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  • #3316

    Monty Burns
    Participant
    Game OverviewHistoryCommandsEaster Egg levels
    Game Outline:
    The idea behind the main game in the project is that it is a FPS style game with a temporal element to it requiring the player, a soldier with training in “special” forces, to go on missions as directed by “the elders” . The player will be challenged to identify powerful dark enemy forces already within the level who are intent on destruction and shutdown their operations before they are able to complete their mission and jeopardise the player’s very existence. The temporal missions will have a time limit so the player must get the job done or run the risk of being Out Of Time and fail that mission.
    I have already added a couple of slightly reworked very “familiar” maps and would like to add a number of popular custom Quake maps for nostalgia’s sake including Cleaver, Aerowalk, Basewalk, Ultrav, and a few others assuming the original authors don’t object. Maybe a few of the Arcane Dimension maps if I can convert them. I hope to finish a fair selection of these before I move on to designing the levels for the main game.
    Play Modes:
    It will initially be single player but I would like to look at adding coop and multiplayer modes (if I can) further down the line.
    Weapons:
    The weapons the player will be provided with will change according to the mission parameters and timeline and will be “beamed in” so the player can hunt them out. Initially the following are under consideration as a starting point but more will be added as I think of them or people suggest them to me:
    1. One of Knife / Axe / Crowbar (supplied by default)2. Pistol (supplied by default)3. Double Barrel Shotgun

    4. Sniper Rifle

    5. Machine Gun / Nail gun

    6. Grenade Launcher

    7. Rocket Launcher

    8. Plasma Gun/bfg

    9. Crossbow

    10. Entrapment weapons (Tripwires, proximity grenades, smoke grenades, Det packs, autosentries, beartraps)

    11. The ZPEG/GG (Maybe)

    12. Grappling Hook

    I also plan to add Powerups including Shields, Healing, Biotoxin antidote, Runes, Teleportation, Biosuits, and Homing Rockets.

    Breakable objects are something I will be working on this coming weekend assuming all goes to plan.

    Enemies:
    TBC, but I hope to have a variety enemies ranging from the straightforward grunt like figures to beasts, to larger “Bosses”.  If possible these too will be varied according to the mission parameters and timeline so what you face in one mission is next necessarily what you will face in the next.

    Classes?
    I’m no 3D artist but at some point I would like to provide a variety of simple player models to suit different tastes (e.g. female, male, black, white, Asian, older, younger, large and muscular to small, slim and lithe).  While I’m at it I’m tempted to look at classes too, so perhaps something along the lines of selectable player classes with extra stealth, speed, strength or targeting abilities.  Personally I’m not massively keen on class based systems but I’m told they are often popular with the younger player base.

    But this is for the future, something to look forward to 🙂

     

    Well, after having a bit of a break from the trials and tribulations in both the real world and that of QuakeOne.com and seeking to make a few changes in direction I thought I would give NextGenQuake a fair chance and start my own thread. It’s a little scary in some ways as you don’t know how people will react to you in a new community but, after being inspired by Arrrcee’s approach, I thought I would share a few thoughts and ideas I have been working on.

    As some in the Quake community will know I have been a developer among other things for quite some years but had never been anywhere near the dark, murky world of Game Development. As I’m no spring chicken and one never knows how long one has got to do these things, I decided to at least try to do something constructive, fun, and maybe learn something (such as another programming language or two) along the way so I could grasp the rudiments of game dev.

    But what direction should one go in? That’s a good question and in my case as I have got so much pleasure and experience from playing games like Quake 1 and Half Life 2 I decided to do something I was familiar with and had some interest in playing. The general idea was to try and take the best ideas of these games and then build on and incorporate them in to my little free to play FPS project using a modern engine in the hope that it may inspire others with more gifts and talents than I to go further. To be clear, I have zero artistic talent so if I ever finish this thing it won’t be pretty but it’s only a learning project for a bit of fun.

    To help with testing and development I wanted a look and feel that I was comfortable with and so chose a mix of industrial and fantasy themes using freely available content from the web. Initially this includes QRP textures along with PBR and some hi-res images and I take no credit whatsoever for any textures. As “an Easter egg” to the main game, and hopefully encourage people to play the original games, I am including a few reworked versions of some popular levels that are either shareware or freely downloadable.

    To give you some illustration of what I’m talking about I have included a few screenshots below. It needs to have the overall lighting turned down and then be rebaked but it should be enough for you to get the idea.. 🙂

    Current Commands:

    2 Select Pistol
    e Use Item
    f Use Flashlight
    q Quit Game
    r Reload Weapon
    SHIFT Run
    SPACE Jump
    w a s d Move forward, straife left, move backward, straife right

    Example: e1m67ish

    I will post updates here as the project moves along but all constructive ideas from the community are gratefully received.

    Link: Download lastest demo here

    Kind regards

    Mr.Burns

    • This topic was modified 48 years ago by .

