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InsideQC Forums • View topic - Combustion Cell

Combustion Cell

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Combustion Cell

Postby Electro » Mon Oct 10, 2011 3:07 am

Hey guys!
Figured I'd show the start of some of my project I have in the works. It's kind of a side project I need to get done rather quickly. So hopefully I just power through it! :)

It's essentially a multiplayer only (that's my entire scope at this stage, will include bots though). Maximum 4 players.

I was originally developing it using UDK, but have hit some roadblocks with that.. the game idea is kind of thinking outside of the box. I figure since it's so far fetched, that I'll do it in Quake instead, where I know my way around things a whole lot better.

I hope to get this going on android/iOS as well (in addition to pc of course!), so that's why I'll be making a couple of versions of models, to cater for the lower poly needs of mobile. With what I have in mind for the environments though, it should run on all platforms with the same data.

Here's a couple of old (also outdated, but whatever) vids of some progress that I was making with the UDK version.

http://www.youtube.com/watch?v=sKSg5c7NF2U

http://www.youtube.com/watch?v=ZbRM3juaQtg

http://www.youtube.com/watch?v=5y0FVMUnsgk


The "crystal" I'm changing to an "orb". It scales better with platforms, and is just an objective object, so it can be whatever really. Makes more logical sense for how I want to have it bouncing around anyway :)

Here's a WIP pic of that...

http://imageshack.us/photo/my-images/689/orb01.jpg/

As you can see on the left is the mobile version, on the right is the next-gen-esque one.

Quick turntable WIP of the character, old model of mine i'd basically forgotten about... dusted off, optimised a bit, gave some uv's... and baked an AO (what you see as diffuse atm with some nasty midgrey combined), and the light baked in to texture as well (this will be a different colour per player). It'll obviously be textured up, and most likely a low poly version made for mobile as well. I'll do that after this one is all finalised.

http://www.bendarling.net/combustioncel ... 1_xvid.avi

There are no weapons really, other than pushing. So I guess it's not very Quake. I absolutely had an awesome time playing the demo to death with mates back when it first came out, so hopefully people here will have some similar interests and like it too.
I'm posting because it's difficult to find motivation and encouragement on my own, and hopefully criticism and encouragement from others here in the i3d community can help me out :)

The Australian games industry is kind of in a bad way as some of you may know, I'm not in a position to move.. so I need to try and be proactive about doing something if I want to be able to continue in a future of gamedev longterm.

Thanks everyone.
Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Re: Combustion Cell

Postby ceriux » Mon Oct 10, 2011 6:21 am

I really like your player model Electro. Also the videos you posted up remind me of a game i played a demo of on ps1 it was actually pretty fun, difference though compared to what you seemed to have mentioned about no weapons? this game had weapons, so, i think you have something pretty original and seems like it will play well on your targeted device. when you release your game, be sure to allow the download of the mobile models/textures please? id prefer to play with lower poly/resolution materials.
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Re: Combustion Cell

Postby Labman » Mon Oct 10, 2011 8:18 am

I'm intrigued to see how this turns out. My projects always seem to lose steam and not quite get anywhere, it's hard to keep motivation up during the early days of a project. :(
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Re: Combustion Cell

Postby Electro » Tue Oct 11, 2011 10:34 am

Thanks guys!

ceriux: Hadn't thought about allowing the HD version to run the SD graphics. That's definitely something that I can look into :)

Here's a vid of some progress, bare in mind I only started last night from absolutely nothing (qc is from scratch too).
http://www.youtube.com/watch?v=js5Ht8MMVn8

Go easy, it's early days :)
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Re: Combustion Cell

Postby toneddu2000 » Tue Oct 11, 2011 11:23 am

I'd like to dive in a full quakec project. Do you want help for art?
- my first commercial game, made with FTEQW game engine
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Re: Combustion Cell

Postby CocoT » Wed Oct 12, 2011 9:59 pm

Wow, that looks very interesting! In to have done that in the good old Quake engine, too, wow! :D
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Re: Combustion Cell

Postby leileilol » Wed Oct 12, 2011 11:09 pm

qlast qhamber?
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Re: Combustion Cell

Postby Electro » Thu Oct 13, 2011 12:21 am

toneddu2000: pm

CocoT: thanks! I'll most likely post another video today.

leileilol: hehe

Progress is going well!
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Location: Brisbane, Australia

Re: Combustion Cell

Postby toneddu2000 » Thu Oct 13, 2011 10:25 am

I replied to you :)
- my first commercial game, made with FTEQW game engine
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Re: Combustion Cell

Postby Electro » Thu Oct 13, 2011 11:03 am

toneddu2000: cool mate, sounds good :)

New vid up! : http://www.youtube.com/watch?v=tYVWSq6wLXE
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Re: Combustion Cell

Postby CocoT » Fri Oct 14, 2011 4:16 am

Sweet! :)

Now, I'm wondering - Is this an actual top-down view with player and ball walking on walls (probably not, eh?) or are the rotation and the physics all engine-based? In the latter case, could the player push the level forward and backward as well (and, say, have the side of the map closest to the screen disappear)? :wink:

Good luck with this project! The game industry needs people like you! I'll be definitely following this thread :wink:
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Re: Combustion Cell

Postby Electro » Fri Oct 14, 2011 11:12 pm

CocoT: Thanks!! It's an actual side on view. Gravity isn't altered at all, all the running is still done on the ground. The player is actually the camera, and what you control is a "pawn" entity. That is basically running player physics through qc. The physics and rotation are engine based (default DP physics, and I guess basically standard Quake physics in that case). The level is currently a func_ entity made up of a series of brushes. This will be changing though, that will just be kept as is for collision purposes, and the visuals will be all model based.

For lighting I'll be baking lightmaps in max using vray, this way I can generate my own lightgrid data (maxscript done already) that can then rotate with the level also. This will ensure lighting on players is kept up to date with the crazy rotations as much as possible. I'll also be able to get nicer lightmaps out of vray than q3map2. :)

The kind of thing you're asking about though, should be possible, don't see why not. If i'm doing all the wackiness I am, surely anything is possible! :P

New vid, got the basics of code for bases done.
http://www.youtube.com/watch?v=dal6X1kWUGA
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Re: Combustion Cell

Postby Electro » Mon Oct 17, 2011 12:46 pm

http://www.youtube.com/watch?v=hggb9ZyE3lc

Quick update. I'm sort of getting to the point where any other gameplay features I need, I'll need to test with multiple players... guess it's time to begin work on the bots ;)
Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
Electro
 
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Re: Combustion Cell

Postby Electro » Tue Oct 18, 2011 12:45 pm

New vid up, tonights fun was pathfinding.

http://www.youtube.com/watch?v=cIhYbs3Ob40
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Re: Combustion Cell

Postby Chip » Tue Oct 18, 2011 5:38 pm

Hopefully not offtopic, may I suggest some ease-in-ease-out for the box rotation?




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