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|-+ Shrapnel - 2K7 R2 entry.

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Read August 02, 2007, 05:37:24 pm #0
geecee3

Shrapnel - 2K7 R2 entry.

Greetings fellow shmuppers,

Shrapnel is a high speed 3d defender variant being written in DarkDASIC pro, the game features upgradeble weapons and addons (options) but the actual gameplay formula will pretty much stick to the original defender / dropzone gameplay style. (why fix what not b0rked?) in the original defender when you picked up a rescuable / humanoid, the objective was to simply return them to the ground safley. In this game you can use the rescued / picked up things as weapons and upgraded abilities until you take them to the warp portal that takes them of the level to saftey, each of the little rescuables will provide you with a different ability / weapon while the player has them, some will enhance movement and control, others will enhance weapon capability and even become weapons themselves. the level will be completed when you have rescued the required quota of rescuables and dispatched all the enemies present on the level. Due to the speed of the game I have had to be forgiving with the the player and decided to give it energy instead of a one hit kill, this will make the game easier for newbies, but it will still get as hard as nails as you progress through the levels. usual 3 lifes rule apply. Smiley

Currently i'm fine tuning the enemies and their firing ability, all collision detection and sliding collision code is in place and running. The game is playable at the moment although it still has the WIP feel when played, a little rough around some edgesand graphically horrible, i'll change this as soon as possible.

WIP screenie, everything is subject to er......change :O

cheers folks, and all the best for the compo. Cheesy
Geecee3.

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Read August 02, 2007, 05:50:27 pm #1
motorherp

Re: Shrapnel - 2K7 R2 entry.

Looking awesome.  Good to see some entries influenced by the old classics creeping in.
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Read August 02, 2007, 06:03:52 pm #2
Griff

Re: Shrapnel - 2K7 R2 entry.

Looks like this will be pretty cool!  Defender always had a special place in my heart.  Grin  Your background of the city looks pretty awesome!  Will it be textured in the end?
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Read August 02, 2007, 06:21:56 pm #3
geecee3

Re: Shrapnel - 2K7 R2 entry.

thanks guys Cheesy,

@ griff, i'm going to try to avoid textures alltogether and go for the oldschool poly sega 32x look, but to be honsest i dont really know, i'm tempted to do a spot of lightmapping on the background geometry, but i feat if the backdrop gets too complex its going to swallow up the game. jeff minter ran into this issue with defender 2000 (which he classes as crap himself) where the backdrops started to swallow the game elements into their complexity making the game feel unpredictable to an extent. I dont want to fall into the trap of fast action over to much complexity.

world's are loaded on demand in the game, so adding textures would also effect the filesize to the point where the 20Mb archive limit is unworkable. I'll upload a playtest soon that features a complex backdrop and simple backdrop, hopefully a bit of feedback will let me know what peoplr prefer. I'll not let this stand in the way of development ust now, my current testing level is a simple looking affair and it does make the game wasier to pin down when it all kicks off, ther can be up to roughly 200 enemies in swarms on screen at times, and they are EVIL!!. lol

thanks again guys, i'll update the screenie soon too, and just keep updating it with any changes i make on a regular basis.

Geecee3.
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Read August 02, 2007, 07:22:17 pm #4
X-0ut

Re: Shrapnel - 2K7 R2 entry.

Looking nice gc3, you know I cant wait to play Smiley
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Read August 02, 2007, 08:09:41 pm #5
Adigun A. Polack

Re: Shrapnel - 2K7 R2 entry.

Telling from the screenshot of your new project, geecee3, I’d say you have a *really* fun game on your hands... potentially!  Well let us see you live up to that potential indeed, and best of such awesome success to you on the development of Shrapnel for this competition.  DO YOUR BEST!!!  Grin=b !
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Read August 03, 2007, 02:34:58 am #6
Shoot-em-upper

Re: Shrapnel - 2K7 R2 entry.

Wait, how long have you had this much done?  Because it'll be disqualified if you had it sitting unfinished on your computer until you decided to whip it into shape for the contest.  Still looks good(especially the explosions Grin)!


