FMC full metal conflict playable demo
by Adrian Tysoe · 04/18/2006 (10:41 am) · 21 comments
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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#2
04/18/2006 (10:59 am)
ek, the media is boxed to protect the media, and might not run on win9x systems. Only tested it on a couple of computers so far. Oh and it runs about 70% faster in DX9 on my computer than in GL.
#3
Controls for me were WAAAAY over sensitive... was basically impossible to control.
04/18/2006 (12:02 pm)
Didn't you guys start this project using Torque a while back?Controls for me were WAAAAY over sensitive... was basically impossible to control.
#4
04/18/2006 (12:02 pm)
EK, looks like were having molebox problems and the media not loading for everyone, so probably going to take it down till we find a way to resolve it
#6
04/18/2006 (12:39 pm)
Ogre only handles the rendering side of things, but it does have a very nice 3dsmax art pipeline which includes a custom C++ scene loader library. The trimesh collisions, physics, raycating, camera picks, networking and audio are all seperate and have nothing to do with ogre, which is just a render engine not a game engine.
#7
04/18/2006 (1:09 pm)
You used the art in a game with Blitz3D before, correct? I believe i remember the art from their website.
#8
04/18/2006 (1:19 pm)
yeah I originaly started the game with blitz3d, had a go with torque but the built in vehicles and physics in torque are not really for this kind of game. Just recently decided to try making our own engine out of readily avaliable tools and libs see what we could come up with, and find out whether it would be good enough to make the game the way we want it. Havent really commited to anything yet.
#9
04/18/2006 (2:46 pm)
looks nice!
#10
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.
04/18/2006 (2:54 pm)
Couple of bugs: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.
#11
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?
04/18/2006 (2:55 pm)
Btw,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?
#12
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.
04/18/2006 (3:01 pm)
hehe, It's not a game yet. I suppose the title is misleading. By playable I meant you could interact with it. There aren't any goals yet. 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.
#13
04/18/2006 (5:29 pm)
Intersting project. I did like others found it difficult to control I was able to also bounce outside of the map so you may want to add an respawn catch or something like that when you leave the area.
#14
04/18/2006 (6:02 pm)
that's all from just 3 weeks worth of work? wow, i wish i could make that kinda progress.
#15
04/18/2006 (10:13 pm)
Besides the above mentioned quirks, I had a lot of fun messing around with your demo, it looks like it has a lot of potential! I look forward to following this project.
#16
04/19/2006 (3:10 am)
woah, looking great, i like the artstyle so futuristic :D
#17
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 :)
04/19/2006 (5:38 am)
I think the game controls could use some work, either they're not intuitive enough or I just couldn't get my head around them. I spent a few minutes bouncing around been knocked all over the place then fell through the terrain floor.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 :)
#18
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
04/19/2006 (7:19 am)
i've been following this project for a while now, and am glad to see that they've reached this point...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
#19
04/19/2006 (8:07 am)
I was only in the game for about 5 seconds and then it made my computer reboot. I think its mainly an Ogre3D problem as I've had this happen before when trying to run Ogre3D demos. Maybe Ogre3D doesn't play nice with ATI cards?
#20
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 :)
04/19/2006 (8:23 am)
thanks for all the feedback guys. A couple of people might have a blank screen close to desktop issue, I had that on my old computer my wife uses. In that instance a windows update fixed it. With the reboot I only know of one person who had that problem and were not sure what might be causing it. 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 :)
Torque Owner Aaron E
Default Studio Name
The screens look nice. I'm having trouble getting the demo to run though. Probably something I'm doing wrong. :(
Aaron E.