Thursday 21 June 2007

Progress Report - Break Through

Well this is coming along at reasonable pace now. As you can see from the screen shots below we have a menu system and some game play, just need to tidy up the physics and create the levels...




Oh, and tidy up the bat and stuff too, oh, yes and music...

Sunday 3 June 2007

Initial Synopsis - Break Through



I decided to start with something simple and well this is it. As you can guess by the picture above and the name this is a clone of breakout only done in 3D.

There will be ten levels of increasing difficulty, all the usual stuff like bonus blocks etc. You start with 3 lives, get a new life for each score barrier you break or if you hit a life block, etc, etc.. all the usual stuff.


[Chr0n1x] Can make use of Hardware instancing after some hardware checks for compatibility. Would require SM3 or an ATI SM2 card with appropriate support DLL.

[Nemo] Yes, also as this should be a fairly simple game to do I would like this to sit on both the PC and the XBox, especially now I have one :) Be good to come up with a helper class to do all our hardware checks and give us the required report we need to know if our stuff can run on the given client.

Initial Synopsis - Drop Trooper







This was one of our very first ideas, it started out as a 3D first person shooter, but then we decided to go via a turn based route and to do something that was similar to MicroPros UFO: Enemy Unknown, wich I personaly loved, but then as we thought more about it we decided to take a bit of a mixed approach.

It is currently a third person shooter, you get to build a team of mercenearies and take contracts, all that matters is making money, you have a choice of mission types from assasination to resource protection on to stealth driven covert ops....


[Nemo]
Write up more and re edit the above.

Friday 1 June 2007

Our First Game - Gloom


Well Dave has almost finished our first offering Gloom, its a hybrid clone between Wolfenstein3D and the original Doom.


Like McD's we intend to have a rewards scheme for the members of our team that deliver above and beyond the call of duty, and Dave has certainly done that here so he has earned himself 1 DOG star () making him the manager, I guess the rest of us better get shoveling fries or start writing something!

Like all our games you will be able to download the finished article here free, all we ask is you give feedback so we can do our best to create better games that you want to play.

[Edit - Dave]

Manager, eh? :-P

Well GLOOM is proceeding along very nicely. Level editor is up and running now, and it's extremely easy to create maps for the game. The game is built on the Wolfenstein principle of a "grid" for the map, however, un-like Wolf, you can have floor and ceiling textures, per-cell lighting (which affects items and monsters), and you can assign special properties to each cell for things like flickering lights, fog, player damage, etc.

The principle behind this project is to create a Wolf/Doom Clone that makes it very easy for the end user to create their own content and customise it.

Therefore, everything in the game can be modified - maps, textures, bad guys, weapons, all of it.

Oh - and it's not *quite* finished yet. But it won't be long.