Hey guys, long time no post, but have no fear, I’ve been steadily working on this game the entire absence, I just got tired of posting on the forum.
Basic explanation of the game:
Existence is a open world fps rpg, based in a post-apocalypse future. Existence will have a multi-path, multi-ending story. Decisions that you make ingame, will be saved for use in expansions/sequels.
I have been working on this game for about 950 hours, so this game is far from a dream, and closer to reality.
Heres some new information.
What I’ve Finished:
Large Open world
New HUD
Player Suit
2 Multiplayer maps - Oasis/Factory
Multiplayer setup
Main Menu
Pause menu
Gun Customization
Gun Switching
Inventory
Use MakeHuman for people
Ingame Multi-path Dialog
AI - FSM/Fuzzy Logic
Night/Day cycle
Inventory
Save/Loading
What I’m working on:
Vehicle Sim -works in 2.49, so 2.5 problem
Suit customization
LOD
TriCity
Main story Dialog
Player house customization
Time Control - Pause, reverse time
Vehicle customization
decision saving
CO-OP Campaign
Dynamic Skydome
Populate the Open world with rocks and grass using LOD *
What I Need to do:
Replace temp cubes with people
Make Clothing
Make 10+ weapons
Make Misc objects
Side mission dialog
Suit power control
Mission Details info
car customization
Feature List:
Large Open World based on terrain in northern California
Everything the player owns in customizable (Weapon, Car, House, Suit)
Multi-path, Multi-ending story
Saves every decision for use in the second game
Easily Modable
CO-OP Campaign
Multiplayer deathmatch/other game types
Now you can see that I worked on a lot of stuff, but I still have a ways to go, mostly with modeling.
So, I thought I would ask, if anyone wants to model, or already has a model that they would like to contribute, I would gladly accept it.
If your interested here is a list outlining what I need, if not, then here is a list outlining what I need to do. haha!
What I need help with:
Weapons: (aiming for about 20)
[LIST]
Guns: (Old and rusted)
[LIST]
AK-47
m4
mp5
m60
Any Other
[/LIST]
[/LIST]
Melee: (Any piece of junk that can be picked up and swung)
[LIST]
Crowbar
Piece of metal
Broken Bord
Any Other
[/LIST]
Cars:
[LIST]
Any
[/LIST]
Props:
[LIST]
Boxes
Broken things
[/LIST]
Plant Life: (mostly dead stuff, maybe some mutated plants)
Cloths (anything dirty)
Multiplayer Maps (Small to large, but not huge)
Place of interest for campaign (Cave, building etc)
An idea for the reverse time, is to some how save all the game changes for like 3 seconds, and then after that the data is deleted, then when you reverse time, it takes the data and reads it backwards… I guess XD
A test build for the Recast Gsoc project has been released! So I coded it in to my AI and it works. And works fast!
Aside from that, I started to detail TriCity, the main town in the game, integrated the main menu into the game, and squashed a few bugs related to gun switching.
Thats pretty much what I did. Each object that is affected by reversing time has a list that keeps track of any changes in location, orentation, properties, etc. Then when I go into reverse, it just refers to the list. Almost like a save/Load script.
The problem is that I dont think I can get the action/ipo playing again. But I will continue to work on it.
Got some more updates for you.
Finished with the Saveing/Loading script.
Worked on the Factory (multiplayer map)
Worked on integrating the AI with the new racast/detour pathfinding
Almost finished with the story inventory dynamics
Modeled+Texture a gunship - (still finishing up some details)
Woah. Maybe I could help with the props and melee weapons. Would a rusty sword work?
You could have an abandoned, run down amusement park as a campaign location.
Everything looks cool. Wish I was that good…
@hero, a rusty sword just might work. If you made it. Could you post the blend? or PM it to me.
Thanks
Update:
Automatic water soft edges.
Sculpted a mutant
Started to make the first lvl area
Modeled 3 melee weapons - Wrench, Pipe, Crowbar
Further optimized the multiplayer scripts
One last question before I start: What do you think the ESRB would rate your game? It might not work out for me if it is likely it would be rated M. Also, do I have to model the stuff with any special settings?
@JESUSFRK14: Yeah I do, until now I’ve been focusing on the coding side of the project. But now that most of the coding is done, I can focus on the graphics and wow factor.
Your terrain looks good. What texturing system are you using for it? I made one that uses vertex colors to get four separate,“splattable” materials on the terrain mesh.
Yeah I am using vertex layers to splat different materials on it the land. I am also using height based snow. If the altitude is high enough then snow will appear.
Update:
Worked on the first level almost done with stage 1 (stage 1: blocking out the lvl, stage 2: details)
Here are some pictures of the level. Keep in mind that I still need to change/add lights.
EDIT: btw I hope my monitor is calibrated, otherwise you might have a hard time seeing stuff
Dude, I have an idea: Would you like to combine projects to make a massive game with me? I have mostly medieval stuff, and you have modern. So, the player can choose a setting. I think that is a good idea, my game is FPS too and would be ESRB “Teen” for violence
Would you like to do that or not? (Don’t feel pressured to say yes, and don’t feel too free to say no at the same time :P)