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fps coop Reconnaissance #446240
10/08/14 17:32
10/08/14 17:32
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
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Reconnoiter  Offline OP
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Joined: Dec 2011
Posts: 1,823
Netherlands
-----------------------------------------------
Reconnaissance v0.4 update
-----------------------------------------------

Screenshots:
(removed outdated ones, will probably upload some new ones later)

A fps coop game (up to 8 players or bots) with horde-based gameplay and with different game modes. Set in the future, You play as a Recon; a well-armed robot scout part of a company that seeks out to explore and recon other planets. An aggressive alien race seems to be standing in your way...

Please note that this is an old project of mine, it is not a beautifull game and has some flaws. I just wanted to update the gameplay a bit to make it more fun and make the player gun look less crappy. If people would be interested in it I may create an entirely new project with similar but updated gameplay and entirely new graphics.

DOWNLOAD LINK (please see install notes below)

Changelog updates
Click to reveal..

Version info v0.4 changelog:
- since this is one of my older projects, the game source code is a bit of a mess which does not really motivate me to do big updates. However,
I still found it a bit of a waste so I tweaked a things to make this game more fun & a bit better:
* player weapon & thruster have a new texture (only for first person which is the main view anyway)
* player projectiles fly faster (* 1.5) -> was still to hard first to fire accurate
* player weapons fire faster (* 1.5) -> to make it a bit more interesting, basically combat is faster now but you can still die
* player weapons consume less energy (cause of faster firing too)

Version info v0.3 changelog:
- improved the networking code; now clients can aim easier. It does use more bandwidth now, so play with e.g. 8 players only on lan, and 2/3 players online. The aiming is still not perfect, but its better than first atleast.
- Bot support for singleplayer with up to 7 bots (to simulate multiplayer/real players)! This is really fun with increased extra enemy spawns. Bots make the enemies harder through the multiplayer scale modifier (which you can turn off in the multiplayer host screen under advanced options) but they can be quite handy:
* Bots follow you around and try to spawn near you (yeah they come out of the skies too :D).
* Bots will grab nearby weapons and can fight with all weapons and alternate between primary and alternate fire.
* Bots will jump and use their thruster when appropriate (e.g. when the player is high).
* Bots cannot recon points and so they won't trigger guards, this way the player keeps control.
* Bots will try to kite melee enemies and pursue them when they are too far.
* Bots will pickup item bonuses and use perks when available.
* Bots get some advantages to make them worthy allies.
- adds more props/vegatation to both maps.
- improved graphics of player weapon, player thruster, player 3rd person model, terrains
and more.
- made the hitboxes for the Hopper, the Spitter (the two ranged enemies) and the Beetle a bit bigger.
- fixed sun tilt for model shadows for both maps.
- fixed a bug that players kept Pulse weapon after death.
- Fusion weapon fires bigger disks, making piercing combo's more doable.

Version info v0.2 changelog:
- added a new big map (for longer games).
- added hit indicator numbers with information over enemy state.
- armor-, health- and speed bonusses give twice the boost (e.g. now a single health boost increases hp regen by 2%). Collect those items! laugh
- new enemy that loves jumping (you will see :D) & added 2 new waves for Survival
- new sniper-like Pulse weapon with as secundary fire a stun shot (good for escaping or for multiplayer).
- overhauled Laser weapon.
- player weapon projectiles move much faster now ( ~x2).
- enemies strafing changed, letting them faster flank you but giving you more time to fire at them.
- enemy strafing ability now also dependent on difficulty level.
- changed altered fire of Flare weapon a bit.
- improved graphics a bit of many things like enemies, terrain and weapons.
- Rebalanced waves in Recon mode: large wave (starts after 6 min instead 4 min, less chance to spawn ranged enemy, 1 enemy less and only triggers when there are few enemies on the map) and after reconning a point 1 less enemy spawned lateron.
- changed tutorial a bit.
- ranged spitter enemy deals less damage (from 6 to 5) but is more mobile when attacking.
- camera angle less limited.
- hands rotation more smooth.
- mouse cursor now shows the direction of projectiles better.


How to install:

1. Unzip zip (through e.g. winrar or 7zip).
2. Delete the shortcut of Reconnaissance.exe if there is one already, and create a new one (right mouse button on the exe and 'Create shortcut'). Now right mouse button on the shortcut and go to the tab 'Shortcut' and add '-nx 200' without quotes behind the target line. So get something like this:

"C:\games\Reconnaissance\Reconnaissance.exe" -nx 200

3. Start the game through the shortcut.

-------------------------------

Features:

* play with up to 8 players
* singleplayer, lan or online
* up to 7 bots with singleplayer
* many different gamemodes (WIP)
* choose your starting position in a fun way
* fight off many different enemies... (WIP)
* ...with a wide arsenal of weapons (WIP)
* quest rewards, supply boxes, items and powerup items

-------------------------------

Controls:

- WASD = move
- mouse = rotate
- mouse left = primary fire
- mouse right = alternate fire
- mouse middle or f or c = melee attack
- space or ctrl = jump
- q or e = thrust
- shift or caps lock = zoom

- esc = hide/show menu
- t = talk in multiplayer
- k = unstuck command
- l = toggle mouse lock (use this when playing windowed)
- b = hide interface (for screenshots)
- m = hide/show minimap

-------------------------------

Weapons:

Energy
Primary fire: shoots an energy/ammo efficient ball dealing okay damage at decent range.
Secundary fire: shoots two energy balls at less than twice the energy cost but not accurate at long range.

