it yourself to be able to see these hot effects now. OK, there are dozens if not hundreds of other engines which already support phong shading and probably do so better than my code does but hey, do you remember - I'm excited!

About the dev aspect of it:

It's been incredibly easy to add GLSL lighting support to this Quake1 engine. At first I doubted that I would be able to add support for lighting the worldmodel (the map), too, but it turned out to be pretty easily and it even is relatively fast. I'm using distance checks and PVS culling, which both turned out to be very easy to code and yield good performance. Thus I'm quite happy with the result.

For the ones of you, who always want to see some hot pics and some action, I've got a few screenshots for you:

E1M1 without shader lightsE1M1 With One Shader LightE1M1 With One Shader Light - Look at the Specular Lighting

E1M1 Dead Bloodhound - Look at the Specular LightingE1M1 Dynamic Lighting Using Shader Lights

Stay tuned and remember the wise words of my fish.

Andreas