    =====================
    Mr. Burns
    My little OOT project thing - Demo download
    top | reply

    http://www.nextgenquake.com/forum/mods/projects/
Viewing 15 replies - 1 through 15 (of 35 total)
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  • #6088

    Monty Burns
    Participant
    • topics: 4
    • replies: 40

    Hi Quakers,

    I’ve ported a couple of Quake maps in to one larger level and given it would be safer to use none ID textures I wondered what sort of look players tend to prefer. The combination map is called “Preachers Walk” and comprises of AeroWalk and Basewalk which i believe were both designed by “Preacher”. To give you some context and refresh the old memory, the original maps looked like this…

    Aerowalk:

    And Basewalk…

    At the moment in my little learning project they look like this…

    Aerowalk (yes I know a texture or 2 need flipping 🙂 )…

    and now basewalk…

    My gut feeling is to go with the newer Aerowalk  textures and I am tempted to re-do the Basewalk part of the level to match. Any constructive suggestions would be gratefully received.

    Kind regards

    Monty

    =====================
    Mr. Burns
    My little OOT project thing - Demo download
    top | reply

    #5797

    Monty Burns
    Participant
    • topics: 4
    • replies: 40

    Cool, thanks MG. Please don’t do anything yet as a) this will need more thorough testing to see if it would even be viable, b) you have a lot of other stuff on your plate, and as I’ve said before c) even the mighty MG needs a break 🙂

    I’ll probably tweak the memory settings a little more and release a link to a demo people can mess around with it in their browser.  I suppose the memory requirement is the penalty for using modern HD textures and particle effects (sigh). When/If the game is ever approaching completion I plan to have Linux and Mac versions available using the same process but more on that later 😉

    Right, back to my crossbow.

    Kind regards

    Mr.B

    =====================
    Mr. Burns
    My little OOT project thing - Demo download
    top | reply

    #5792

    OneMadGypsy
    Participant
    • topics: 39
    • replies: 306

    I can’t create specific credentials and/or partition you to just your subdomain. What I can do is create the most ghetto upload/delete page you have ever seen that only gives you access to your subdomain. When I say ghetto I mean like a file upload box and a clickable list of files to delete (lol). I don’t want to build an amazing php file manager. I mean, I actually probably do cause I love PHP but, I have other stuff going on.

    one day at a timetop | reply

    #5789

    OneMadGypsy
    Participant
    • topics: 39
    • replies: 306

    Of course I would host it. I’ll do whatever you want. You might have to write me a mini tutorial on what it is exactly that I need to do but, I’ll do it. I can create a sub domain for you and create some page completely outside of wordpress for your game to live. Because I trust the hell out of you, I can give you sftp access to my server and you can do whatever you need to the page.

    oot.nextgenquake.com?
    mrburns.nextgenquake.com?

    You tell me. Before I do anything I want to figure out if I can make specific sftp credentials for you. Also, if we do this I need you to IMMEDIATELY check after installing/upgrading anything that you have not broken the entire site. I have broken the entire site like 50 times (:D LMAO). It’s OK if you break it, as long as you unbreak it (ie…delete whatever you uploaded). We’ll figure it out. As long as all you are doing is uploading/deleting/whatever to your subdomain there is nothing you can do to DESTROY the site but, you can definitely break it. I broke it with a loop that runs way too many iterations.

    one day at a timetop | reply

    #5786

    Monty Burns
    Participant
    • topics: 4
    • replies: 40

    Hi MG

    I was thinking about what you had said and so just out of curiosity (and to learn how it is done) I did a test build of the Web version of my little project. It did start  (see below) but initially complained about the available memory allocated to the Web player as part of the default configuration of the build. After taking it up to 512Mb it was a little better but no doubt would benefit from more.   I’m not asking you to host it or anything but it’s food for thought.

    Kind regards

    Monty

    =====================
    Mr. Burns
    My little OOT project thing - Demo download
    top | reply

    #5778

    OneMadGypsy
    Participant
    • topics: 39
    • replies: 306

    I have to check but, I want to say that FBX was in the supported formats for my API. It’s only this Quake 1 shit that I have to program in myself. Md2, Md5, Obj, 3DS …. on and on all are all already supported.

    If there is something I need to do to allow you to post unity games here just let me know. Although, I wouldn’t recommend ever posting your entire game here. My host specs are too low. It would run like shit and take the rest of your life to load. However, if everyone wants to chip in for 179$ a month I’ll get us a server that’s capable of doing anything you could ever imagine.

    one day at a timetop | reply

    #5776

    Monty Burns
    Participant
    • topics: 4
    • replies: 40

    Hi MG,

    Unfortunately it is a plain fbx which is dropped in to Unity. The various textures (base, height, specular, Amb Occ, etc) are added to make a set of materials which and then applied to the appropriate plane.  Maybe I’ll see if I can use the obj format with the next map. Oddly enough Unity allows you to build your entire game in other formats such as IOS, Linux, android, XBox One and WebGL. The later allows your game to be played within a Web page which is kind of groovy. I’ve not tried this so maybe I’ll do a quick export and see how it all works.