I came, I saw, I posted.
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Read August 03, 2007, 04:05:52 am #7
geecee3

Re: Shrapnel - 2K7 R2 entry.

excuse me? i'm being suspected of whipping out some half finished project and entering it for the compo? Not at all, in fact I feel damned hurt at the slightest hint of foul play, and thanks for making my thread look suspect. much appreciated.

What if i told you that this was in actual fact the 3rd game i have progressed to proof of concept level code and graphics from scratch for this compo? and what if I told you I started 3 weeks late, could that really be possible?

p!ssed off at even the slightest hint of cheating. you have upset my karma big time m8.
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Read August 03, 2007, 09:28:25 am #8
failrate

Re: Shrapnel - 2K7 R2 entry.

I think he's making an offhand compliment.  It does look very well polished.  I like the bit about rescuing your powerups.
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Read August 03, 2007, 09:35:53 am #9
motorherp

Re: Shrapnel - 2K7 R2 entry.

Quote
world's are loaded on demand in the game, so adding textures would also effect the filesize to the point where the 20Mb archive limit is unworkable.

Dont worry about this too much.  It's looking like the 20MB limit will be raised soon.  I'm just waiting for input from the other judges in this matter before I make any official announcements.  And again dont worry, you're not under any suspissions of cheating.  Its a very hard line to draw between what people are allowed to an not allowed to prepare before hand anyway even if you had started early.  For example some people created their own engines before the compo and then just plugged the gameplay elements in where as others started from a blank page.  I'm not about to say that you have to re-invent the wheel if you have old code you can re-use.
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Read August 03, 2007, 11:43:06 am #10
geecee3

Re: Shrapnel - 2K7 R2 entry.

nice, if the 20 Mb limit is raised it will make life so much easier.

incidently, i'm programming the game in DBP, and as DBP is in fact an engine i dont have to write any engine code as such, i can just concentrate on the actual setup code and the game itself. its not unusual for me to knock out up to 1500 lines of code in a day, the game you see just now is only 2600~ lines in length, the concept is nothing new having programmed 3d scrolling worlds and defender style games before, i think the world and wrapping is done in about 100 lines of code, the explosions are just simple textured geometry, theres nothing even remotley complex about them in fact compared to my first shmupdev compo entry "subsurface" i have to say that just now this game looks like a doggs dinner. and i am indeed using the same system for moving the landscape, but every time i do the code is written from scratch because its easy to produce.

anyway, i'll get more in the way of screenies up soon.

@shoot-em-upper, please forgive my outburst earlier, but i take even the slightest hint of cheating very personally, and if it was meant as a compliment, again i am sorry.

cheers, grant.

oh teh second game...


a bit like geometry wars, with er..... geometry instead of textured quads. :/
« Last Edit: August 03, 2007, 11:57:40 am by geecee3 »
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Read August 03, 2007, 05:12:48 pm #11
Griff

Re: Shrapnel - 2K7 R2 entry.

The new screen shot looks great!  I think adding the purple color really helps it out and gives it a nice mood.  I think going untextured will work well with the added color. 
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Read August 03, 2007, 06:28:28 pm #12
geecee3

Re: Shrapnel - 2K7 R2 entry.

Cheers Griff,
I updated the screenie again with a slightly more complex backdrop style, I think thats what i'm going to go for, the texture on the floor looks far better when the whole thing is moving so i'll prolly stick with some sort of ground texture. i'll try to finish a whole level's contents before the weekend is out to get a better idea of what the finished thing should actually look like. i need to start thinking about top and bottom overlays too, that'll help the game feel wider as well which is a bonus too. i'll release 16:10 pc widescreen and 16:9 HDTV versions of the game at the same time as i post the compo entry, i'll make them available from my TGC webspace.

incidently, for anyone looking for free shizzle that might just come in handy for the compo you should check out my webby of free shtuff. Cheesy
http://members.thegamecreators.com/geecee3

cheers again, grant.

*updateski. just added non planar floor, a bit like the sides of the buildings, works really well, so the textures are indeed scrapped Smiley that makes me happy, i have this thing for the flat shaded poly look. must be showing signs of my age. all these lovely shader abilities and i still prefer oldschool poly's :O. i'm dreading the day games no longer look like games.

« Last Edit: August 03, 2007, 07:21:42 pm by geecee3 »
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Read August 03, 2007, 11:13:08 pm #13
berilium

Re: Shrapnel - 2K7 R2 entry.

