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Chuck3d

Togs v 1.0 : need feed back

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Hi Everybody ! Last summer, when I began to code my first little big game, named Togs, I was needing help. I found this help here on Gamedev So first, thank you all. Togs is a quake-like game, I have realized with 3 of my friends. You know, game programming take a lot of time. That's why, for developed Togs, I decided to include it into school time. It became our year end project ! We worked hard all our weekends, having no free times. In all, we had 750 hours for doing it. We started from zero, making a software 3D engine, a network engine and a sounds engine. Models was made with 3DSMAX and exported with a Maxscript. You will see that our program is very near from quake. It was our model, allowing us to being concentrate on technic parts of the development. The black point is that we had no graphics stuff for our game. Then we took them on not-very-free-game's-ressources. Informations on the program are in french but don't worry I will explain you how to play. You first choose if you want to create or if you want to join a game. Then type "1" to create or type "2" to join. "3" is for quit. If you create, a game name is required. After a level name is required. THERE IS TWO LEVELS AVAILABLE: level1 and level2. Then type one of this and the game will begin:D If you join the game (atention: the network game works only on local network), an ip adress is required but not essential on some network. After choose your game, it will begin. http://membres.lycos.fr/laurentgib/setup.exe We need feed back now, on performances purpose, and on quality more precisely. But all one are welcome. Thank you very much and ... hf [edited by - Chuck3d on March 18, 2004 3:26:06 PM] [edited by - Chuck3d on March 18, 2004 6:45:48 PM]

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I dont download any games without knowing a little about them first, well actually I just like to see a screenshot gallery.
Get one of those up and I''m sure people will start trying it.

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very good! If only I could play against someone else, to test the net code... there are a few glitches in the rendering, small objects dissappearing when too close, seams between polygons, apart from that, it''s solid. Since it''s a full software renderer, it''s quite impressive the shading is well done.

levels are a bit boxy, reminds me of golden eye deathmatch or timesplitters.

Good work on the sounds too.

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Thanks for replys ! Sorry for my impatience You re right, I do the same, I don't download any game without seeing some screenshots. Then I will post some of them soon.

[edited by - Chuck3d on March 20, 2004 12:40:26 PM]

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Here is a new link for downloading the setup of the game:

http://perso.wanadoo.fr/lerion/setup.exe

and here, some screenshots :

http://perso.wanadoo.fr/lerion/ombres.jpg
http://perso.wanadoo.fr/lerion/starwarz.jpg

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The game is looking really good for a software renderer (it kinda reminds me of Jedi Knight in a way). The particle system (that looks like quake) is very well done, as is the lighting and the texturing (no artifacts). Now the bad points :

- The menu is horrible. I could not get out of it (see, I had forgotten the names of the levels, so the game was asking me for what level to load, neither Alt-Tab nor Alt-F4 did respond (having the user reboot because of a sloppy UI is a Bad Thing [tm]).

- IF you intend to keep the menu, at least include a "help" command that lets you read all available commands, and set up the "esc" key to cancel whatever action the user started and return to the main menu.

Finally, some cosmetic things :

- When I''m running into a wall, I get an "ouch" sound. Good. But if I keep walking into the wall for a few seconds the sound plays again, even though I''m (almost) not moving anymore.

- Also, I''m sure you can make the player move faster when he hits a wall. While backward-circle-strafing an enemy, getting stuck in a sticky wall is quite frustrating.

- Some objects could have used Z-buffering, or at least some sorting (I''m thinking about the "health packs"). Also, I think you''re rendering some backfaces on the ramps in the level, but I could be wronh.

Overall : it''s a great alpha, very promising, quite playable and enjoyable. But it''s far from being a complete game, so keep up the good work



Victor Nicollet, INT13 game programmer

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quote:
Original post by ToohrVyk
(it kinda reminds me of Jedi Knight in a way). The particle system (that looks like quake) is very well done, as is the lighting and the texturing (no artifacts).



Thanks for playing. The programm is very near from quake. I don''t have used the original code but I read some articles ( especially M.Abrash one''s) and I played to it a lot.
Concerning the particles, I had directly run Quake for seeing what it was


quote:
Original post by ToohrVyk

- The menu is horrible. I could not get out of it (see, I had forgotten the names of the levels, so the game was asking me for what level to load, neither Alt-Tab nor Alt-F4 did respond (having the user reboot because of a sloppy UI is a Bad Thing [tm]).



Yes, like you saw, the menu was improvised. In fact, I didn''t imagined we (my friends and me)can arrived at the end of the project. Then we needed to implement it (a day) without thought.
This is the first think we want to update.

quote:
Original post by ToohrVyk
- When I''m running into a wall, I get an "ouch" sound. Good. But if I keep walking into the wall for a few seconds the sound plays again, even though I''m (almost) not moving anymore.

- Also, I''m sure you can make the player move faster when he hits a wall. While backward-circle-strafing an enemy, getting stuck in a sticky wall is quite frustrating.



The physics was one of the things we needed to implement very quickly. Finally, it is very "bugish" ! We can climb on any walls in the level2. There is frictions on walls that involve we walk slowly near them. I envisage to work on colisions which use bounding sphere. For the moment, I don''t use any bounding geometry, I just test if the player meet the ground or a "wall" and I treat consequently the colisions. What is used in modern games ?


quote:
Original post by ToohrVyk
- Some objects could have used Z-buffering, or at least some sorting (I''m thinking about the "health packs"). Also, I think you''re rendering some backfaces on the ramps in the level, but I could be wronh.



The level rendering fills a short z-buffer. And I draw the objets with it. There are errors sometimes due to the low level of precisions.
Moreover, I didn''t arrive to implement a PVS (potential visible set). The consequence is I need to render all the objets which are in the field of view. To optimize, I test if the z coordinate of the central point of an object is very superior to the value located in the z-buffer, if yes I don''t render the object. ok it''s a do-it-yourselfing , objects disappear sometimes.

quote:
Original post by ToohrVyk
But it''s far from being a complete game,



I realize now what a complete game is. The gameplay, interface, balance are maybe more dificult than a graphics rendering system.


oliii: the new link I above indicate contain a new version of the game. Objects are now clipped correctly with the near clipping plane.

The level are not very impressive you re right. We want to do some new ones soon.

!o)

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