    Kind regards

    Monty

    =====================
    Mr. Burns
    My little OOT project thing - Demo download
    top | reply

    #5772

    OneMadGypsy
    Participant
    • topics: 39
    • replies: 306

    I think everything you are doing is coming along nicely. Nobody here is a professional. When you take that into consideration your work is amazing. I think the water looks better at the lighter tones. Let me ask you, is that map an .obj? If so, I will include .obj in my map thingy I am making so you can use it too.

    one day at a timetop | reply

    #5769

    Monty Burns
    Participant
    • topics: 4
    • replies: 40

    Hi MG,

    Re Armour: – Thank you. I know you are a busy man so don’t worry just do it as and when you feel like it  🙂

    Re: Water: – That’s a fair point and its well taken.  Interestingly I didn’t touch the colour of the water or fog effect.  I think it is the water caustic effect which is generated by placing a projector below the  water plane, feeding a series of 16 images in to it, and then looping through the pictures to create the animated effect of the images you want to project. The projector seems to have lightened the colour of the walls too.  Ahh well, it’s all part of the learning process.

    Right, back to getting my crossbow to fire properly 🙂

    Kind regards

    Monty

    =====================
    Mr. Burns
    My little OOT project thing - Demo download
    top | reply

    #5761

    OneMadGypsy
    Participant
    • topics: 39
    • replies: 306

    Things are looking really good, Mr. Burns. I wanted to say that I have not forgotten that I said I would remake your armor. It’s in my incredibly extensive list of things to do and I promise that before we are both dead I will do what I said. Your game seems to still be heavily in development so, the expedience rating I have given my promise is very low ATM. I am starting to get an itch to play with some blender, though. You can be sure when I start scratching that itch your armor will be exactly how I do it.

    You changed the overall color of the water so, now the distance fog doesn’t match. Your water is now a blue-grey instead of a green-grey. You should probably finalize everything about underwater first and then use the “average color” thing I explained in an earlier reply to get your distance fog the proper color. I can’t give you a proper color if you are going to change the color of everything. I fully understand you are still ironing out the look and feel of everything. I’m just pointing out that we could change the distance fog a hundred times and they will all be wrong if you change the color of the entire environment.

    Keep up the excellent work, sir.

    one day at a timetop | reply

    #5760

    Monty Burns
    Participant
    • topics: 4
    • replies: 40

    Hi all,

    A couple of small updates…

    I’ve changed the colours to 44, 56, 58 as suggested and this is the result…

    I don’t know whether you can see it in the screen shot but I’ve also added some subtle water caustics (see brick wall on left).

    The general consensus of opinion from my testers is that the Multigun was a tad too big (I believe the word was “mahoosive”) and needs to be redesigned so that’s in the pipeline. In the interim a first draft of the Crossbow is being plumbed in ready for the next release….

    There will be more information to follow but, as always, feel free to give as much constructive feedback as you can.

    Kind regards

    Monty

    =====================
    Mr. Burns
    My little OOT project thing - Demo download
    top | reply

    #5667

    OneMadGypsy
    Participant
    • topics: 39
    • replies: 306

    Here’s a good reference. Notice how the distance color matches the darkest colors on the “under-surface” of the water, with just a hair of extra blue. However, your water is in “grey land” (not a lake) so, you probably wouldn’t have any extra blue in your case.

    one day at a timetop | reply

    #5666

    OneMadGypsy
    Participant
    • topics: 39
    • replies: 306

    your color is an average of 5 to 10 colors within my red half-circle. I guarantee you that every pixel in that area is a little bit of a different color and together they are making the overall shade. By taking a few colors from that “swatch” and averaging them you should get a color really close to the overall one that looks like to the naked human eye.

    my little color block in my last post isn’t all that far off, actually but, it’s still not quite right. Sorry my picture has only a little half circle spot. I screwed up when I saved it and chose “stage dimensions” instead of “image dimensions”. I had already closed the program and everything by the time I noticed but, that little spot probably has enough info to get you your color.

    one day at a timetop | reply

    #5665

    OneMadGypsy
    Participant
    • topics: 39
    • replies: 306

    It definitely looks better but, the color I gave you still isn’t right. It was kind of a shot in the dark … a guess made by eyeballing it. If you look at the water above you … the darkest color is the one you need. I might need to immediately edit this post after this guess but, it looks more like a barely green blue-grey and quite dark so how about start with the dark

    [333333] < - just a starter number and now pull back the red, barely jump the green and make the blue just a hair more than the green #2c383a or rgb(44, 56, 58)

    one day at a timetop | reply

    #5664

    Monty Burns
    Participant
    • topics: 4
    • replies: 40

    Hi MG,

    Thanks for the feedback. Job done, hopefully this plus a few fallen submerged rocks looks a bit better…

    Feel free to keep the ideas coming 🙂

    Kind regards

    Monty

    =====================
    Mr. Burns
    My little OOT project thing - Demo download
    top | reply

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