CodeImp

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About CodeImp

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  1. Rampage M Development

    Development screenshots and images of Yas
  2. Rampage M demo video

    No sorry, but it is just as easy to connect two computers over LAN or Internet ;)
  3. Rampage M demo video

    Thanks for the feedback. "Hotseat" as in "taking turns"? I haven't really given that a thought yet (didn't really think anyone would do that nowadays, especially when cooperative multiplayer is available) but I will think about it and suggest it to the designers to see if we can come up with something that fits our game. We will have cooperative multiplayer up to 4 players with in-game joining and we do our level design especially with this option in mind.
  4. Rampage M demo video

    As promised, here is a video which gives an impression of our game! We are still in an early phase of our project (pre-alpha) which means we have a very long way to go, but a video like this is always good to show other people what we have and to align new team members in the right direction. Unfortunately GameDev.net only allows uploads up to 2 MB, so a one minute video isn't going to fit unless you want to look at only 2 pixels so I have put it on YouTube. Don't forget to change the quality to HD (720p) [media][/media] The maps in the video are missing a lot of detail (some walls are even solid color) have a lot of texture misalignments and placeholder materials. But this video is just to give an impression of our work so far. Also there is no in-game sound or music yet. Music excerpt borrowed from Total Recall and solely intended to give an impression. We are looking for a skilled 3D environment artist to help us out. If you're interested, please read http://rampagem.com/ for more information!
  5. Stability issues with Jitter Physics, tried many things but could always push bodies through walls/floors. Now going to give Bullet Physics a try...
  6. [font=verdana, geneva, sans-serif]Previously we called this the 'Monthly development update', but I skipped last month because there isn't always as much news more interesting than just another model or concept. So let's just call it 'development update' from now on and I'll write when there is stuff to write about.[/font] [font=verdana, geneva, sans-serif]Now we do have big news! We have named this project Rampage M. "Rampage" for the destructive rage of the enemy and the "M" for Mercury. The website is now www.rampagem.com.[/font] [font=verdana, geneva, sans-serif]We are still in the early phases of our project, were we need a lot of concept art to see what things will look like and a lot of testing needs to be done to see how things will work out. This is a very steep hill to climb for everyone in the project, because there is not much completed material to work with (but we are recruiting a 3D envrionment artist for that) and the progress is slow. This is a hobby project in which team members only have their spare time to work on the project. As much as I want more progress, I cannot (and will not) beat anyone to get things done faster. We'll just have to deal with a long development time.[/font] [font=verdana, geneva, sans-serif]However, there is some new art for you to check out though! Here is a concept of our first level and a concept for a fence. In the screenshot below you can see the fence and in combination with some other test material in a complete setting.[/font] [sharedmedia=gallery:images:3064] [sharedmedia=gallery:images:3065] [sharedmedia=gallery:images:3066] [font=verdana, geneva, sans-serif]Yes, we have now have spot lights and point lights. And next month is all about physics. I am working on the implementation of Jitter Physics and after a few days it is already looking promising. Next week I hope to upload a movie which shows a little bit of gameplay and atmosphere, so keep your eye on my gallery ;)[/font] [font=verdana, geneva, sans-serif]Rex Claussen joined our project as a level designer who will pick up our first level where Yoeri left off last month. And Tom Clercx has joined us as animator, so we'll be getting nice character animation as well! Oh and did I already mention that we are looking for a 3D environment artist? Well we are ;) So please check out our website if you're interested![/font]
  7. Begun my work on Jitter Physics implementation. All looks very straight forward, but still it is going to take a while before my code compiles again...
  8. Yes, I know we skipped posting an update last month... which makes next month's update even better ;)
  9. Renaming our game from its working title to our chosen title... that is a lot of changes to make everywhere and making sure it all still works :S
  10. That's it. No more auto-updates from Skype. They keep resetting all my preferences.
