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FMC full metal conflict playable demo
FMC full metal conflict playable demo
| Name: | Adrian Tysoe | ![]() |
|---|---|---|
| Date Posted: | Apr 18, 2006 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Adrian Tysoe |
Blog post
A couple of my friends and I are now 3 weeks into developing our game engine that uses Ogre3D for rendering. We threw together a demo from some old media from a project I started a couple of years ago.
It's early days yet but the engine already shows a lot of promise, and the game demo is quite a lot of fun.
Here's some screenies:



The demo is aproximately 7.4mb
dreamspace.banishedstudios.com/FMCalphaTest.zip
Slightly updated version, may possibly work better. 6.6mb
dreamspace.banishedstudios.com/Aurora.rar
Oh, nearly forgot, WASD FPS style controls, mouselook to steer, and LMB to Fire!
It's only meant to be a quickie, so no real effort went into weapons balancing etc, and the AI is very simplistic :)
It's early days yet but the engine already shows a lot of promise, and the game demo is quite a lot of fun.
Here's some screenies:



The demo is aproximately 7.4mb
dreamspace.banishedstudios.com/FMCalphaTest.zip
Slightly updated version, may possibly work better. 6.6mb
dreamspace.banishedstudios.com/Aurora.rar
Oh, nearly forgot, WASD FPS style controls, mouselook to steer, and LMB to Fire!
It's only meant to be a quickie, so no real effort went into weapons balancing etc, and the AI is very simplistic :)
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Submit your own resources!| Aaron E (Apr 18, 2006 at 17:55 GMT) |
The screens look nice. I'm having trouble getting the demo to run though. Probably something I'm doing wrong. :(
Aaron E.
| Adrian Tysoe (Apr 18, 2006 at 17:59 GMT) |
| Barry "Yossarian" Whitley (Apr 18, 2006 at 19:02 GMT) |
Controls for me were WAAAAY over sensitive... was basically impossible to control.
| Adrian Tysoe (Apr 18, 2006 at 19:02 GMT) |
| Surge (Apr 18, 2006 at 19:30 GMT) |
Go Back to Torque
| Adrian Tysoe (Apr 18, 2006 at 19:39 GMT) |
Edited on Apr 18, 2006 19:47 GMT
| Anders Linder-Noren (Apr 18, 2006 at 20:09 GMT) |
| Adrian Tysoe (Apr 18, 2006 at 20:19 GMT) |
| Sean H. (Apr 18, 2006 at 21:46 GMT) |
| Matt Fairfax (Apr 18, 2006 at 21:54 GMT) |
The glowy spots above the goals are having sorting issues in that they are visible through the rest of the geometry in the level. The easiest way to see this to drive under the central platform and look towards them.
The bots got stuck in the raised ground sections and were unable to move at all.
I alt-tabbed off the window and was unable to get back to it. Had to kill the process.
Feedback:
The art is definitely nice =)
The controls are very sensitive and hard to get used to. Having a mouse cursor on the screen was a bit confusing.
I was never able to tell where I was aiming.
The camera is attrocious...especially when you are flipping through the air. Before my bots got stuck I spent most of the game in an incredibly confusing tumble and only luck ever allowed me to get stable enough to fight them off. Having feedback that you are hit is great but it might be better served with a camera shudder that is independent to the vehicle tumble.
I kept wanting to hop.
| Matt Fairfax (Apr 18, 2006 at 21:55 GMT) |
I never did figure out the point of the game. I got that I was supposed to shoot at the bots and there were goals but I was never able to figure out what to do with them?
| Adrian Tysoe (Apr 18, 2006 at 22:01 GMT) |
The glowy thing drawing in front of everything is my fault, was trying to get the glow to not get covered by the shadows. Will have to experiment and find another way.
I'm wondering if the mouse sensitivity has anything to do with mouse drivers? I'll have to check up on that. At the moment our camera isn't that great, we've just been getting the engine up and running and the demo was just a bit of fun. We will be refining it as we go along.
Just pretty excited about how quickly we got all the stuff together.
At the moment were not getting realtime linepicks but frame+1 so untill thats fixed there's not much point in getting too involved with refining collision related things. As soon as we fix up some of the larger problems the demo is going to be started from scratch in a more OO fashion.
Edited on Apr 18, 2006 22:13 GMT
| Donald \"Yadot\" Harris (Apr 19, 2006 at 00:29 GMT) |
| Ramen-sama (Apr 19, 2006 at 01:02 GMT) |
Edited on Apr 19, 2006 01:03 GMT
| Anthony Fullmer (Apr 19, 2006 at 05:13 GMT) Resource Rating: 5 |
| Evi - Cubix Studio (Apr 19, 2006 at 10:10 GMT) |
| Gary Preston (Apr 19, 2006 at 12:38 GMT) |
The mouse appears to be way too sensitive (at least for me) might be worth adding a way to adjust that later on. Still a nice looking prototype :)
Edited on Apr 19, 2006 12:39 GMT
| Michael Hense (Apr 19, 2006 at 14:19 GMT) |
i just downloaded the demo, and it runs fine (winxp/GeForcefx5200/latest DX9c) in the windowed mode using both the opengl and the dx renderer... no problems so far...
** added **
just tested on a winXP/NVidia61somethingor the other/latestDX9c box and it ran fine there as well...
good luck Evak,Cyg, Ant...
--Mike
Edited on Apr 19, 2006 14:26 GMT
| Scott Burns (Apr 19, 2006 at 15:07 GMT) |
| Adrian Tysoe (Apr 19, 2006 at 15:23 GMT) |
Thanks for mentioning the occurence with other ogre demo's. Gives me another place to look for a solution. BTW the graphics are nore brand new, they come from an earlier build of the same game. I originaly started FMC in Blitz3D a couple of years ago, only the engine wasn't really up to it, and neither were we at the time. I'm pretty excited at the moment, and am glad that there seems to be quite a lot of interest in the project.
I stuck some video's online this weekend, before I found a way to pack the media, and got over 530 downloads in 18 hours (over 5gb!!!!) Thats a lot more than I'm used to, time to upgrade my web server me things :)
| Adrian Tysoe (Apr 19, 2006 at 18:38 GMT) |
It's all VC7.1 now and seems to be working better.
the newer version is the .rar one 6.6mb
dreamspace.banishedstudios.com/Aurora.rar
Edited on Apr 19, 2006 18:38 GMT
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4.0 out of 5


