(This banner is a work in progress)
I have decided to ditch the computers in my school being the platform, so instead, I am using my own PC as a benchmark and releasing this game on the full.
<b><i>Currently working on this project:</i></b> ATomCat (Me) - Founder of "Project Reality" - Project Lead - Concept Artist - Creative Director - Modeler - Texture Artist - Animator - Script writer and applicator - Logic Bricky and Programmer - Game Tester (All stages of development) CrispyCream (Jake B.) - Co Founder of "Project Reality" - Concept Artist - Creative Assistant and consultant - (Soon) Modelling - (Soon) Texturing - (Soon) Animator - Game Tester (All stages of development) StarViper7 (Ryan C.) - Pre Alpha, Alpha and Beta testing JakeKamo (Jake K.) - Pre Alpha, Alpha and Beta testing - He made a Mushroom once
A .txt file my friend and I compiled to summarise the game. Almost completely.
3 Races: Human, Cyborg and Alien
Human: Faster and better at parkour
Cyborg: More accurate with weapons (all metallic but with some flesh on them)
Alien: Humanoid, average but better with magic, can also climbs walls.
3 Maps: Human Space Station, Cyborg Control Center and Alien Planet (Called “Cadergaflerga”)
Space Station: Round map with many rooms
Control Center: Red lights, big rooms and pipey.
Planet: Like Earth but with a much more strange atmosphere and plants.
Weapon Case: Open with E take ammo/gun (Hand animation with gun, none with ammo)
Spawn: When you spawn you have nothing you must punch and find weapons in crates/cases
Finish: Give game to school free with special license then sell on website.
Game modes: FFA, Single race teams (Faction wars), and 2-3 teams with mixed races. Racial abilities still active but can be turned off by host.
Rocks (Many sizes) (Planet)
Shrubs and such (Planet)
Pipelines (Station and Center)
Control station (Center)
Grates (Station and Center)
Sliding doors (Station and Center)
Terminals (Station and Center) (Vary; sizes, shapes)
Canisters (Station and Center)
Crates (Station and Center)
Containers (Station and Center)
Lights (Station and Center)
Lamps (Station and Center)
Weapon cases (All Maps)
Wall buttons, switches (Station and Center)
Cranes (Station and Center)
Weapon crate (Station and Center)
Garbage shoots (Station and Center)
Grass (Alien Planet)
Nuts and bolts (Human Space Station)
Stairs (With rails and fences) (Station and Center)
Ramps (with rails and fences ) (Station and Center)
Panels (Station and Center)
Wire (Flat planes) (Station and Center)
Ledges and platforms (Station and Center)
Poles, Posts and Pylons (Station and Center)
MUST FINISH BEFORE END OF SCHOOL YEAR!!!
<i><b>SCREENSHOTS!</b></i> YEAH! Just what everyone came for. A screen shot of a prop. ![http://dl.dropbox.com/u/46198618/Canister_Model_ScrnCap.png](http://dl.dropbox.com/u/46198618/Canister_Model_ScrnCap.png) Another screen shot of a map, the same map as before. ![http://dl.dropbox.com/u/46198618/Alien_Map_Screeny_2.png](http://dl.dropbox.com/u/46198618/Alien_Map_Screeny_2.png) And here is the same map. ![http://dl.dropbox.com/u/46198618/Alien_Map_Screeny_3.png](http://dl.dropbox.com/u/46198618/Alien_Map_Screeny_3.png) And here is an AK47 that I am going to texture to look like it is more futuristic. ![http://dl.dropbox.com/u/46198618/Ak_Pre_Tex.png](http://dl.dropbox.com/u/46198618/Ak_Pre_Tex.png)
In the above screen shots, you can see SSAO, this is Martinsh’s SSAO filter, we have credited him where appropriate. This is the shader we used, with altered values to suit the size and custom parameters we desired.
Any thing you have to contribute, please consider an average computers specs of; Intel Core 2 Duo, 2 - 4 gb RAM, GT 250.
We are considering our possibilities for multiplayer systems for Blender. I am thinking that WSAG (When I finish reading the tutorials and the manual) will be the system we use in the end, but I am still looking into alternatives like the Multiplayer Addon by agoose77. Most of the assests are completeled, that being; models, textures and animations if any.
Thanks for your time guys.
ATomCat, seeing you later.