Flare
Primary fire: shoots a long range area of effect missile, dealing its damage 2x on a direct hit (1x area + 1x impact).
Secundary fire: launches a stronger missile that travels futher but costs more and is fired at an weird angle.

Laser
Primary fire: rapid-fire and decent attack, less efficient than Energy.
Secundary fire: greater hit-box to be used against flying and/or fast moving enemies.

Flamer
Primary fire: high damage and piercing at very short range.
Secundary fire: even high damage but also high energy costs.

Fusion
Primary fire: fires horizontal disks that pierce enemies with a decent fire-rate.
Secundary fire: fires vertical disks that pierce enemies with a decent fire-rate (handy against flying enemies).

Pulse
Primary fire: shoots a powerfull fast moving projectile at long range. High energy cost.
Secundary fire: 100% chance to stun but less damage.

-------------------------------

Game modes:

Recon. There are several sites on the map you need to defend long enough to explore them and to be victorious. Features semi-random spawns.

Survive. Surive all the waves of enemies. Features semi-random spawns.

More planned, including a more campaign-like gamemode.

-------------------------------

How set up a multiplayer game:


One player hosts a game. His/her lan ip-adres is shown in the upper-left of part of the screen when a game has just hosted. Otherwise see the name of the program/engine window (alt-tab) to see the lan ip-adres. To find out what your internet ip-adres is, check for example whatismyip.com.

Port 2300 is used (default of Gamestudio 3D).

To join, just type the right ip-adres in the textbox. There is not a server browser yet, but I might add that in the future.

-------------------------------

Known bugs:


- if you get stuck, press k for the unstuck command.
- sometimes a client does not join properly, e.g. the client cannot properly fire. Try rejoining.
- after joining, a client cannot properly host a new game or start a new singleplayer game. Restart the game.
- not really a bug, but the bandwidth multiplayer uses might not be enough optimized to be played online/internet (read not lan but internet) with a large amount of players and/or enemies (but especially players consume bandwidth).

-------------------------------

Credits:

- almost everything made by me
- skybox (with the sun) is from AUM
- music is from UT & Unreal
- sounds (not voices) are from Quake, Tribes 2, Stronghold Crusader, Freelancer, Jediknight Academy

Special thanks

- Ch40zzC0d3r, Sivan, DLively, Superku, Sid, Uhrwerk, EpsiloN, Rayp, just thanks to a very big part of Gamestudio 3D community for helping with my code grin

Enjoy[u][/u]

Last edited by Reconnoiter; 02/28/16 16:29.
Re: fps coop Reconnaissance [Re: Reconnoiter] #446258
10/08/14 21:26
10/08/14 21:26
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
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Reconnoiter  Offline OP
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Joined: Dec 2011
Posts: 1,823
Netherlands
---

Last edited by Reconnoiter; 01/12/15 19:49.
Re: fps coop Reconnaissance [Re: Reconnoiter] #446301
10/10/14 10:39
10/10/14 10:39
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
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Reconnoiter  Offline OP
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Joined: Dec 2011
Posts: 1,823
Netherlands
---

Last edited by Reconnoiter; 10/22/14 15:57.
Re: fps coop Reconnaissance [Re: Reconnoiter] #446302
10/10/14 10:50
10/10/14 10:50
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
I downloaded it and made half of the tutorial. Will take a closer look later...


Visit my site: www.masterq32.de
Re: fps coop Reconnaissance [Re: MasterQ32] #446303
10/10/14 11:22
10/10/14 11:22
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
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Reconnoiter  Offline OP
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Posts: 1,823
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Oh thanks, I will await your feedback. Tbh, the tutorial is quite different than the normal map, maybe I should remake it. Don't really know.

Re: fps coop Reconnaissance [Re: Reconnoiter] #446305
10/10/14 12:33
10/10/14 12:33
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I am downloading it right now and give feedback later today, too. Apart from that I have to say that your screenshots suck, not because of the content but because I don't get it, they are so tiny and when I click on them I just see an imageshack site without the actual screenshot.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: fps coop Reconnaissance [Re: Superku] #446308
10/10/14 12:59
10/10/14 12:59
Joined: Jun 2014
Posts: 121
F
FEL Offline
Member
FEL  Offline
Member
F

Joined: Jun 2014
Posts: 121
Same here images are all broken. But im downloading either XD


FEL - Lead Game Designer & Core Developer
Re: fps coop Reconnaissance [Re: FEL] #446312
10/10/14 14:01
10/10/14 14:01
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
Serious User
Reconnoiter  Offline OP
Serious User

Joined: Dec 2011
Posts: 1,823
Netherlands
The old links are from imageshack, they seem to have a really weird rule now that direct links don't work correctly unless you pay up for a subscription. I have added new links from imgbay, which is okay but sometimes the site is broken.

Does anyone know a good alternative to show screenshots?

Re: fps coop Reconnaissance [Re: Reconnoiter] #446317
10/10/14 14:57
10/10/14 14:57
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Uploading to imgur


Visit my site: www.masterq32.de
Re: fps coop Reconnaissance [Re: MasterQ32] #446326
10/10/14 18:23
10/10/14 18:23
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
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Reconnoiter  Offline OP
Serious User

Joined: Dec 2011
Posts: 1,823
Netherlands
tnx, created a imgur account and updated the links

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