Wow! The new screenshot looks awesome. Congras. There is just one very bright poly there, might be just the angle hitting the light source. I guess it will be better in motion. Great job man!
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Read August 04, 2007, 01:38:31 am #14
geecee3

Re: Shrapnel - 2K7 R2 entry.

cheers dude Smiley

more updateness, Sort of decided that each 'world' will be composed of 4 standard levels and a boss level , ala dropzone on the GBA. i liked that twist in the GBA version of the game, so i'm going to pilfer the concept and add it to teh game. I'm thinking blow bits off the boss and it releases real nasty baddies as well as fire, with the boss constantly replenishing eneryg at trickle rate, so if you get bogged down with the enemies spawned after shooting seven colours out of the boss, he'll pretty much be back at full energy, none of this nibbling at the boss here maties, its full on assault if you want it dead. Smiley

cheers, grant.

PS, love the newbie status the site has given me Smiley  if i screw up the game i can blame it on subliminal autosuggestiveness.  :O

« Last Edit: August 04, 2007, 01:43:41 am by geecee3 »
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Read August 04, 2007, 02:43:46 am #15
Shoot-em-upper

Re: Shrapnel - 2K7 R2 entry.

Hey, sorry about my comment, but we already had one person(albeit ignorant of the rules) post a half-finished entry.  The way you didn't have any screens of development prior to that made me slightly suspicious - and the quality of the game at that stage was quite high.  Please forgive me for this misunderstanding.

Very interesting style there, looks quite promising!
« Last Edit: August 04, 2007, 08:34:28 pm by Shoot-em-upper »

I came, I saw, I posted.
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Read August 04, 2007, 01:51:23 pm #16
geecee3

Re: Shrapnel - 2K7 R2 entry.

no worries m8, i used to code demos and games for The Game Creators, the people who make DarkBASIC, you could say i have a fairly intimate knowledge of the product and most of the plugins. i'll fire up more screenies of the games progress today at some point.

i dont concept my games on paper either, i go strait to TrueSpace 3d (the most underrated 3d app imho) and start building proto game content that i mess about with on screen to generate my ideas, also lets me see if what i think it will look like is actually what it will look like (in rough form). it's a great way to work, so i'll post some shots of what happens inside truespace too. Another thing i do when working is use multiple computers through synergy, its a bit like a VNC app but each pc has a screen attached. these behave just like a multimonitor setup accessed from one keyboard and mouse. but useable as machines in their own right through their own keyboard and mouse. its crazy goodness.


cheers, grant.
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Read August 04, 2007, 03:24:08 pm #17
geecee3

Re: Shrapnel - 2K7 R2 entry.

more updateness.

the screenie in the first post (refresh yer browser if its not changing) is pretty much what the first world is going to look like, i'll finish the first world grpahics and the enemies tied to it this weekend, i dont fancy having the player shoot the same baddies all the way through after wave 8 or something, so the baddies will change with location. the overall behaviours will remain pretty much constant though, also going to have certain baddies replicate if left long enough and have some of them explode into smaller meaner baddies when shot, like the trailers and swarms in defender and dropzone.

because no objects can pass through each other they can cluster together and block other enemies that gain potential till the objects slide past each other and there is a sudden burst of speed. at first i thought hmm thats not desirable, but the more i play the more intense it makes the game when you encounter a tangled mess of baddies trying to get past each other, so i'm leaving that in as a feature. the potentials are capped though so as it dosnt get too outragous.
some of the enemies have pushing ability too that automatically overpowers any object coming into contact with it except another enemie with pushing ability, this allows small nasy baddies like swarmers to tunnel through a cloud of drones say, pushing a path through. real evil stuff. lol. its certainly not going to be easy for those with reflexes less than jedi.

cheers, grant.
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Read August 04, 2007, 06:59:32 pm #18
geecee3

Re: Shrapnel - 2K7 R2 entry.

more stuff.

heres a screenie of the level blocks in truespace, my preferred 3d app. the components you see here are the same shizzle in the top screenshot. most of the objects in the game are built and face painted inside truespace, freebie versions of truespace are doing the rounds, old full versions. well worth a look if you need a half decent 3d app for much freeness and dont want to turn your head inside out with blender. then again truespace isnt everyones cup of tea either, horses for courses as they say.



cheers, grant.

