Dark Omen Games

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Nebulon Review

by Nemo Krad on Jul.19, 2009, under Games, Nebulon, News

Check out the review of Nebulon on XNARoundup!

-Nemo

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Nebulon in Play Test!

by Nemo Krad on Jun.02, 2009, under Games, Nebulon, Uncategorized

 

boxart

We have finally got around to getting a Creators Club Premium membership so we can start to release our games on the Xbox Live Creators Games.

As my post title suggests, the first game we are putting up is Nebulon, the brain child of Dave Bonner.

Nebulon is a 2D top down shooter, you fly your ship around looking for alien “photons” to warp in so you can shoot them. You have to be quick though, they like to gang up and if to many get together there is the chance of a wormhole opening up and something nasty coming out..

Here are some  screen shots:

If you have a Creators Club Premium account, please get on and give it a play test, we really would love to hear your feed back on it so we have a solid, robust game going into peer review.

You can leave your comments here, on the play test forum for Nebulon.

So get your trigger fingers at the ready and start blasting some photons!

- Nemo

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Killer Core May 09 Update II

by Nemo Krad on May.15, 2009, under Games, Killer Core

 

Well here is another quick update. Basic inventory system is in now, with some simple pickups.

The HUD needs to be re done, but it’s no biggy.

 

- Nemo

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Killer Core May 09 Update

by Nemo Krad on May.10, 2009, under Games, Killer Core

Yes, missed the second post for April, and this is just a quick one…

Have decided not to incorperate the new collision system into my engine untill I have completed Killer Core. In the mean time (tonight anyway) I have been doing some modeling.

I have got some basic inventory into the game now so you can pick up items you find on the planet, so now I need to create models for these pickups and that is what I have been doing.

Let me know what you think, I am not the best artist (3 or 2D!) but it’s all my work :P

-Nemo Krad

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RandomChaos 3D Engine Major Change

by Nemo Krad on May.05, 2009, under Engines, RandomChaos

 

OK, have been helping out a friend with some collision detection, and in doing so, found that my current collision system is not up to scratch. So, I am going to implement the new collision system I have come up with so Killer Core may be a little delayed, you never know though…

I can’t take any credit for this, all I have done is implement code from a white paper into XNA. I would not have even looked at this yet and had it on the back burner, so a big thanks to James for giving it focus :)

As you can see from the clip, it’s still early days..

-Nemo

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Killer Core April 09 Update I

by Nemo Krad on Apr.01, 2009, under Games, Killer Core

So, still not getting much time on this, and with Dream Build Play comming up, we are thinking about making a group entry, work is, as ever piling up, but I am determined to get this done on at the very least into peer review on XBLCG.

What have I been upto since the last post then, well as you can see from the clip, you can now angle your shot, I have also added missiles. The shell it’s self I did in Blender3D, and they have the usual particle trail. I have also added a post processing particle effect to the missiles that can be switched on and off (at the moment to test), you can see this in the later part of the missile clip.

Will crack on now and try and get this game finished.

-Nemo Krad

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Killer Core March 09 Update II

by Nemo Krad on Mar.24, 2009, under Games, Killer Core

 

Well it’s been a very, very busy month, so I have not had much time to spend on XNA. As you can see from the clip, I have altered the player avatar a bit, need to UV the thing now :P

I am using the old avatar for the planet inhabitants at the moment, still need to write the A.I for them, not sure if they should be there in multi-player yet, probably will be. You can see I have et them so they are much lighter than the player so they bounce about a fair bit when hit.

You will also see that I have altered the little sparkle particles, I think they look better now. Also you can now shoot!! This will probably be the first weapon in the game, may tone it down a bit, but it gives you an idea of what a weapon in KC will look like. The blaster, as you can see pushes entities about, even the player. This will also cause damage as well as blast the target.

Not sure about the HUD, think it will change.

Oh and hope you like the retro track I have put on the clip, it’s from an Amiga Demo, I love that retro sound. Which brings me to mention a very good friend of mine, Jan Knetsch of KSK Productions, he has been working hard creating sound for Dark Omen Games. The current menu, in game music and the intro music has been done by him. So a big tank you to Jan and I hope he can continue to help.

As I say, not much progress, but enough for a post I think…

- Nemo Krad

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Killer Core March 09 Update I

by Nemo Krad on Mar.02, 2009, under Games, Killer Core

Well I think I am going to try and post 2 updates a month if I can so this is the opener for March.

So, what have I done since the last update?

