Aftermath

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16 comments, last by Madgap 19 years, 11 months ago
Yet another demo announcement. My project is a 2d space shooter (but in 3d) with some simplistic empire management. Please check it out and let me know if it runs well, you like it, etc... It is still very much a work in progress, and the fleet management interface is a bit cubersome. I originally started it because I wanted to play an updated version of Star Control 2. It sort of grew from there. - 3d graphics, but movement locked to a 2d plane. - Dynamic colored lighting effects - Realistic physics engine - Command a whole fleet of ships. - Upgrade and buy new ships. - Asteroid mining - (Ugly) starbases that you can destroy - Capture cargo ships and sell their goods - Huge starmap 6 meg download: Aftermath 0.61 [edited by - Madgap on May 9, 2004 10:11:45 PM] [edited by - Madgap on May 16, 2004 11:09:19 PM]
-Madgap
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I apologise I don''t have the time right now to play it extensively, so I only really managed to gauge the aesthetics rather than the gameplay (though I can imagine it being fun to play). But from what I experienced, really nice job! Graphics are very nice - especially the effects such explosions and use of lighting. Really liked the use of planets in the background creating perspective. Quick question, are the astteroids procedurally generated or pre-modelled? Congratulations.
Hey, thanks for your response! I''m glad you came away with a good first impression. The asteroids are pre-modelled, but the size, and rotation rates are randomly determined.
I''ve been tinkering with this for so long it''s hard for me to look at it subjectively. I want to make sure it doesn''t suck in some critical way.
-Madgap
This is very good. I was impressed by the space environment. How did you do those nebulas? Multiple billboards? It looked very nice. And the sun''s gravitational pull was cool too.

I''m definitely looking forward to seeing this finished =)
Yeah, a nebula is composed of about 10 billboards arranged randomly. Some of the polys are given a slight rotation, and there are three different cloud textures used. Some of the nebs use additive blending, others use subtractive. The overall position and color of each neb is pseudorandomly generated so you get the same color/position nebs each time you visit a sector. Over 40,000 sectors!
-Madgap
Great work. Quite fun to play (but after playing with some of the files, my heavy cruisers started going all over the place, and blowing themselves up with their torpedoes. Oh well.).
Your game looks simply beutiful. Have finals this week so not much time to test it out .
How much time in total do you think you have spent?
I use Maya 4.0 what modeler did you use?
Do you have a job in the industry?
Is this just a side project or was it made a demo in hopes of getting a job?

I have completed three games all 2d your game has inspired me to enter the world of 3d.

Congrats great stuff.
-Marc
dapeos:
- Hmm, I'm not sure how much total time I've spent, because I haven't worked on it continuously. It has also gone through several very different versions. I think I initally started it about two years ago, working on it during my free time. I picked it up again a few months ago after a 6 month break. I also had to learn a lot of stuff as I went. Quick answer: a long time.
- I used Maya 3.0 mostly for the modeling. Photoshop for the texturing.
- I'm currently looking for a job in the industry, as I recently finished school.
- I originally started this project because I wanted to play a modern version of Star Control 2's melee combat. I also wanted to learn graphics programming. It sort of grew from there. I'm just trying to make the game that I want to play. However, I have started to include it in my resume...the most recent version is kinda polished up a bit for that purpose.

I'm glad you've decided to try some 3d stuff! It's a fun journey...lot's of cool stuff to learn.

[edited by - Madgap on May 5, 2004 3:00:04 PM]

[edited by - Madgap on May 5, 2004 4:49:41 PM]
-Madgap
New version up with:
- Save/Load implemented (F4/F5 keys)
- Commented Keys.ini
- Can build starbases on terrestrial planets with starbase constructor (you can finally expand!)

Now it is possible to destroy all of the Ur-Quan outposts.

Aftermath_v61.zip


[edited by - Madgap on May 16, 2004 11:10:32 PM]
-Madgap
w00t! I was trying to add starbases via files, but the coordinates were all wonky.
*downloads*
*plays*
*has joy*

/edit
OK, after playing a little bit, I've come across a bug.
- After coming to my home system after building a starbase in another, the turrets and middle "main" turret thing are gone, just the landing pad and space station remain. I can dock, buy and sell, but I can't launch (clicking the button just beeps, no exiting).



[edited by - Irrelevant on May 11, 2004 12:06:07 PM]

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