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[ Revolude ]

intro
as the 22nd century dawns, war has broken out. global mass hysteria. simply put: world war III.

battles scorch the deep lands. a thriving brave new world, a losing war machine.

countries have formed alliances together, gathering their armies together into the hierarchial system of the revoludian empire.

each revolude of brainwashed drones working together toward the greater good. each supporting a different plan for revamping the world. a plan to remake the world. nazis.

the rebellion were screwed by the system and live out their lives against the system of war. home being in the streets, somewhere in the abandoned cities and towns. nothing matters to them but living out their lives in the ruins of the modern day world. their names exist only in the minds of people who know them.

those who endured the great crash with no harm done lost all their worth to the government. lost their lives to the technology of war. these people have become the revolude of the world. the wave of movement pushing for a drastic transformation of the way life is on earth.

you are one of the many who fight for your revoludianism, battling against your rival revoludes in the technical field of war.

the concept
so i'm spending most my time working on a game. i've been working on it on and off since June. lately mostly on, which is the main reason i decided to create this page. i also figured it would be a good way to put some other random stuff for people to read/see/hear etc.

the game i'm envisioning is a first person shooter. multiplayer both online+lan. teambased gameplay. outdoor terrain environments. indoor team bases and other indoor map structures, both above and underground. a variety of vehicle types. from ground vehicles, and hovercrafts, to flying machines..

players will choose their profile. each profile appearing different and having different weapons and abilities in the game. in order to be an effective team, there must be players with the right variety of certain abilities. players must learn what balances a team. too much defense keeps a team from knowing what's going on outside their own territory whereas too much offense leaves holes in defense, allowing enemies to infiltrate.

the game engine is written in C++, under win32, using standard OpenGL. no fancy special fx. although there is a simple materials system so surfaces won't just be a polygon with a texture on it. it will be prettier than that :)

brute force terrain rendering. indoor structures are simply .map files from Quake/Half-Life style engines. i'm currently using worldcraft 1.6 to develop structures for my game. a hand-placed portal/sector system for scene traversal. portal/sector relationships are generated in the engine, the mapper simply has to place them and that's it.

there is a fully functional console system. netcode is functional and near completion using a server-client setup.

game logic is going to be an external dll (sources released) and it will contain serverside and clientside game logic. serverside being raw gameplay elements, physics, etc. clientside being things like particle effects, sounds, graphical elements, etc.

the game completely supports mods. simply create a directory that parallels the 'base' directory and stick your own media in it. then in the console set g_gamedir to your mod folder's name.

game models are MD2 format from Quake II. living models are animated by interpolating animation frames using a quadratic spline algorithm, this gives them a more realistic flow look than linearly interpolating the animation. other models are animated using a linear interpolation for mechanical nonliving animated models.

i'm aiming for something similar to the original PC version of Halo that bungie software was working on before Microsoft bought them out and got them to remake it for xbox. you can see original Halo screenshots here

i'm not going to have as dynamic an animation system as the original Halo did, but you also won't be playing in 3rd person anyway. the only other players you will see will mostly be far enough to not notice any animation incongruencies. i am using a few tricks to make player models animate in a more dynamic fashion than in Quake II. for example, when a player turns, they must turn their view a certain amount before their player model reacts. this is to prevent a floating-rotating model look when they are just standing looking around. i'm also only going to play the firing animation (the one where they are standing still) when they ARE standing still. so they don't float along the ground while running and attacking opponents. many little things like that which i believe will contribute to a better overall feel to the game.

the models will be standard Quake II player models. by standard, i mean all the same animation sequences, etc. this way anyone can use existing Quake II plugin player models in their mods.

my aim is to create a free game, so that anyone can download it. to ensure maximum audience compatability, i'm intentionally avoiding using any new graphics effects. standard OpenGL calls.

development screenshots
latest and greatest shiznit straight from my corner of the world. you may suffer a loss of mental capacity due to being exposed to a bad case of programmer's art.


structure rendering, note the screenspace bounding boxes on the portals in the underground structure.


the first test structure i made in worldcraft, some sort of temple outpost thing.


indoor (underground) rendering. portals determine sector visibility.


the handy-dandy console.

[ junk dysfunc ]