Introducting new fun future-sport game concepts

Published January 15, 2013
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Current Development Activity
Sports Fiction

  • Land generator
  • Advanced player movement
  • Land overview screen

X-Producer - Development Kit

  • Programming Nodes
  • General element editing
  • Code editing and node function generation


About Sports Fiction
Sports Fiction is a game that will supply your favourite sports in a world of science fiction and interaction. I have been working on the game part-time during the past year. Its code, graphics and audio are built from scratch and is running under the DirectX API with the aid of DBPRO. The focus at present is making it work and making it fun; with artistic and scientific polish set as the future focus. I am making everyone aware of its progress, how I managed to achieve certain results and what ideas I have come up with, so you can all find it and keep posted.

Feel free to enjoy a look at the journal, the screenshots and various websites associated with it because there is plenty to enjoy, review and learn. Post any ideas, tips, requests for tips or feedback so that your voice gets heard.

Thanks to the overwhelming challenges of piecing together loads of character control programming, textures and 3D models, my tasks can sometimes feel tough; but the journey is what I enjoy and it keeps me motivated; above all, your comments are an important factor because it helps me see a broader view of how my game can entertain you.

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1 likes 5 comments

Comments

riuthamus

certainly looks interesting. Not sure I 100% undertstand your goal though.

January 15, 2013 07:10 PM
Chris Tate @ BinaryModular

It will be much more clear as I provide more details in future updates. Unfortunately in the beginning I don't have a great deal of freedom to explain the goals fully; but am sure it will be an enjoyable sci-fi sports game when it is more complete.

January 15, 2013 07:51 PM
Chris Tate

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On Friday 12th April, I will be stepping out of my secret laboratory to talk a little bit more about what's been happening in the development of sporting role play.

The latest development progress marks the moment were it is full steam ahead for graphics programming. The game will be great to play, but it will also need to please the eye. Enjoy the latest screenshots and short videos and feel free to post your valuable questions.

April 08, 2013 10:44 PM
Chris Tate
Enjoy observing screenshots of some of the work taking place in Sports Fiction 0.38

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April 12, 2013 09:37 PM
Chris Tate @ BinaryModular

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Sports Fiction Project Update

It has been over a year since I have posted any updates on this journal; and will from this point onward, submit any additional details of work on the project.

I will briefly state that most of the details of activity have been posted on the main development blog at Sports Fiction @ TGC. With the most current update page here; and latest update here.

Changes since April 2013

The structure of the project has changed dramatically!

From starting out as a small game concept about futuristic sports activity; I had decided that the game based on such a broad subject matter deserves a strong foundation consisting of development tools, development models, dedicated servers and a dedicated game engine to run as an end user client.

Most of the focus has gone from visuals, characters and visual entities; to the low level programming of elementrary building blocks for establishing a great development toolset for constructing fun sporting activities, challenging objectives and game mods.

Bring the journal up to date

In order to bring things up to date, I will be posting some of the updates made on my main devblog; but to begin with I will have to start from where we left off.

Development Kit

The development kit I have been constructing will provide you with what you need to create your own futuristic sports or story campaigns; making your creations available for players of the Sports Fiction game. The development kit has been called the X-Producer, and is maturing in development to the point of performing basic entitiy shading and property management. I will introduce this editor in further detail as time goes by because there is so much to take in; however if you do not wish to wait, you can find out more about it from its first introduction via this link.

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Sports Fiction progress

It will take some time to explain what has been going on with the game; so we will break things down into small development updates.

To start off, we will first introduce what has been done with its engine. The engine code named Zero One, will process the game on a client PC which is connected to my multiplayer game servers. The engine is split up into a number of processes which handle the viewport, sound and user interface on the local PC. There is likely to be access to the game world using other devices when the game is developed.

To begin with the engine started off with 4 elements which are the viewport, world, backend and front end. Details of what these components perform have been shown here

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Today, the structure has not changed, but some of the processes have been moved to the servers. I have yet to reveal any information about this fact, but the structure of the system has not changed.

Recent activity has been focused on implementing data manipulation features and a universe generator which will enable the players to travel accross land, sea and into outer space. This complex system has just started out as a land generator which uses a hex-tree to spawn various types of terrain which will affect the demographics and types of sporting locallities are to exist in a game session. This aspect of the game is to be mostly observable in a professional gaming mode and campaign mode. Other modes will get you straight into your sports of choice without delay; with the option to include a number of guests in a Sports Fiction party. But this is the stuff that will come to light later on; right now, the focus is on the foundation of the game's engine and server model.

Until the next update

November 19, 2014 06:31 PM
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