Game Development Community

Illumina: Development continues...

by Josh Moore · 02/18/2006 (6:53 pm) · 19 comments

I'm not one for posting .plans, as the time could be better used coding, but today I thought I'd let you all know what I've been doing lately.

Around January of this year, the Illumina team(and it's overlord masters) decided that we'd move to glorious TGE 1.4. To date, we(I) have totaly rewritten most core systems that make up the game:
-A brand-new Game Type system with support for multiple rounds each map and a host-selected mission cycle list. Currently, we have completed the Team Deatchmatch game type and are working on our flagship Conquest game mode.
-Player->Vehicle mounting and seat changing systems(works with vehicle mounted turrets, too).
-Weapon damage system; fixed up the stock scripted damage to strictly use Clients as damage sources(no more un-registered kills), and added Team Damage support.
-Team system based on Xavier Amado's excellent resource.

Of course we can't rewrite everything, so we've ported alot of our previous stuff:
-Custom Player code with sprint, crouch, dynamic movement speed(not hooked up in script yet), server controlled recoil(thanks Josef Jahn!), and toggleable render first person.
-Custom weapon systems; iron sights/scopes, reloading, and (not-totaly-working-right)melee.
-Vehicles systems(too much stuff to list here).
-Useable/chargable items scripts(charge up grenade throws). We currently have: HE grenades, smoke grenades, flashbangs, and deployable C4 with remote detonation.

I think that pretty much sums it all up pretty nicely. It may not sound like much, but there's actualy alot of code that goes into all of that. I'm very pround of the Game Type system as it can support a wide range of game types already and (most importantly) multiple rounds per map!

I like to keep these posts short and to the point(as much as possible), so this is all I'm going to write for now. I'll leave you guys with some (fullscreen) shots of a new map our mappers are working on dubbed "Aftermath".

www.illumina-game.com/load.php/mod/gallery/file/image/img/0vu70v7h114q0iwb0hn6
www.illumina-game.com/load.php/mod/gallery/file/image/img/0vvm0v8r115y0iv20gdg

#1
02/18/2006 (7:23 pm)
I forgot to post the links to our sites(could get in trouble):
illumina-game.com/ - Development site
www.illumina-online.com/ - Commercial site(work in progress)
#2
02/18/2006 (8:04 pm)
The Force!
Looking freakin awesome man!
#3
02/18/2006 (8:05 pm)
Everything seems a bit intact to be an "Aftermath", more like an "In Progress". It does look purdy, if a little sparse on the streets. You getting good framerates with all those big buildings around still?
#4
02/18/2006 (8:34 pm)
Framerate is solid on Aftermath, we probably will litter the streets a little more, but we want some room for tanks and jeeps.

Heres a few more shots from a second map, set on the city outskirts.

www.cellienstudios.com/Illumina/snap2.jpg
www.cellienstudios.com/Illumina/snap3.jpg
www.cellienstudios.com/Illumina/snap5.jpg
Some of the things weve stripped out and removed temporarily for beta

- Day/Night system. John Kabus was kind enough to give us his excellent day/night additions, but since moving to 1.4 weve had to focus on other areas, it will come back in at a later stage most definetely :)

- Due to some inherit bugs/game problems, weve removed squads and the squad calls for now. They will appear in a more solid state after beta. We will be brining back remote strikes, supply drops at a later date

Our biggest problem has been maintaining size. We have over 300 meg worth of textures, buildings, sounds e.t.c, unfortunetely we wanted to aim for around 100 meg in size for the initial beta, so weve had to significantly reduce some of our highres textures and slowly introduce our interiors one at a time.

This was to help with performance and also download size. The full beta should clock in at around 100 meg, which will then grow in size as we start releasing addons/maps/additions.
#5
02/18/2006 (8:42 pm)
Looking good guys. Can't wait for this one.
#6
02/18/2006 (9:52 pm)
Both of these particular maps are still in-progress but they are shaping up really fast. In addition to these maps, we also have other ones that are near completion as well :)

Here are a few more screens (sorry but if Ian gets to show more then so do I :P) that may help show a little more of the detail that is already in the level, also a shot of a different level, and just a cool pic of a mean 'ole soldier. :)

www.cellienstudios.com/Illumina/shot1.jpg
www.cellienstudios.com/Illumina/shot2.jpg
www.cellienstudios.com/Illumina/shot3.jpg
www.cellienstudios.com/Illumina/shot4.jpg
www.cellienstudios.com/Illumina/shot5.jpg
www.cellienstudios.com/Illumina/shot6.jpg
www.cellienstudios.com/Illumina/shot7.jpg
www.cellienstudios.com/Illumina/shot8.jpg
#7
02/18/2006 (10:18 pm)
Good God! Amazing looking screens there!
#8
02/18/2006 (10:20 pm)
I think this may have been mentioned before, but i can't for the life of me find it: is there a date slated for a beta release (open or closed)?
#9
02/18/2006 (10:29 pm)
I really, REALLY like that city stage, nice job guys. And thats a wicked player model.
#10
02/18/2006 (10:29 pm)
@Andrew: Can't give a concrete date just yet...but VERY soon. :)


Oh and sorry Josh for spamming your .plan with screenshots lol... But whats a plan without a ZILLION screenies :P j/k....
#11
02/18/2006 (10:42 pm)
#12
02/18/2006 (11:29 pm)
OMG, this is AAA quality stuff :D
really great work Josh !!
#13
02/19/2006 (1:03 am)
Looking really good.
#14
02/19/2006 (6:16 am)
Amazing stuff guys , looks really great !
One thing that comes in to my mind , all places are really clean , not alive .
But maybe its how you want it and then its GREAT !.
#15
02/19/2006 (7:15 am)
Good Plan Josh! ;)
#16
02/19/2006 (10:26 am)
I can see you've put a whole lot of work into this. maps look good. I like the way the huds turned out too. I'll look forward to seeing some more gameplay videos.
#17
02/19/2006 (2:23 pm)
looking really good...
#18
02/19/2006 (7:36 pm)
Love it- your HUD and character design, and levels as well, really. The only thing that somehow spoils levels is kind of monotonous and flat ground. Not sure if that's final version (probably not) but it stands out from otherwise AAA standard of graphics.
#19
02/20/2006 (4:19 am)
Much respect!

Ari