Game Development Community

GG Merchandise now available

Buildings to Populate Demo Map

12/29/2006 (2:20 am) by Nate "Nateholio" Watson

This week Ive been modelling buildings to populate the demo map. I've started with the important ones such as power plants, communications offices, factories, etc. Theres lots still left to "build" for the demo, and I think that having a map with lots of different buildings and objects to blow up (depending on your affiliation of course) will make up for having not-so-hot graphics. That along with a few other things I hope to add should make up for the lack of high poly and amazingly textured models. If anyone is curious why Im not using many textures, or at least professional looking ones, is that my 2D art skills on the computer are really horrid. Im actually a really good artist with real brushes and such, but I havent been able to do very well using computers.

Along with building structures, Ive been coding the system of interdependencies between buildings and other structures. For example, if a power transmission line to a distant town gets blown up, that town will be without power, making it easier to attack. The way this works is that each structure/substructure has information defining what and how much it consumes and produces. Each structure also contains brief into about its function so the engine can handle it properly. With this said, its not necessary for a structure to have a specific supplier of an item it needs because several switches exist that let the engine pick from several sources depending on various rules.

Im sure this as vague, but I don't want to go into a long boring explanation of it here.

Why worry about all these dependencies and stuff you may ask? Well Im not making some FPS - those lose my interest pretty fast - I'm making a multiplayer combat sim. I want every object in the game to allow the players to interact with it somehow and cause other events to trigger depending on the object and interaction made with it.

About the author

Edumication: Most importantly EXPERIENCE, then a good helping of engineering books, some college, and finally high school. Chipset design: I have designed a complete 32 bit chipset which uses a neat little private bus and instructions among other things to boost system speed without boosting clock speed or bus width. Of course since I don't have the hundreds of thousands of dollars to make this chipset, its just a simulation on my computer. Other Hardware Junk: I built 2 robots in HS, when I had extra time to do so. One was based on the 8080 CPU, and the second on the Z80 (all hail the mighty Z80). The second bot roamed around the house occasionally getting in the way of hall traffic. It eventually learned the layout of the house, bad times to be roaming around, the front and back yards, and a good portion of the street we lived on. Hardware cartridges including software that allowed a user to connect various TI calculators to the internet via dial-up. Never caught on for several reasons, mainly no real need to do such a thing, and the slow speed of the calculators made it silly. Designed and built a HF data link between my home and truck that allowed internet access anywhere in the country, at a slow data rate though. Designed various fully custom Z80 based control systems for customers, using Xilinx Spartan 3 FPGAs as bus controllers that allowed 3 CPUs to share rescources, and also allowed each CPU to function in 'protected mode'. Systems had triple redundancy and functioned in a form of protected mode, allowing a CPU to multitask via interrupts and use peripherals efficiently via multi-threading. Systems were tested through all faults and operated flawlessly with 2 of 3 CPUs literally fried. Game Design: I spend a great deal of my time while on Alert designing vehicles, buildings, spacecraft, tactics, uniforms, etc. for a game I am leading the development of. Other experience: 4-year internship with Harris-Dracon corp. Network Telecom, Camarillo, CA. Worked with engineers to develop a computer program that processed equipment defects and broken parts to allow the engineering team to track trends and quickly fix problems or design better replacement parts. Also worked with engineering team on the design and testing of wireless internet access for PDAs. I was told when I left the company that the team could use my talents and knowlege about electronics, but that I would need a college degree to work for the company. I decided not so much but thanks anyway. TGE Commercial License Holder view profile »


#1
12/29/2006 (2:38 pm)
So is the game in first person view? I have to agree there's plenty of fps that I've played through out the years and played for less then a month, but there have also been many that have locked my interest in for a long time (I think a big factor in long time playability comes from how many friends you have playing a game as well)
But your game sounds interesting from what I can gather of it, the more realistic a game has been the more I've enjoyed it (with the exception of doom and doom2 but there wasn't anything else around at the time) So for instance I had Doom3 and Quake 4 and stopped playing those both fairly quick multiplayer wise. But BF2 (which was still of course far from realistic but closer) I played for months and months. So I can't wait to see this.
Same went for RTS games for me, ever play the close combat series they put a lot of effort into making those realistic and man was it enjoyable the strategy aspect was huge.
Good luck with this.
#2
12/30/2006 (1:55 am)
Yes its a first person view, but not FPS - for example, you dont move around at 1048576 MPH while running on foot, have powerups, use 9 clips to kill an enemy, etc. Movements such as strafing are gimped compared to a FPS, which pretty much have you strafe at full running speed pulling off headshots, even though a real strafe is fairly slow and not exactly the best movement to be shooting accurately while doing. Theres a lot of one hit one kill or seriously hurt/damage players - no more unloading a clip on a guy to kill him, or shooting an entire arsenal of rockets at a tank to destroy it. With that said however, you still have to hit the right places to make a kill.
#3
12/30/2006 (7:43 pm)
Just a screenshot at my mad texturing skills, lol....



So think I can get by with primitive textures such as this?

Sidenote....you old telecom guys should see the "easter egg" in the pic :) All hail the mighty _____!