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InsideQC Forums • View topic - What are you working on?

What are you working on?

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Re: What are you working on?

Postby Shpuld » Mon Aug 31, 2015 10:11 am

A week ago I did Ludum Dare 33 Jam, once again using FTEQW. Finished game can be tried out here:

or in a browser here:

or just watch a video here:


I might write a bit more about it and post it in the Project Showcase if I find the time.
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Re: What are you working on?

Postby toneddu2000 » Mon Aug 31, 2015 1:29 pm

I like very much the elegant hud and menu. Plus, cel shading it's very nice to see.
Great piece of work again, Shpuld! I hope some day we can create something together! :biggrin:
PS:The exit sign it's supercool!
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby toneddu2000 » Mon Aug 31, 2015 1:34 pm

ADMINISTRATOR: please re-enter edit button, pleeease!! I forgot every time something to say!! :razz:
You could add the behaviour "roaming" for enemies (maybe through pre-determined path objects), so it would be possible, waiting a little, to caught enemies on their back during their roaming walk, but, of course, it's just my opininion
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Re: What are you working on?

Postby jim » Mon Aug 31, 2015 4:44 pm

Nice stuff there, Shpuld. Kind of looks/feels like a combination of Deus Ex and AVP alien missions.


After looking at some aircraft photos, I was able to make something that looks like it might fly. The first model is maybe a bit too Descent ship looking, and maybe a bit too "complicated". The second model is at least simpler, and used it in game. I tried a cockpit for the first person view, but it was hideous. Now there's just some cannons.

Current movement allows the game to be played single handedly with mouse only. MB1 fire cannons, MB2 accelerate, MB3 (or mousewheel) change weapon. All regular movement is disabled. If player doesn't press the accelerate, then there's some slow automatic forward move. It takes a little while to start moving in another direction, so player can still do some strafe/hover like movements.




Don't know about the graphics style yet, I thought I might use the style I used with my simple style Doom model/texture pack. It looks pretty cool in software. The style has some issues with nature textures, they either look like MSPaint stuff or too detailed compared to everything else. But it would be a really fast style to do... I could also do some regular techy looking textures in multiple colors, and use these for about every model, and then level textures can be regular.
zbang!
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Re: What are you working on?

Postby toneddu2000 » Tue Sep 01, 2015 1:37 am

it looks fantastic jim!
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby jim » Thu Sep 03, 2015 9:54 pm

Thanks! Here's some more:



I've improved the controls. Now player can strafe without needing to first aim at one direction (this strafe is still possible). The new strafe mode activates when player is aiming at an enemy, so it's possible to circle strafe around an enemy. The direction changes every now and then, and can always be changed with the Accelerate/Move button (release, press again).

The enemy movement is based on my earlier custom flight code. The enemies get pushed around with velocity. Direction for the push is randomized "intelligently" based on their enemy/goalentity's location.

These are the textures I made at the start of the summer for the Doom model/texture pack thing. I think the software light banding looks pretty cool on them.


zbang!
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Re: What are you working on?

Postby toneddu2000 » Sat Sep 05, 2015 3:07 pm

- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby toneddu2000 » Sat Sep 05, 2015 3:18 pm

I forgot to say that, deleting set pr_csqc_formenus 1 or setting it to 0 let make disappear csqc menus when player is not connected, printing engine menu. I'll try to find some workaround soon
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Re: What are you working on?

Postby toneddu2000 » Mon Sep 07, 2015 11:21 am

- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby metlslime » Tue Sep 08, 2015 9:48 pm

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Re: What are you working on?

Postby frag.machine » Wed Sep 09, 2015 3:30 am

Also, before completely derayling the thread for good: there is at least one additional oddity in the mobile version, too (clicking in unread posts shows the thread but there's no direct link to the first unread post as used to be). I know you guys were amazingly fast to keep things online and preserving all the forums content intact (and again, many thanks for this!) but these annoying problems are, well, annoying. :)
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: What are you working on?

Postby hogsy » Tue Sep 15, 2015 10:48 pm

Image

Image
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Re: What are you working on?

Postby qbism » Wed Sep 16, 2015 4:24 am

I like the art direction of OpenKatana and the feel of the space/lighting.

I've become more of a lurker here, spending less time on coding and more on content for a new project. Here's a couple mapping textures showing the style. Basically they're enlarged from low-res art, blurred and filtered to get the rounded-corner 'hole-punch' effect.

Image

Image
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Re: What are you working on?

Postby mankrip » Wed Sep 16, 2015 7:00 am

I've pushed my health to near death until the end of August, and got a shoulder injury that hasn't fully healed yet. This somewhat affected my sense of humor. Anyway, enough of that.

On the upside, every time a new good idea pops up in my head, I write it down on paper, so someday I can implement it. And there have been quite a few good ideas.

As an example, I've given quite a lot of thought about color rendering, coming up with very optimized algorithms for color blending and for colored lighting, but both features seems to be somewhat mutually exclusive; an ultra-optimized high quality color blending algorithm would impossibilitate an ultra-optimized high quality colored lighting algorithm, and vice versa. I'll only figure out the best algorithm when I get enough time to dive into the code again, as I suspect it should require some major refactoring of all palette-related code.

In retrospect, trying to implement FitzQuake's "big map" support was a mistake. Retroquad wasn't ready for that yet, not in a clean way. Also, the FitzQuake protocol has its own limitations, some of which Retroquad didn't have, and I don't want to restrict my engine's features. A proper implementation will take much more work than I could do at the moment, but I don't want to undo all the work I've already done on it. I can't do anything else in Retroquad until this is done, but there's no better way; it's too late to turn back now.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: What are you working on?

Postby qbism » Wed Sep 16, 2015 5:16 pm

Blending/lighting... last time I thought about it was a while ago, but 'megatexture-ish' brute-force pre-blend was an option given a reasonable amount of RAM. Basically every texture is unique and pre-blended with colored lighting. Can't remenber whose idea it was, probably somewhere on this board.

I haven't taken time to try it yet, but Maarakate reported adding asm colored lighting in Q2DOS (there's also a win32 port). I imagine it could be ported to Q1, where the colored lighting originally came from via Engoo.

"Setting r_coloredlighting > 1 will set a different mode that will use ASM for the Opaque and ClipEdge functions. This results in a fairly dramatic speed increase (previously I was getting about 110FPS in timedemos, using this hack I was able to get about 140). It comes at a cost of the models (including view model) will be renderer with the standard vid.colormap so they will still respond to dyanamic lights casting on them, but it will be the standard white lights. It actually looks quite nice and the speed improvement was worth it for me to keep it in."

http://www.vogons.org/viewtopic.php?f=24&t=43756
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