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Author Topic: My Game Project  (Read 3082 times)
Squat
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« on: August 25, 2008, 11:46:47 AM »

I'd like to introduce you guys to the project I am working on. It's in quite the infancy stage right now, but the plan is pretty complete. It's a basic FPS game and it's something I've wanted to see get made for about 15 years. It's based off a very old mod concept where players are small in a giant world. My plan is to build that into a complete game. www.ratsgame.com

This can open a good discussion about innovation or immitation. The truth is that my game is called R.A.T.S. and there's been an original mod called "rats" for years. It ran on Team Fortress Classic during the Quake2 phase and it came over to TFC when it went to the Half Life 1 engine. There are maybe one or two community built maps for Team Fortress 2 with the rats maps recently released.

The truth is that I'm a huge fan of it, and I'm not stealing anything but the same kind of name. I am building something completely unique and complete and I have given a different meaning to the name altogether. I am going with my own ideas and concepts and taking measures to not even touch on what they did.

In all honesty, the mod creators never went anything beyond 3-4 maps and every single version of them since has been exactly the same layout and the whole notion has been dropped for many years except the 2 maps recently on TF2. Every single time, the gameplay has been exactly that of the host game so they all use the TF characters and gamemodes. They're just maps. All they do is make me want to see all the fun things that can be done so if I don't make this game, I won't get to play it.

Several other similar games sprang up years ago, that I learned about well after I started on this venture and were pointed out to me by people either being jerks or kindly forwarning me. All of the games have since been terminated anyway. The only thing I went in with was the idea that I really like imagining huge battles in tiny areas or how cool it'd be if my bed was a football field that I could bounce around on or if I could fly a plane close to the ceiling and pull a loop to get upstairs. I can't help that Toy Story beat me to the punch and I can't go back in time and unrelease Army Men:Sarge's Heroes and there's nothing I can do about the rats mods.

I could change the name, but I really like it. I'd like to hear from you guys, it keeps me up at night.

Anyway, I have planned several Multiplayer modes revolving around cheese (such as eating it and getting fat and slow), a single player storyline with dozens of characters, singleplayer time-killing modes and lots of different kinds of bonus features. The main bonus you'll earn is pickup items that open up new worlds with all kinds of weird and, hopefully, fun physics simulations all set up and ready to go with custom camera options, background and music options and as many interactive elements as I can learn how to make (such as giving you 3 moves to get 3 red blocks to hit the ground). The plan is for no less than 250 bonus physics worlds. I got about 12...or 7 ok ones. Maybe none yet.

One of the timekilling modes will be a scavenger hunt mode where I plan to randomize the locations of key objects and give the player some kind of easy-to-get-around vehicle they can use to collect the items and maybe time them and give them a nice GUI.

The plan is to develop as far as the second level of the single player game and then release a demo to get feedback on the response from gamers. I figure that will take me several months of hard labor and not several years of building a whole game before I learn it's not even interesting.
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Ron
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« Reply #1 on: August 25, 2008, 12:33:33 PM »

The name rats sounds fine to me. If you wanted, you could maybe change it too ratz, but really either one sounds fine.

Your website looks really good. I like how everything follows the army theme too such as the stencil fonts. I remember a post back in the old BV forum of putting videos in game. You could put in a small black and white making the TV play.
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gekido
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« Reply #2 on: August 25, 2008, 03:25:40 PM »

I loved the counter-strike versions of Rats / Mice - there was a couple versions of them, but always had a blast playing them.  They were even better if you set the gravity to super low so you could go flying across the map, blasting away ;}
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Squat
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« Reply #3 on: August 29, 2008, 07:57:36 PM »

I've added 2 new videos to www.ratsgame.com. Every last thing in the video is a WIP.

You can find the videos below the main image and they require flash. The gallery is brand new, so excuse the construction tape. Click the big camera picture and a video plays. Below that is another camera picture for the other video. The player is something I coded in Flash, I just need to up the FPS on it during scrubbing and add a loading bar and ditch the white box.

The videos show a pretty sweet interaction between ai entities and surrounding physics objects. Basically they plow through slowly until they can't push any more and their mass affects it properly. I'm quite excited about the gameplay possibilities for single player.

Framerates aren't good but not a whole lot that's there is truly optimized. All collisions are render objects save for the physics, there's no occlusion and more than half the stuff is missing LOD's, including all characters with some over 5k polys. I've also added a lot of relatively complex surface values with reflections and am running 7-8 directional lights while altering the position of a shadow-casting spotlight.

The chase code is also running every tick, giving him a new path, and I plan to somehow correct that and still have him following. Not only does it seem to lag when initiated, but you can see he's starting and stopping his animations. I want to merely have him constantly face something while he likes it and move forward and maybe even only register a new direction if it leaves his vision. Btw, his attention is based on the ball's speed > 0 and I'm  using integers so it doesn't have to be a full-stop.

It's pretty much no wonder it's laggy and I'm doing it on purpose as a stress-test. Ultimately I would like to build a single-player game with at least that much going on.


