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Dubious Demo 2 Released!

by Steve Acaster · 12/09/2010 (4:39 pm) · 54 comments

I won't pretend that it hasn't almost killed me ... but after a gazzillion issues ... it's up.

Dubious Demo 2 ... this time ... it's random ...

farm6.static.flickr.com/5121/5246293337_42b0dd371e_b.jpg

Function creep appeared, and instead of a fast and long game ... you've got 2 fast and 2 long games. Technically it's the same level, but now there are also night missions.

Talking of function creep, I also came up with a basic hit detection for close range which I wasn't originally planning.

Anyhow, it goes like this:

You've 2 gametypes, night and day, night is short ranged weapons only

This is a demo of a randomized gameplay concept, it's a first person shooter, and the idea was to make it somewhere inbetween the all action silliness of "Call of Lawyers" and the unfair realism of Arma/Operation Flashpoint". Weapon ranges go out to 400m and bullets are dangerous than in most Shooters.

There are 4 availabe gametypes:
Clear Area
Clear Area Night
Fast Assault
Night Assault

Clear Area is split into 5 areas, each one must be cleaered of enemy before you can proceed to another. Start area is random, after that each area is chosen by the player by entering it - check your map. Inside each area there is a random playtype - "Clearance" (enemy randomly placed throughout area), "Strongpoint", enemy are all around one building (or sometimes 2), and "Counterattack", as "Clearance" but the enemy will aggressively defend and counterattack. Even without counterattack, all short ranged enemies will defend around their area.
Player starts with random weapons, one longrange, one shortrange.

Night missions are the same, but with reduced vision and shortranged weapons only.
Player starts with random weapons, one shotgun, one smg.

...

... infact ...

yorks.deta.in/RTFM.jpeg

There's a readme ...

... so read it ... there's also a license on install with tips ... read them too ... also there's info in the game on how to play it ... it should all be fairly straight forwards ... hopefully. And if you spam me with issues which I've listed in the readme ... I will kill you ... to death! (flares nostrils)

Many thanks to orb for the bandwidth. There's a full list of credits in the readme, and also in the Credits page of the game which details pretty much everything I've used in constructing this.

Absolute Minimum Specs fo use:
Windows XP or Vista
Intel or AMD Processor @ 1 Ghz
512 MB RAM (1GB recommended for Vista)
100% DirectX compatible video card with 256 MB video RAM required
DirectX 9.0c+
It's T3D so you'll really need a dedicated graphics card.

Thanks to orb for sorting out the download page.
yorks.deta.in
And the direct link ... if you have ADHD ...
Dubious Demo 2 (125mb)
Windows only ... I'm not fashionable enough for a Mac ...




I was about to go to a little country pub to celebrate ... but there's black ice all over the drive and after a bit of wheel spinning I'll be staying in with a beer and chilli.
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#1
12/09/2010 (4:43 pm)
Yeesh, colours! How will people be able to handle it‽
#2
12/09/2010 (5:39 pm)
now this is a demo that I've been waiting for,
bunny girl better be there!!

awesome Steve!! well done mate
#3
12/09/2010 (7:53 pm)
..this world would NOT be the same without bunny lady. ;)
Thx Steve! ..I'll install tonight. :P
#4
12/09/2010 (9:06 pm)
Great work, its nice to see this coming along so nicely.

And I love that woman. I wish my girlfriend wore cat ears.
#5
12/09/2010 (9:46 pm)
Congradualtions, I can hardly wait to download it.
I will spam you with all the issues soon. :)

Was watching the news about your snow and ice issues.
It must be bad if a Brit won't even try to go to the pub!
#6
12/09/2010 (10:25 pm)
Looks really good! Congratulations!!!
#7
12/09/2010 (10:58 pm)
Congrats on the Demo Release Steve. Downloading now...

Quote:One Bloke ... In His Bedroom ... Trying To Make Computer Games ...

beeing that pretty much my case too, I'd like to say that your progress on this has been very inspirational. Not even half the modeling hability you show there though.

Now, to find time to get back to learning Torque and Blender...
#8
12/10/2010 (12:53 am)
Steve man, that menu (and GUI in general) is ace! I just don't care for the font choice (found it hard to read in the middle of a fight). Speaking of fights, this game is HARD! I love it! You sir, are indeed an inspiration. :D
#9
12/10/2010 (1:17 am)
Awesome work! Congratulations!

BTW, when you move the camera around, it seems like the scene freezes for a very shot time. Is it a matter of video recording or something else?
#10
12/10/2010 (1:41 am)
@Edward
I disabled 3rd person view after watching catchick from behind started making me feel fruity ... but that probably just goes to prove that I don't get out enough :P

@Luis
I really disabled 3rd person view to hide some bad modeling/animations. That said, I've improved a lot with practise from when I first started.
#11
12/10/2010 (1:43 am)
@Brian
I thought it fairly clear for a script font - but then I do have a 40inch screen just behind my keyboard ...

@Game4rest
Some video issues. Also highest LODs textures have to load as you move towards the model which causes ajudder.

Anyhow, enjoy and post anything odd/bad/bugy that I didn't mention in the "known issues" section of the readme.
#12
12/10/2010 (1:44 am)
Character count about 500 then? Or under 100 words?
:P
#13
12/10/2010 (4:13 am)
Congrads on Demo 2 Steve! :) I downloaded it and played it for about half and hour, my specs;

Core 2 Quad Q6600
4GB RAM
880GTS 512MB

Ran everything on high, solid 40fps all the way through for the most part. When I ran over to a hall with a canceled sign on it the FPS died, screen went black and the game crashed. Also I was able to push up against one of the large bushes and climb it, not sure if that was a feature or bug. Those are the only issues I've encountered so far.
#14
12/10/2010 (4:17 am)
Alright, dev question time :)

+) I know you made the house models yourself and lighted them in PureLight, are the outdoor areas standard real time advanced lighting PSSM sun? 1024x rez?

+) Did you make the terrain in a 3d modeling package and import it into T3D or did you use a height map and sculpt it with the tools?
#15
12/10/2010 (4:19 am)
+) DDS 512x textures for environment?

+) Are the weapons a postFX overlay or did you move the camera mount bone position far enough from the body so the rest of the body isn't shown?

+) What are you using for AI?
#16
12/10/2010 (4:31 am)
I enjoyed the large scale town feeling, gun fire going around never knowing what building it was coming out of. The battles were tough, those looking for a tacticalish shooter will enjoy it. I'd recommend friendly NPCs giving the player health kits if they're in the red for a while.

The animations are very stiff for the characters and could use some loosening up. The weapons could use some love as well, they take up 15% of the screen at all times so they need as much TLC as the environment.
#17
12/10/2010 (4:35 am)
I enjoyed the clean, almost animated style of the town environment. Big multicoloured trees and bushes, bright houses and lush green grass. Excellent job, great performance, plans for multiplayer?
#18
12/10/2010 (5:24 am)
Looks awesome Steve! Can't wait to try it. This project has been fun to watch develop.
#19
12/10/2010 (5:39 am)
Absolutely amazing. That map blew me away, especially when while I was exploring I'd realize that most of the distant scenery was real scenery. Incredible work, I've been long awaiting this demo.
#20
12/10/2010 (7:52 am)
Great stuff Steve, plays good.
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