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Dubious Demo Released

by Steve Acaster · 04/26/2008 (7:59 am) · 5 comments

To quote the TGE docs
Quote:
Step 4) Build a quick and dirty prototype:

Well, it's quick, it's dirty, it's certainly dubious.

img74.imageshack.us/img74/2820/demo3gp6.jpg
But it is a working demonstration of core gameplay, or at least the AI combat aspect of it.

The demo objective is quite simple; it's a fairly straight forward FPS, the player has 5 allies, bad guys dress in red, get to the end of the level. There is no save game system so if you get shot to bits you have to start again. It's not very long, but should entertain for a 5-10 minutes.

img74.imageshack.us/img74/624/demo2zw0.jpg
Resources I've used are:
Pathfinding by Gabriel Notman
Projectile Spread by Daniel Neilsen
Sights Offset by Tim Heldna. (About half way down this forum post)

Those, and loads of general info I picked up from the GarageGames community by reading the forums.

img113.imageshack.us/img113/9033/demo1no1.jpg
The AI/Player models and animations were my first attempts in Blender (which is a really nice program once you get past the unfamiliar interface). They have no textures, just colour blocks denoting where textures will eventually go. The player itself has no fancy animations, just an offset gun on screen. Gunshot sounds I made with Audacity. The GUIs are just the TGE demos' slightly customized, last week being my first attempts at messing around with such things. Everything else is pretty much stock TGE demo stuff being used as placeholders (trees, terrain textures, ambinet sound, etc).

My actual MasterPlan (cue diabolical laughter) is for a more cerebral First Person Action-Adventure (this demo is really just a super-basic FPS - no brain power required), but I always figured that the most difficult aspects of sitting in my bedroom and developing a game would be the AI - the stuff which the player has to interact with, both friendly and downright hostile. So that's what I've tackled first.

So here it is, quick and dirty in the extreme it's the Dubious Demo v.02 AI combat gameplay test.

15Mbs Download from FileFront (the easiest place I could think to host it as I haven't sorted a website out yet.)

Read the ReadMe - it's what it's for.

---------------------------------

YouTube Video of the Demo Gameplay

#1
04/26/2008 (9:04 am)
Pretty cool. That trick with the gun when you get close to a wall is clever
#2
04/26/2008 (9:35 am)
Great demo is their anyway that you can sell this code or can you make a resource for TGEA.

thanks
#3
04/26/2008 (11:03 am)
I have been thinking about upgrading from TGE1.5.2 to TGEA, especially since 1.7 came out. (megaterrains ... *drools*)

The AI routines are all Torquescript. I made a custom version of Quake4/Call of Duty style scripts (I used to mod single player levels for Call of Duty so I figured I'd stick with what I know and created a less user friendly version), so squad based movement is all based on triggers and script. As it's Torquescript it should port over no problem.

The only part of my demo which uses any custom engine changes is Gabriel Notman's pathfinding system. I have no idea how easy or difficult it would be to get it up and running with TGEA. I'm not C++ conversant, I just script.

But now that (I believe) the Stronghold demo comes with TGEA1.7, it might fit right in. The best way to find out would be for someone with a TGEA1.7 license to try it.
#4
04/26/2008 (7:20 pm)
Steve,

I loved this demo, man! It reminds me of some kind of cross between Rainbow6 and Call of Duty. You got some killer potential here.
#5
01/13/2010 (11:26 am)
cool! i love it!