Page 14 of 18

Posted: 01 Jun 2006, 20:17
by WiK1d
You!

I was supposed to get a free game!!! :'(

Posted: 01 Jun 2006, 20:32
by wizardofid
-=WiK1d=- wrote:You!

I was supposed to get a free game!!! :'(
Trust me you'll get it sooner than you think.....I removed stuff like multiplayer support updated shaders had to rewrite some shaders....HLSL ain't fun..... :lol: at least I got pixel shading verter shading working.With bump mapping, dynamic lighting.Still haven't found a way around AA and AF.....
However this is what effects I have working 100%

bumpbone
bumpcube reflect alpha
bumpent
cubeent
cubemap
fastbone
illuminationent
illuminationmap
ripple

Still working on a water shader.
So you see delays are delays but worth it

Posted: 02 Jun 2006, 09:18
by capanno
Have you tried asking on the GS forum? There are loads of shaders there.

You migh also get help here: http://www.coniserver.net/wiki/index.php/Shaders

Did you update to v6.4? Some good new features.

Posted: 02 Jun 2006, 18:52
by wizardofid
capanno wrote:Have you tried asking on the GS forum? There are loads of shaders there.

You migh also get help here: http://www.coniserver.net/wiki/index.php/Shaders

Did you update to v6.4? Some good new features.
I'm not using gamestudio at this stage am using some thing else :D

Posted: 04 Jun 2006, 18:00
by wizardofid
More screenshots from the same level what do you guys think?
I think the light mapping here is very good might add some red light for that extra touch :wink: :D Image
Testing out how dynamic lighting affects sprites(snow) and ambient light.
Image
Might need to lighten up the lower level.Again the snow sprite. :D
Image

Posted: 05 Jun 2006, 12:15
by wizardofid
And here we have it.....A screen shot from the final level.
All thats left are the sounds some work on the AI,credits,writing the normal docs and of course the the installer configs, inf's.
Image

Posted: 05 Jun 2006, 12:20
by OnlyOneKenobi
It's looking good Wiz! :thumbsup:

Posted: 05 Jun 2006, 13:17
by capanno
What are you using then? :? It looks alot like GS.

Posted: 05 Jun 2006, 20:38
by wizardofid
capanno wrote:What are you using then? :? It looks alot like GS.
Nope not GS.
I'm not going to spill the beans yet.All I can say is it didn't cost an arm and leg for the engine. :wink:


Some fun info
System requirements are prety high but this is a DX 9 engine.Some things I have done so far.

There will be no opitions menu the keys have been predefined the usual W A D S and numpad keys and of course the mouse. However the keys can be reconfigured via the main setup config.

Sound voluming is done in game.

You will be unable to change Graphic settings so every thing will be at max always.Why? It's a personal choice.I see no need to turn down graphics if you meet or exceed the system requirements.

Yes I know that I will cut off the low end market, like I said it's a pesonal choice.


No mutliplayer support this is a purely single player game. :(

Okay now the system requirements.
You will see that the system requirements are pretty high the one reason being that texture quality is very high at 512 x 512 pixels per texture.
Second pixel and vertex shading I'm using is version 2.0.Any card that doesn't support version 2.0 simply can't keep up ones that do support barely keeps up with the amount of memmory needed which is 256mb high end 128mb should be able to cope fairly well.

Intel P4 3.0ghz
256MB Geforce 6200 128bit version
1Gig Ram
4 gig HDD space
Sound 16 or 24 bit card
Resulotion for the game is set via the desktop Res

Posted: 26 Sep 2006, 21:07
by wizardofid
Well what can I say it's been a while. :oops:

Well Guess what it's done....finally!!!!!!!!!!.I'm busy compiling the product.And will be testing it over the next two weeks to make sure every thing is in order and make one or two tweaks.And compile the final product.And should have the first version out in three weeks from now. :D This should be the last version I don't expect there to be any bugs 8O
The system requirements are still the same
Intel P4 3.0ghz
256MB Geforce 6200 128bit version
1Gig Ram
4 gig HDD space
Sound 16 or 24 bit card
Resulotion for the game is set via the desktop Res

A little about the game.

It's called Pointless Assault.Indoor/outdoor levels the general idea is to get from point A to B without being shot to bits.18 weapons are included spanning over 25 levels.