  11. [font=verdana,geneva,sans-serif]The monthly report with our current progress. Not a lot this month, but we do have 2 pieces of art and some research on camera and controls.[/font] [font=verdana,geneva,sans-serif]Progress last month[/font] [font=verdana, geneva, sans-serif]I am sorry to inform you that September has been a slow month with little progress. Some of our team members have been on vacation and another is struggling with illness. Fortunately, the vacations are over and we hope to pick up the pace in the next month. Keep in mind that this is still a hobby project, so even when everyone in the team is available, most of us still only work on this project in the evenings and weekends. We do have a little concept artwork on the player character from Duc and an alien environment concept from Antoine! There is more concept artwork, but these are the only ones that are final and accepted as the direction in which we wish to go. Without further ado, here they are. [sharedmedia=gallery:images:2872] [sharedmedia=gallery:images:2873] I (Pascal) have been researching game controls and camera behavior in other games and in open discussions on the topic to figure out what we would like. Obviously some people don't like a rotating camera, because it confuses their orientation or makes them feel nauseous. I personally like a rotating camera, because it better shows the graphical details in the game and gives a good view of the environment from all angles. But we don't intentionally want to limit our target audience to only those who like rollercoasters, so we were quick to decided that our camera will have a fixed angle. We may want to slightly alter the angle and the viewing height to get a better view of things though, but not at any cost.[/font] [font=verdana,geneva,sans-serif]Planning for next month[/font] [font=verdana, geneva, sans-serif]Next month we will still be working on our first playable level. There are Alien concept sketches in the works and also more environments. The new controls and camera will be implemented and the game engine should get support for point lights.[/font]
  12. [font=verdana,geneva,sans-serif]Here is our monthly report on the current progress and a short bit on our planning for the next month. We are making good progress in gameplay areas and concept arts. Also some technical features have been added.[/font] [font=verdana,geneva,sans-serif]Progress last month Last month we have focused a lot on making gameplay decisions and concept artwork. We had only a rough story and a vague idea what we wanted to do with that, but now we have more details, thanks to Yoeri, who works on our game design.[/font] [font=verdana,geneva,sans-serif]The storyboard, describing all levels roughly, is complete and work has begun on the details of our first level. We are aware that level 1 is somewhat special, because it introduces the player to the game. Our first design is just a prototype and will probably be changed completely for the finished game. But we have to start somewhere and this just seemed the easiest.[/font] [font=verdana,geneva,sans-serif]Yoeri also did a research into different aiming/targeting techniques and slopes in top-down games. This led us to conclude that as long as we have vertical automatic targeting and an indication where your shot would hit (for example: with a visible laser), we can deal with slopes and height levels decently. In our previous game Bloodmasters, this didn't work very well because the game was isometric (the player couldn't see the heights clearly) and the autoaim system always aimed up or down even when there wasn't anything to shoot at. But these issues are not present in our current game.[/font] [font=verdana,geneva,sans-serif]Antoine did some amazing work on environment concept art. While we don't have all the details for any of our levels yet, the rough storyboard did help him making some interesting drawings. Here we see an outdoor area where small spaceships (shuttle class) can land and dock. Also a drawing of a broken elevator and some concepts for wall decorations.[/font] [sharedmedia=gallery:images:2726] [sharedmedia=gallery:images:2727] [sharedmedia=gallery:images:2728] [font=verdana,geneva,sans-serif]Pascal has been working on a technical feature that we call 'surface meshes'. These meshes can be used to easily add detail to the otherwise flat walls. The video below shows a mesh and its texture and the combination of those as a 'surface mesh' with a preview showing what it looks like on a wall or on a floor (no this mesh is not very suitable for the floor). After that, the video continues by showing a wall drawn in the level editor with the surface properties configured earlier. Then it shows the resulting wall in the game.[/font] [media][/media] [font=verdana,geneva,sans-serif]Planning for next month For next month we hope to get a glimpse of our first Level 1 prototype. Also some work has been planned on game controls and camera controls, to get these in line with our gameplay decisions.[/font] [font=verdana,geneva,sans-serif]Environment concept art will be supporting the design of Level 1, making drawings of interesting parts once we have more details.[/font]