One of my next tasks is to try and figure out getting bones to look at things for eyes and head. Ultimately I want the eyes to follow until a threshold and then the head follows...until a threshold and then it turns its body. I want to call the action "Inspect". If I get it working it'll be free for anybody but I'm sure i'll need some help.
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Delerna
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« Reply #4 on: August 29, 2008, 08:37:54 PM »

Hi Squat
Thats comming along quite nicely. Long way to go of course but you are further along than me at the moment.
One of my biggest problems, for years, has been comming up with an orriginal Idea for a game.
As a result of always either being "beaten to the punch" or "that idea has already been done" I
am thinking that being innovative isn't so important. So long as the game is fun,entertaining and
holds the attention what does it matter if its been done before. Besides, how different and innovatiove
is any fps game from all the others. At one level or another they are all the same.
And Im not picking on fps here. I include all genres here. All sports games are the same as all other sports
games at some level. So don't worry about wheter its been done, just make it your own and make it fun.

PS. Ever since personal computers began "minnie me" has been dreaming about flying a paper aeroplane around my home Wink
And yes thats been done before too. Roll Eyes
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grubert
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« Reply #5 on: August 29, 2008, 09:33:08 PM »

It?s looking funny!
I didn?t see the gallery of screenshots in the site. Ah: the video is not playing here.

Just one thing: you could try to put some shadowing and a lighting to add a little more of mood to the room. Like a table lamp projecting spot paterns in part of the wall, then the rest is more in shadows. Some way to make the lighting look less flat. Will add a lot to your models. Maybe you could bake some occlusion in the models or paint some subtle shades by hand also.
I?m curious to see the rat in there.
I?ll wait for the demo!

Cheers.
« Last Edit: August 29, 2008, 09:35:13 PM by grubert » Logged

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Squat
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« Reply #6 on: August 30, 2008, 12:44:17 AM »

I actually have a lamp on the dresser that's coded with a switch to turn it on and off and it projects nicely up the wall and down onto stuff aswell as adjusts the ambient lighting. I was testing the coding of the spotlight's position is why I cut out the lights. I'll take a video of it and put it up.

I'm having issues with my videos, I'm looking at a full system format in the near future so I may hold off for a bit or ask one of my buddies to convert them to streaming to get them both larger and with a general player. They should, however, play with flash player. If it's a white box you're seeing, that's the video loading.
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hikmayan
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« Reply #7 on: August 30, 2008, 03:38:47 AM »

Looking good man....Looking forward to the final Video...keep up. Cool
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pixel_legolas
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« Reply #8 on: August 30, 2008, 04:38:32 AM »

Looks nice but are thos models really low poly for a game?  They look really smooth as high poly models.

Great effort!
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Squat
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« Reply #9 on: August 30, 2008, 02:02:00 PM »

The highest polygon item is 11k on the toy robot. At beyond 4 meters away, he's 5k. 10 meters he's 1300 and the 6th LOD at 40 meters has 84 polygons. I have all LOD's trimmed to show the worst model from the very center of the room. It's partly why I think I need depth of field so badly. I know what you're saying, that it seems heavy and right now it is. It's laggy because I'm less than half way through optimizing things, but my worry is actually the opposite and that things are going to look too low-res in the end. No matter what, nothing's supposed to look better than the framerates.
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Squat
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« Reply #10 on: September 19, 2008, 01:07:58 PM »

I started work on a new character. This will be one of the only actual humans featured in my game. His name is Professor Limburger.



He will be shown during the intro and finale. The story is that he's experimenting on turning rats into soldiers and then training them via a virtual reality simulator. Naturally stuff goes bad so he's thrust into the body of a rat and forced to rebuild his machine.

The most notable thing about this scientist is that he cares very deeply about his rodents and treats them very well. He will cry if any harm comes to them. His mission is not to restore himself, but to save all of the rats in his experiment, which are caught in limbo inside the virtual reality simulator while he scours the house for parts.

As a sub-story, the players will notice that they are inside of a fully furnished and lived-in house, yet only the scientist is there. Well, if you dedicate yourself to your work, you will one day find yourself alone with your work. The scientist's family left him long ago and he is now alone.

However, I've already been designing each room as if there are occupants currently living there. It will give a bit of a sour, underlying sadness to the game that you are alone. I also plan to play some ambient music as if the house is occupied.

I mentioned he's one of the only humans in the game, the others will be in photographs. Don't worry though, I have planned an ending so happy you'll cry your eyes out.

Anyway, it's about 5 hours in and a total W.I.P. I expect the entire process of modeling, texturing and rigging to take about a week. I also plan to redo the rats in the game to be more cute and a little easier to animate.
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grubert
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« Reply #11 on: September 19, 2008, 04:34:59 PM »

Your storyline is completely awesome, Squat! Two thumbs up! Funny and original. Could easily be a short animated film.
My congratulations for you for this story. It made me laugh here instantly. Including his contradictory care for the lab rats.  Grin

And the character has a very cooll style also. Are you planning to make those tubes in his head glowing? Would be good.
And maybe some texture and wrinkles in the clothes. Not much, cartoonish, here and there. Like wrinkles in Lucky Luke characters, Asterix or something like that.