This is a fast action arcade game and doesn't have any storyline as the game name suggest pointless.The idea is to get from point A to point B with limited amount of health and ammo.There are however some tricky mindbenders on your way to point B.Never fear some levels have allies to help you on your way to Point B.AI gets more difficult every few levels and would require more tatical advancedment than doing a storm attack and hoping for the best.

30 Lives is all you got.Be prepared to choose the right door the wrong one could lead to a whole lot of trouble or quick death.

Think mariobrothers on acid only it's 3D!!!!!.......... :wink:

See you in three weeks.

Posted: 28 Sep 2006, 12:55
by wizardofid
I will be uploading some last beta screeshots before the lauch I took from the beta version. Most screenshots I tested ligthmaps to give you some idea of what it looks like.This I however does not display the final product.A alot of detail has been left out while testing light maps.......... :wink:
Enjoy................. some feedback would be nice. :wink:
Image

Image

The textures worked very well here it was still a little dead so I had to make a plan here.You will be suprised when you see the final level nothing changed except for the AI and one or two props.

This level has two hidden fake walls with lots of goodies behind them but I'm not telling where.Some thing else you will find nice is that certain blocks/crates...ect will fall diffrently every time you load a level.....this could be to your benefit or could screw you over.

Posted: 28 Sep 2006, 15:40
by SoulBlade
Nice work wizard. I'm a programmer as well (not the gaming kind) and knows more or less what hard work goes into ur work.

This thread sud def be made sticky.

I havent read the whole thread re any info bout u selling it. Will u be giving it for free? How will u distribute it?

Edit: Added to the list of great threads

Posted: 28 Sep 2006, 16:09
by wizardofid
SoulBlade wrote:Nice work wizard. I'm a programmer as well (not the gaming kind) and knows more or less what hard work goes into ur work.

This thread sud def be made sticky.

I havent read the whole thread re any info bout u selling it. Will u be giving it for free? How will u distribute it?

Edit: Added to the list of great threads
Selling nope this will be a free game it's a fairly short uncomplicated...But will cause endless fun as you try and sneak pass someone to get to the exit door when you ammo runs out.Oh did I mention one shot kills on the last 5 levels. 8O :wink:

Well I'm not even going to try and upload....the current size is around 1.6gig the final compress version should be less but still over a gig.

But the general idea is that I have a small 20 gig HDD that I would like to send around to anybody wanting to try the game....

The other option is mass mailing via normal mail......It wouldn't cost me more than say R200.00 to send at least 50 or more copies via mail....

The last option is the cover disk I haven't spoken to cammy but if I have enough support from you guys...I'm sure he will be more than happy to supply the game "FREE" of course.....


Trust me game programming is "fun" the ("") being the key word.You should try it some time. :wink:
hard work goes into ur work
Nope no hard work at all, it's a hobby so I enjoy it "work" gets boring you really want to get addicted to "work"....??? :D

Posted: 28 Sep 2006, 16:21
by SoulBlade
wizardofid wrote:
SoulBlade wrote:Nice work wizard. I'm a programmer as well (not the gaming kind) and knows more or less what hard work goes into ur work.

This thread sud def be made sticky.

I havent read the whole thread re any info bout u selling it. Will u be giving it for free? How will u distribute it?

Edit: Added to the list of great threads
Selling nope this will be a free game it's a fairly short uncomplicated...But will cause endless fun as you try and sneak pass someone to get to the exit door when you ammo runs out.Oh did I mention one shot kills on the last 5 levels. 8O :wink:

Well I'm not even going to try and upload....the current size is around 1.6gig the final compress version should be less but still over a gig.

But the general idea is that I have a small 20 gig HDD that I would like to send around to anybody wanting to try the game....

The other option is mass mailing via normal mail......It wouldn't cost me more than say R200.00 to send at least 50 or more copies via mail....

The last option is the cover disk I haven't spoken to cammy but if I have enough support from you guys...I'm sure he will be more than happy to supply the game "FREE" of course.....


Trust me game programming is "fun" the ("") being the key word.You should try it some time. :wink:
hard work goes into ur work
Nope no hard work at all, it's a hobby so I enjoy it "work" gets boring you really want to get addicted to "work"....??? :D
I kinda sucked at maths on varsity, so 3D programming is a bit daunting for me. I tried my hand at 2D games bit kinda gave up since I don't have the time. :-(
I usually just make the odd app for "fun"....

