Octane - WIP

The objective of Octane is to push the existing game engine’s limits, creating a first person shooter with optional third person movability and function. As development stands right now, I have no intentions of making a storyline, so this will be a pure pvp (player-vs-player) style game. Multiplayer will be enabled through client/server networking. I am working on introducing some interesting combat strategies that haven’t been seen in the Blender game industry yet, such as cover based tactics, weapon styles, scene interaction, etc.

Also note, I don’t plan on releasing the source files for this game until a little while after the final release. I am in NO way anti-opensource, and as many of you know I am always willing to contribute to the community. What I’d like to do is incorporate a commercialized style work-flow with this project, developing playable binaries for multiple operating systems. The game will be available for free, naturally, and I will eventually release everything in the end.

So far, this has been somewhat of a learning experience. I’ve never worked with the Blender Python API as much as I have been, and I am coding the entire networking engine from scratch. Yes, I know that working “templates” already exist, but I’ve come to understand that someone can’t just simply slap a networking template into their game without knowing a bit of code. Its much better if you know how the networking works, right down to the lowest level (suchas creating and working with sockets). I will be documenting much of my progress on this game, and hope to release a nice “making of” documentation along with the game. Hopefully, it’ll help other developers in designing their own games.

http://bchynds.com/blender/menu_wip1.jpg

Some things that are already done:

  • Simple networking inside the game engine.
  • Character modeling and rigging. (see WIP thread here)
  • Menu system started.Things that are still being worked on:
  • Character texturing.
  • Level design.
  • Character actions and scene interaction.I will post updates on the project as I can, but keep in mind that I have a lot of life issues that need tended to as well. So, development may be slow at times, especially with the holidays upon us.

Feel free to comment and/or critique my work. I’m always open to suggestions and ideas.

A small video of what the menu looks like can be seen here:
http://bchynds.com/blender/menuwip1.html

Uploading to YouTube for those without quicktime . . .
http://www.youtube.com/watch?v=y3KvTFFH2jE (slightly lower quality)

Sounds like you’ve got some work done on your project, which is good, so then nobody needs to waste time flaming you for no reason. I like the idea, you obviously have a pretty substancial knowledge of Python and the GE, so good luck.

Once you get a working demonstration of your server/client in action with real characters, I would really like to help you. PM me if you would like to see a sample of my level design work.

Most of the work I’ll be doing myself. It’s not that I don’t appreciate the offer, I would just prefer to do a lot of the work myself. If I need anything though, I’ll be sure to give you a notice.

I know it’s not much to show right now, but here’s an updated video of what the menu looks like so far. I’ve been working a lot on the networking code, but I’ll show you a little piece of how the menu works.

http://bchynds.com/blender/menuwip2.html
YouTube: http://www.youtube.com/watch?v=BsxlODH5Mxo (low quality)

I’m designing the networking and the UI so that the server will be able to manage the clients through a simple user interface in the game. If there’s trouble with a client, you can simply boot them individually instead of having to reboot the whole server. Could even serve helpful when dealing with a pesty player. :evilgrin:

looks like a great start, if you need any help see me on IRC :slight_smile:

Looks like a great start. Your youtube videos look quite impresssive.

Since you want to push the BGE to its limits, you should definately use lightmapping, GLSL and 2D filters.

You should release a series of tutorials demonstrating how you do certain aspects of the game on completion. And if you know C++, you could add features to the BGE if you need them.

yeah, if you do need help with characters or levels, or graphics in general, pm me, I’m interested in helping

I checked out Zaghaghi’s 2D Filters, and I’ll admit they are quite impressive. Hopefully they’ll see the light of day into the stable builds. But for now, I’ll steer away from them. I do however want to learn more about GLSL shaders, mostly for some nice Gloom effects. On OSX, we have a very nice GLSL application with the developer tools that helps design and view shaders. I’ll have to see what I can do. And my extent of C++ doesn’t stretch much past “hello world”. :stuck_out_tongue:

I guess I started getting hooked on these video updates. This one is demonstrating the networking in the game so far.

http://bchynds.com/blender/networkingdemo.html
YouTube: http://www.youtube.com/watch?v=ozzC-10ohcU
(warning, the YouTube version is fairly low quality due to their crappy server-side compression)

Well, some major progress in code is done. I have a fully working python chat server finished, and I’m working on implementing it into the game UI. Once I get it working in-game, I’ll add some more fancy stuff, suchas server passwords, etc. I’ll show you some screen shots and/or a video of it in action when it’s working in the game.

this looks like it would be amazing, if only because ive been away so long ive never seen actual networking like that.
sorry to be off subject, but if you cant do Opengl shaders (because of the graphix card), can you do the new 2d filters?