Keep up!!

Edit:
Ah, and maybe you should try to use alphas in his hair pieces, so that the hair tips look more "hair-like".
« Last Edit: September 19, 2008, 04:38:00 PM by grubert » Logged

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Squat
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« Reply #12 on: September 19, 2008, 06:51:53 PM »

Thanks man, I will have those tubes glowing. They're going to be glass with lightning passing through them basically. I was planning on having either a helix spring and a metal ball at the end of each one or,.. my ultimate dream would be to have every tube connected to a cable that was anchored to the machine, and use physics to have it follow his head.

There's a few scenes during the intro, cut-scenes and ending where I have to animate some facial expressions during long sequences. I plan to make a suite of morph-target expressions for most of the main characters. I would also like to try actual dialogue aswell, but that makes me very nervous. However, if I can make something scowl when he's hit or look angry when he's shooting, I should be able to use the same thing in the cinematics. I have not yet tried playing with morph targets and exporting them. The scripting is well out of my reach at this moment aswell, though i'm hoping it's as simple as everything else has been and just needs syntax lessons.

I believe that a story should be richer than the game ever really lets on, so that there's room for people to develop their own reasoning. The notion that the scientist's family left him because he's working all the time is only one way to explain why they're gone. They could of very well be taken from him, or perhaps he left them. I will never say what happened. All I'll show is a house full of love and nobody there and enough wackiness and zanity going on to keep people from fully noticing until they get blindsided at, or near, the end of the show.

I have a few other funny ideas too, like the gigantic laser machine and strap-in chair being disguised as a cute little photo session with an old school camera and tripod. I'm gonna have the rat flutter his eyelids so he's looking cute and then BZZZAPPP! Rat = soldier. He'll be smoking in the chair and stand up and salute. Should get the point across without too much animating.

During this part, something will go wrong and chaos will ensue. You may discover later that this wasn't exactly an accident. Throughout the game, it will also be revealed to you that this event may have affected more than you realized and the fate of the whole world may rest on your shoulders! Oh snap. I smell a nuclear rocket ride!

I also have a developing set of ideas for a secondary set of characters I can introduce into the story as additional NPC's that lead you with dialogue or perhaps even participate in the game. For good or bad, this game will be as rich as I can make it and I hope to have at least a few layers of twists. One concept I had was the idea of resistance rats that live underground and are plotting various nefarious activities surrounding the scientist's experiments. They may not let on right away that they're concealing bad intentions and they may provide a nice gameplay moment of hectic combat.

I also wrote both the single and multiplayer games around the same exact storyline. In multiplayer, you are inside the training simulator playing wargames against the other teams. I also want to attempt multiplayer bots that I can use to have the player go in and learn the multiplayer parts of the game while in the offline storymode. I actually want to work it into the story that you have to go into the sim and beat the other teams before earning something you need.

My hopes is for 4 separate teams of up to something like 32 players. It'll basically be battlefield meets teamfortress meets the secret of nimh. Yeah, I'm gonna have an outside rosebush that is the only way into the mega-bunker under the whole house...you know, where mister nukie's been sittin since the cold war.

This story has been rattling around in my head for about 10 years. It and at least 2 others. One involving the most scary version of the boogieman in history, where you play the boogieman with various powers and a truly disgusting take on ragdolls and break-apart joints, and the other involving the most gory version of a werewolf vs vampire saga ever seen...oh and I'm also going to make Apocalypse: the MMORPGame, it'll probably be gory too.

I'm keeping this one nice and clean, though I kinda wanna blow the bugs to bits.

www.ratsgame.com has an ongoing update of the gallery, with videos and also I'm starting post these concepts from my notes into those forums if you're ever bored. I'm trying to pace it out, work on the demo first and focus all my efforts on making it as rich as possible while I still learn all i need to complete the project. If all is going well, I should have a flood of updates on there.
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grubert
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« Reply #13 on: September 20, 2008, 02:45:42 AM »

Very cool!
Your storyline is very developed.
I?ve taken a look at the gallery. Good to see it progressing.
Keep up, dude!

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Squat
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« Reply #14 on: September 22, 2008, 03:57:19 PM »

I added The Machine to my Gallery. Check it out and let me know what you think. Kind of a flash gordon shape. I'm not revealing it entirely yet and I'll probably end up with a few versions. I don't mind this one though.

It's like 30k polygons, but it's only featured in the opening cinematic before being destroyed. No gameplay and not a lot much else will be going on during that and I still plan to hit it up with individual LOD's if I can so maybe I can actually have it in the game. The story does take you into the lab. I may even make it the game's HUB, where you go to drop off your pieces and do upgrades or whatnot.
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