I'm sure Cameron wouldnt mind slapping it on the coverdisc... Our own Carmack!
An interview with you in the PCF wuldnt be too bad either.
Ever considered mailing ur CV to I-imagine? (Geez, do they still excist?)

Bout mailing ur game...Sign me up for one.
R200 for 50 copies = R4 each person. A bargain in my books. I'll gladly contribute ;-)

Posted: 29 Sep 2006, 06:40
by wizardofid
@SoulBlade
I kinda sucked at maths on varsity, so 3D programming is a bit daunting for me. I tried my hand at 2D games bit kinda gave up since I don't have the time.
I usually just make the odd app for "fun"....

I'm sure Cameron wouldnt mind slapping it on the coverdisc... Our own Carmack!
An interview with you in the PCF wuldnt be too bad either.
Ever considered mailing ur CV to I-imagine? (Geez, do they still excist?)

Bout mailing ur game...Sign me up for one.
R200 for 50 copies = R4 each person. A bargain in my books. I'll gladly contribute
I'm sure Cameron wouldnt mind slapping it on the coverdisc... Our own Carmack!
An interview with you in the PCF wuldnt be too bad either.
Ever considered mailing ur CV to I-imagine? (Geez, do they still excist?)
Yeah right!!! PCF is already so picky when it comes to content.What...... do game development as a full time job well sure if there are jobs in South Africa... :D


Guys some more news from my side I have removed some images and website links.I feel that it no longer fits the current direction the project is going... :D I will be uploading some more screenshots some time today. :D

Posted: 29 Sep 2006, 10:34
by capanno
wiz, this project contained programming right?

Posted: 29 Sep 2006, 10:42
by wizardofid
capanno wrote:wiz, this project contained programming right?



Had to completely rewrite the AI.
Added Tigger scripts.
Rewrote spawn scripts.
Edited the default scripts.
Added some shaders.

Why do you ask..?? :wink:

Posted: 29 Sep 2006, 10:45
by capanno
Then the thread title is a bit misleading.

Good work on finishing your game. I know the kind of planning and hours that goes into something like this. Respect. :thumbsup:

Posted: 29 Sep 2006, 10:53
by wizardofid
capanno wrote:Then the thread title is a bit misleading.

Good work on finishing your game. I know the kind of planning and hours that goes into something like this. Respect. :thumbsup:
Yes I know how sad it is that I didn't do this project without programming. :cry: :cry: This was my objective to prove that you can make a perfect game without a single line of code mabye edit values but...

I was thinking about it the last two three days to change the title a little.
But then again this also doubled as my project log.Point taken will change topic. :wink: :D

Posted: 29 Sep 2006, 11:12
by capanno
Now I can post my project here aswell. :D

Im close to 10000 lines of code. w00t!

sjoe now that I think about it. thats alot of code.

9986 lines. I expect to stop at 12k. still lots to do and only 2 months left. :(

Posted: 29 Sep 2006, 11:19
by wizardofid
capanno wrote:Now I can post my project here aswell. :D

Im close to 10000 lines of code. w00t!

sjoe now that I think about it. thats alot of code.

9986 lines. I expect to stop at 12k. still lots to do and only 2 months left. :(
Like I told ruad a while back you must be nuts to program your own engine....alone I might add.... 8O :D

Posted: 29 Sep 2006, 11:22
by capanno
No I use A6. :)

Posted: 29 Sep 2006, 11:26
by wizardofid
capanno wrote:No I use A6. :)
What are you coding then and what version you do have? I'm starting to dislike A6 more and more. :evil:

Posted: 29 Sep 2006, 11:51
by capanno
Still use 6.31.

Look, A6 sucks. No one can argue. But its simple and perfect for what I need now. After this im going with something like C4, Unigine or Lawmaker. Time will tell.

The game is 2D. So its all panels and view entities. Its a kids game.

Posted: 29 Sep 2006, 12:07
by wizardofid
capanno wrote:Still use 6.31.

Look, A6 sucks. No one can argue. But its simple and perfect for what I need now. After this im going with something like C4, Unigine or Lawmaker. Time will tell.

The game is 2D. So its all panels and view entities. Its a kids game.
Well lets put it this way I use the engine it self the pro edition with Matt's shader plugin is quite nice however for the building the game level I use Half-life one SDK.You should buy the plugin I think it worked out about a R150.00 bucks or less well only if you have the Pro edition or com....

C4 is pretty good engine however the license fees are nuts'.....