  13. [font=verdana,geneva,sans-serif]Last meeting we have (based on discussions throughout the month) made some decisions on the gameplay direction we are going to take. We will be making this more top-down than 3rd person, because this simply has less technical risks and allows us to get away with less detail (and thus work). This implies no vertical aiming and such implication is correct. We won't have vertical aiming, because that would be just confusing to the player if we could make it possible at all.[/font] [font=verdana,geneva,sans-serif]This introduces a problem with stairs and slopes, because standing on a slope aiming in the direction where the slope goes up, firing a rocket launcher could potentially be lethal to the player. We will have to do some research into how we could best deal with this problem.[/font] [font=verdana,geneva,sans-serif]We also decided on a few features around cooperative gameplay and how the game will adjust the amount of enemies depending on the number of players (1-4) in the game.[/font] [font=verdana,geneva,sans-serif]Progress last month The team has grown to 5 members! Duc Nguyen has joined us to work on some concept art and will focus mainly on characters and aliens. He has made a good start with some artwork on our main character. Three of those are shown here, out of which the bottom one is mostly the winner. This is a work in progress, so more to come next month! Allert couldn't wait and put together a prototype model already.[/font] [sharedmedia=gallery:images:2686] [sharedmedia=gallery:images:2685] [font=verdana,geneva,sans-serif]Previous month, Pascal created the initial version of the particle system in the game engine. Begin July he has connected this to the model system. A particle effect can now be attached to one of the attachpoints on a model and turned on/off during each animation individually over time.[/font] [font=verdana,geneva,sans-serif]Another technical change is the timing clock and time measurements in the game engine. The measurements were using 64 bit floating point (double) but appeared to be inaccurate due to the use of DirectX. Complete details on the problem are here. The internal clock has been changed to return only the time since the game started (not since the machine started) which allows us to work with much smaller values. Hence we could change time calculations to use the 32 bit unsigned integer for milliseconds or in some cases a 32 bit float for more accuracy.[/font] [font=verdana,geneva,sans-serif]Most of the month Pascal has worked on major changes in the level editing and the way how maps are stored and handled in the game engine. Previously we used Doom Builder with our own home grown plugin to edit levels, but our needs exceeded the capabilities of this editor. Now, we use a branch from the Doom Builder source code and are working hard to implement all the changes we need to make our wishes come true. This work will continue into the next month and possibly even into September.[/font] [font=verdana,geneva,sans-serif]While Antoine was on vacation in this month, he still has found the time to do some drawing on environment concepts for the game. The environment is dusty and focused around mining activities on a hostile planet. Pictures say more than a thousand words, so here you have one.[/font] [sharedmedia=gallery:images:2684] [font=verdana,geneva,sans-serif]Yoeri has started on the game design and has come up with a good set of enemies so far. The document counts 16 individual monsters and that does not include bosses! We hope to get some concept art on some of these next month.[/font] [font=verdana,geneva,sans-serif]Because we are now a 5 man team instead of 2, emailing around just didn't work out as nice for our communication, so we decided to setup our internal forums. This is a standard phpBB forum with our own modification that allows us to link directly to our files on our shared storage (which is on the same machine) and for images it automatically creates thumbnails when inserted in a post. So far this has been working great, so that was a change we certainly don't regret.[/font] [font=verdana,geneva,sans-serif]Planning for next month I won't go into too much detail on our planning for next month, because I don't want to promise too much and risk that we can't deliver [/font] [font=verdana,geneva,sans-serif]Work on the main character will continue. We will also start working on alien concepts based on Yoeri's descriptions of the aliens. We will start with the weakest aliens, because these are the first that we want to use in the levels (chronological order).[/font] [font=verdana,geneva,sans-serif]Also planned is a beginning on the storyboard and hopefully we can get some details on the first level of our game (level 1 !) and do some environment concepts for this.[/font] [font=verdana,geneva,sans-serif]On the technical side we will be working on the level editor and level structure changes. We have an experimental new feature in mind that (if it works) allows us to model walls and floors very fast throughout the levels.[/font] [font=verdana,geneva,sans-serif]More news next month![/font]
  14. Blending Normal Maps

    Nice article, that was an interesting read. Thanks for sharing!
  15. Made a branch off of Doom Builder for the level editor of our new game... Satisfying to tear out the parts we don't need, making it a lot less complex :)