Dark Omen Games

Archive for February, 2009

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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Anarchy Engine – It’s Coming…

by daphydthebard on Feb.13, 2009, under Anarchy

Well….

It’s been a long time since I’ve posted anything on any of the DOG blogs or forums, and that’s mostly because I’ve been hard at work on the Anarchy Engine.

I thought I would just drop a quick update on the progress of this project.

Basically, the Anarchy Engine is currently in it’s 3rd revision (in-line with the 3rd version of XNA) and is shaping up to be a very powerful game-creation tool.  The engine has a lot of great features out of the box, including:

  • Deferred Rendering
  • Multiple Light Types; Spot, Cone, Directional (and sub-types, such as flickering, pulsing, etc).
  • 4 Stage Rendering PipeLine – Geometry/Depth/Normals, Lighting, Scene Composition, and Post Process (all fully automated!)
  • Diffuse, Bump, Specular, Reflect, Glow for all Models
  • Custom Model System, including Milkshape Importer, World of WarCraft Importer
  • Full Animation support – including skeletal control and rendering, animation blending – all automatic
  • Full Object-Aligned Collision Detection System – for both static and animated models :-)
  • Infinite Terrain / Water with multiple textures, fully integrated into lighting system / rendering pipeline
  • Powerful level mapping system, allowing fast and flexible creation of building interiors for FPS/3PS games
  • Post Processors (bloom, depth-of-field, blur, etc.)
  • Particle System
  • Physics (when Charles pulls his finger out his arse and get’s this finished for me!)

So as you can see, I’ve been quite busy.  Once the engine is stable, I’m going to sink my teeth into a couple of game projects I have in the pipeline.  I have plans to add even more powerful features to the engine, such as ragdoll physics, but this is still blue-sky at the moment and will not be in the initial release of the engine.

I plan to release the engine to the community once I stable working build, with some tutorials / documentation on it’s use.

Laters,

Daphyd

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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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Killer Core Update

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

Yes, done a bit more on this now, as you will see in the clip, there are now the four avatars, more fire, a background and some dynamic point lights for the players.

Still need to add lighting for the flames, as well as 101 game play elements. Not sure if I have said before, but I am hoping to have this done and on XBLCG in December this year, if nothing else then into peer review.

My next step will be to get the networking in there and have all four players running about, hoping to keep to the 60 fps. Also need to finish up the map loader so I can add moving platforms to the level without having to hand key them, also I am thinking of a few other elements other than fire….

 

Stay tuned…..

-Nemo Krad

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