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Angle of Attack #79694
06/27/06 15:17
06/27/06 15:17
Joined: Apr 2006
Posts: 265
V
vartan_s Offline OP
Member
vartan_s  Offline OP
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V

Joined: Apr 2006
Posts: 265
I've recently been designing a game, which I decided to call Angle of Attack. It's obviously an fps, with special attention to recoil. I do plan to include some sci-fi elements in the game, preferably in the 2nd half of the game. I've spent special attention on getting the player movement (can walk, jump, strafe crouch, go prone and navigate terrain).

I know the level looks a bit plain. It is by no means my final result, but feel free to make comments on it. I'm curious to know what you would like to see in it (remember however, that that certain level is set in the Middle East, so I'd like to keep it with the theme it has.

Yes, the crosshair does grow with recoil. I plan to give the beta the opportunity to use different crosshairs, and then decide which one they think is the best.













As you can see, I took these models from the au resource site. I am in serious need of modellers to model weapon models and also the characters.

The numbers in the upper corner are your ammo... I haven't designed an HUD yet. Actual game takes priority

I do plan to release a video, but I need someone to tell me the best software for doing such.

Comments welcome! Especially tips that would help me improve my game.

Hope you enjoy

p.s. I saw another fps that looked similiar. I'm not taking ideas from there... I was doing this before I had knowledge of the other project

Last edited by vartan_s; 06/27/06 15:19.
Re: Angle of Attack [Re: vartan_s] #79695
06/27/06 16:10
06/27/06 16:10
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline

Expert
aztec  Offline

Expert

Joined: Apr 2005
Posts: 2,332
Germany, BaWü
Wow it looks really cool I like the effect wehn the gun shoots and the bullet holes I think this will be very good dude I like what you show


Visit:
schwenkschuster-design.de
Re: Angle of Attack [Re: aztec] #79696
06/27/06 16:23
06/27/06 16:23
Joined: Apr 2006
Posts: 265
V
vartan_s Offline OP
Member
vartan_s  Offline OP
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Joined: Apr 2006
Posts: 265
Thanks a lot! Anyway I don't think the screenshots really show the game for what it is, so hopefully I'll have a video soon .

Just to let people know this is my first game, so be easy on me! Before I forget, I'd like to thank everyone who helped me with some of the technical issues. I'm not going to mention any names here, I'm afraid I'll forget somebody!

Re: Angle of Attack [Re: vartan_s] #79697
06/27/06 16:29
06/27/06 16:29
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline

Expert
aztec  Offline

Expert

Joined: Apr 2005
Posts: 2,332
Germany, BaWü
Wow I didnt exspect that this is your first game I thought you allready made games it looks fantastic for you first game cant wait to see the video


Visit:
schwenkschuster-design.de
Re: Angle of Attack [Re: aztec] #79698
06/27/06 17:07
06/27/06 17:07
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
The surfaces textures ar too clean , not realistic a little

bring some breaks, some dirt or scratches,

you can find top notcht texture alteration on 3D total :
follow that :
pro tutorial

Re: Angle of Attack [Re: TheExpert] #79699
06/27/06 17:36
06/27/06 17:36
Joined: Apr 2006
Posts: 265
V
vartan_s Offline OP
Member
vartan_s  Offline OP
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V

Joined: Apr 2006
Posts: 265
Thanks a lot, I'm reading my way through this now

Re: Angle of Attack [Re: vartan_s] #79700
06/28/06 08:24
06/28/06 08:24
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
Expert
ShoreVietam  Offline
Expert

Joined: Jul 2002
Posts: 2,002
Europe
It seems that your player is too close to the floor or that he's a child-soldier.

The weapons and effects look great!
A bit improvement in level design (lighting is important) and it will look even better.






My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Angle of Attack [Re: ShoreVietam] #79701
06/28/06 18:47
06/28/06 18:47

A
Anonymous
Unregistered
Anonymous
Unregistered
A



I think it's just the ground texture. Otherwise, it looks great! How long have you been working on this?

Re: Angle of Attack [Re: ShoreVietam] #79702
06/28/06 18:50
06/28/06 18:50
Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
FoxZero Offline
Serious User
Happy Birthday FoxZero  Offline
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Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
Nice man. More impressive than my coding work. The level is exremely dull though and the textures are plain. The reciol effect is nice but make sure it varies with each weapon (example rifles should be more accurate than sub machine guns). Also make sure the shots don't go outside the circle.

Some brass and kickback effects would look great. The muzzle flashes look nices, but they don't seem scaled right to the weapons. The flash off the assault rifle should be larger and the flash from the sub machine gun should be smaller.

You've got a real nice start here dude. Definately more impressive than my first game (without template). Hope my imput was helpful.


Check out my site http://foxzero.net
My band's website
http://wolf-hybrid.net

R.I.P. Dave Williams
Re: Angle of Attack [Re: FoxZero] #79703
06/28/06 20:05
06/28/06 20:05
Joined: Apr 2006
Posts: 265
V
vartan_s Offline OP
Member
vartan_s  Offline OP
Member
V

Joined: Apr 2006
Posts: 265
Quote:

Nice man. More impressive than my coding work. The level is exremely dull though and the textures are plain. The reciol effect is nice but make sure it varies with each weapon (example rifles should be more accurate than sub machine guns). Also make sure the shots don't go outside the circle.

Some brass and kickback effects would look great. The muzzle flashes look nices, but they don't seem scaled right to the weapons. The flash off the assault rifle should be larger and the flash from the sub machine gun should be smaller.

You've got a real nice start here dude. Definately more impressive than my first game (without template). Hope my imput was helpful.




I'm taking all of this onboard. Well, first of all, of course I will have different accuracies and recoil for different weapons. In fact this is the whole point of it all. I will give each weapon advantages and disadvantages based of rate of fire, recoil, staring accuracy (some guns have amazing accuracy but lose it very quickly once you begin firing).

As for shots going out of the circle, that isn't necessary. Imagine a shotgun. Shots are spread veery far. The circle would have to be huge to show this accurately. Another thing. As the distance increases, so does the inaccuracy. So while at point blank range it will be inside the circle, at 100 - 200 quants it will not.

Brass I plan to add. After all, what's a game without empty cartridges flying out? It gives the game it's feel. The guns also have kickbakc already, it's just that the screenshots don't show this. This happens as well as the general vibration for each gun, and also varies depending on the gun (this also gives the gun their unique feel). I've added a variable for each gun controlling the muzzle size, it's only that I haven't tuned it to perfection yet. I will even have different muzzles for different guns (again giving it's feel).

As for how long I've been doing this... About a month now, including the time I used to get to grips with 3dgs and it's script. I know the textures aren't very good. At the moment I'm more of a programmer than an artist!

In any case, thanks a lot for the feedback... Hopefully you can see more of this when I release a video .

Last edited by vartan_s; 06/28/06 20:07.
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