Added the Live networking framework (still yet to finish and test), have started on the planet flora and some atmosphere sprites. I have also improved the lighting and due to the flora thought it would be a bit unfair to have one of the players in green, so made them all grey. Still yet to finish of the model, UV and texture it so I dare say this will change. Thanks to Simon I may be able to give the player an option on what avatar they want to use thanks to his modeling skills, check out his blog by the way it is well worth a read. Also I have tidies the jump jet a little, again this may well change as the game evolves.

Forgive the stutter in the clip, my machine starts to die as the clip takes up more drive space…The game is still a solid 60 fps.

Still much to do, need to start getting the game play together now I think, some weapons, pickups, the inventory system etc..

-Nemo Krad

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Killer Core Feb 09 Update

by Nemo Krad on Feb.17, 2009, under Games, Killer Core

So just so you don’t think I have just stopped, here is the latest clip of KC. You will see the lighting is not as strong as before, I have added an intensity value to each of the player point lights, so this will also give me another possible pickup for the players that gives you a stringer lamp, or even a trap that kills your light… be a swine driving around in the dark..Yet another background type, looks good I think, going to have these so that the texture alters as you get deeper into the planet..

Also started to implement my networking, will hopefully pull in some of the guys to help out testing it, pretty sure this will show up a load of bugs.

You will see I have added some particles so that when the avatar jumps it gives off a puff of dust, still not happy with the look of this, but the mechanics are there now, and as you can see not a hit on performance. I started off doing this with point sprites, but turned back to billboards as I had trouble implementing it on my 360. Oh well might give them a go later.

Hope you like the clip, stay tuned…

-Nemo Krad

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Killer Core Concepts

by Nemo Krad on Feb.04, 2009, under Games, Killer Core

So as I said in my first Killer Core post on here, I’m going to show some of my concepts for the game.

I started out sketching ideas for the player model, as you will see I kind of ended up with a mix of these. I am still not sure what to do with the mode of locomotion, wheels or feet…

Character 1character2Character 3Character 4

Kind of drew up an eye, but this never really stuck so I eventually went with the big screen, kind of like the one on Character 2.

Robot Eye

So here is where I am with the player avatar at the moment, as I say still don’t know what to do with the mode of locomotion yet. Wont UV and texture it till I have, so you will have to put up with the simple shaded version for now.

Player Avatar FrontPlayer Avatar Side

I also drew up how I thought the complete (you have to build it) teleportation device would look, still not sure how I will implement it yet…

Your only way off world...

Your only way off world...

Also in the game the player will be able to lay various traps for other players, the first one of which, and you can see it in the clips is a fire trap.

Fire Trap

Now the game will also need a HUD and this was my firt stab at it..

HUD

As you can see I am no artist, but at least I got something donw on paper, I also had a play with some digital art lol

Here is my current HUD…

HUD 1

Overview

This was my original game idea:

This will be a game targeted at the Xbox 360 CC Game Market place.

Game is both single and multiplayer game for up to 4 players.

Players find them selves crash landed on a dying planet, the planets core has gone into a terrible flux. The player’s goal is to get off the planet within an allotted time span.

To leave the planet the player must assemble a teleportation device that has been left on the world by an ancient civilization. The only trouble is this device has been smashed across the 4 corners of the world.

For this teleportation device to work, it must be assembled near the core of the dying planet as the core gives off the right kind of exotic energy that the device needs to work. Only one device can be assembled in the core at a time.

Each player is assigned a colour, the device is made up of 8 pieces, and there are 8 pieces for each player. Only the players pieces can be put together, but there are also 8 pieces that are “generic” that can be added to ANY players device.

If a player finds another players piece in the core he can remove it, to do this he must pickup the  piece and exit the core.

There is only one way out of the core room which is through the core it’s self, the exotic energy that is created there causes a mini worm hole to appear which will send the player to a random part of the planet.

Player’s are armed with lasers to fend off each other and can pickup traps that can be laid to protect areas like the opening to the core or another player’s device part.

Some traps will kill a player outright and force them to re-spawn at there ship, others may hold them for a time or slow them down or even warp any device pieces they are carrying.

The winner will be the fist player off the planet, with 2nd, 3rd etc being the following players. If a player is left on the planet when it self destructs then that player will not be in the next round.

As the rounds go on, the times span gets smaller and the planet labyrinth more complex.

The game will be played in 3D but the game area will only involve the X Y axis.

The planet also has “inhabitants” that will try and kill the alien invaders (player(s))

Now some of these things might not make it to the final game, but it will give you an idea of what I am trying to create.

As ever, your comments are more than welcome :)

-Nemo Krad

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