« Last Edit: August 04, 2007, 07:01:44 pm by geecee3 »
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Read August 04, 2007, 08:37:55 pm #19
Shoot-em-upper

Re: Shrapnel - 2K7 R2 entry.

I tried to get Truespace off the Caligari website, but there was no download link.  Any suggestions?
« Last Edit: August 04, 2007, 08:48:17 pm by Shoot-em-upper »

I came, I saw, I posted.
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Read August 04, 2007, 09:04:14 pm #20
geecee3

Re: Shrapnel - 2K7 R2 entry.

sure thing m8, this link will take you to the truespace 3.2 free download page, just fill in the shizzle and bob's yer uncle, then i suggest visiting moonmans site for a shedload of free plugins and other truespace related goodies. there is a versionof 4.2 doing the rounds off an old computer arts magazine CD, the activation link for this is still active too. dig about and you'll find the newer version, but for now, heres the 3.2 link.

http://forms.caligari.com/forms/ts3all_free.html

cheers, grant.
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Read August 06, 2007, 11:23:02 pm #21
Shoot-em-upper

Re: Shrapnel - 2K7 R2 entry.

Thank 'ee kindly.


I came, I saw, I posted.
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Read September 03, 2007, 11:39:24 am #22
geecee3

Re: Shrapnel - 2K7 R2 entry.

hi shmuppers,

i have decided to pull out of the compo for the simple reasn that my game is 3d and the judge with the intel GMA 950 dosnt even support transform and lighting in hardware, a basic DX7 hardware feature, come on guys its 2007. The 6150 IGP on a judging rigg is bad enough, the GMA 950 shouldnt even be in the judging imho. anyway, best of luck everyone who remain in the compo.
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Read September 03, 2007, 11:54:36 am #23
motorherp

Re: Shrapnel - 2K7 R2 entry.

Sorry to hear that, but like I said in x-out's thread there's little that can be done about these limits unless people are willing to shell out to upgrade the judges computers or more trustworthy people with better rigs are willing to judge themselves instead of entering.
« Last Edit: September 03, 2007, 11:56:12 am by motorherp »
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Read September 03, 2007, 11:57:16 am #24
X-0ut

Re: Shrapnel - 2K7 R2 entry.

Nooooo don't quit GC3, I'm so looking forward to playing this game at the compo end.
I'm sure many other people are too.
My game is also likely to get disqualified, no worries lets just roll with it and enjoy what we do best! Smiley
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Read September 03, 2007, 12:01:35 pm #25
Hornet600S

Re: Shrapnel - 2K7 R2 entry.

I think you all know my opinion regarding outdated graphic boards.
But, as I said to X-Out, the rules just say it must RUN on the judges machines.
So, even if it runs in slow-motion (as your and our entries most certainly will...), it should be fine.
And since many entries will have problems with the GMA 950, winning chances should still exists...  Wink
Or let's collect 20 bucks to get charlie an upgrade  Grin


"To survive war – you gotta become war." - John Rambo
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Read September 03, 2007, 01:34:23 pm #26
geecee3

Re: Shrapnel - 2K7 R2 entry.

i'm about to try it on an intel GMA 900, the super lame version, I have one in this very laptop, so i'll see if it runs and if it does, i'll enter it, even if it is in total slo-mo. lol. I'll report back soonish. Smiley
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Read September 03, 2007, 01:42:08 pm #27
Hornet600S

Re: Shrapnel - 2K7 R2 entry.

That's the right attitude  laugh


"To survive war – you gotta become war." - John Rambo
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Read September 03, 2007, 10:12:31 pm #28
geecee3

Re: Shrapnel - 2K7 R2 entry.

slower than a wet weekend camping, but it does run.... just. I get about 12-17 FPS with the celeron CPU doing the T&L, so the core 2 duo should be able to push the geometry a bit harder. i'll look at further optomizations in the levels to get more speed too, it'll make the game look less appealing but should make it run better on the lower end cards.
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Read September 09, 2007, 04:17:20 pm #29
Shoot-em-upper

Re: Shrapnel - 2K7 R2 entry.

Demo yet?


I came, I saw, I posted.
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