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Aftermath

Started by Madgap 16 replies 2.2k views
Original Post
Madgap
Madgap
Yet another demo announcement. My project is a 2d space shooter (but in 3d) with some simplistic empire management. Please check it out and let me know if it runs well, you like it, etc... It is still very much a work in progress, and the fleet management interface is a bit cubersome. I originally started it because I wanted to play an updated version of Star Control 2. It sort of grew from there. - 3d graphics, but movement locked to a 2d plane. - Dynamic colored lighting effects - Realistic physics engine - Command a whole fleet of ships. - Upgrade and buy new ships. - Asteroid mining - (Ugly) starbases that you can destroy - Capture cargo ships and sell their goods - Huge starmap 6 meg download: Aftermath 0.61 [edited by - Madgap on May 9, 2004 10:11:45 PM] [edited by - Madgap on May 16, 2004 11:09:19 PM]
-Madgap
cheese
cheese
I apologise I don''t have the time right now to play it extensively, so I only really managed to gauge the aesthetics rather than the gameplay (though I can imagine it being fun to play). But from what I experienced, really nice job! Graphics are very nice - especially the effects such explosions and use of lighting. Really liked the use of planets in the background creating perspective. Quick question, are the astteroids procedurally generated or pre-modelled? Congratulations.
Madgap
Madgap
Hey, thanks for your response! I''m glad you came away with a good first impression. The asteroids are pre-modelled, but the size, and rotation rates are randomly determined.
I''ve been tinkering with this for so long it''s hard for me to look at it subjectively. I want to make sure it doesn''t suck in some critical way.
-Madgap
ghost007
ghost007
This is very good. I was impressed by the space environment. How did you do those nebulas? Multiple billboards? It looked very nice. And the sun''s gravitational pull was cool too.

I''m definitely looking forward to seeing this finished =)
Madgap
Madgap
Yeah, a nebula is composed of about 10 billboards arranged randomly. Some of the polys are given a slight rotation, and there are three different cloud textures used. Some of the nebs use additive blending, others use subtractive. The overall position and color of each neb is pseudorandomly generated so you get the same color/position nebs each time you visit a sector. Over 40,000 sectors!
-Madgap
Irrelevant
Irrelevant
Great work. Quite fun to play (but after playing with some of the files, my heavy cruisers started going all over the place, and blowing themselves up with their torpedoes. Oh well.).
dapeos
dapeos
Your game looks simply beutiful. Have finals this week so not much time to test it out .
How much time in total do you think you have spent?
I use Maya 4.0 what modeler did you use?
Do you have a job in the industry?
Is this just a side project or was it made a demo in hopes of getting a job?

I have completed three games all 2d your game has inspired me to enter the world of 3d.

Congrats great stuff.
-Marc
Madgap
Madgap
dapeos:
- Hmm, I'm not sure how much total time I've spent, because I haven't worked on it continuously. It has also gone through several very different versions. I think I initally started it about two years ago, working on it during my free time. I picked it up again a few months ago after a 6 month break. I also had to learn a lot of stuff as I went. Quick answer: a long time.
- I used Maya 3.0 mostly for the modeling. Photoshop for the texturing.
- I'm currently looking for a job in the industry, as I recently finished school.
- I originally started this project because I wanted to play a modern version of Star Control 2's melee combat. I also wanted to learn graphics programming. It sort of grew from there. I'm just trying to make the game that I want to play. However, I have started to include it in my resume...the most recent version is kinda polished up a bit for that purpose.

I'm glad you've decided to try some 3d stuff! It's a fun journey...lot's of cool stuff to learn.

[edited by - Madgap on May 5, 2004 3:00:04 PM]

[edited by - Madgap on May 5, 2004 4:49:41 PM]
-Madgap
Madgap
Madgap
New version up with:
- Save/Load implemented (F4/F5 keys)
- Commented Keys.ini
- Can build starbases on terrestrial planets with starbase constructor (you can finally expand!)

Now it is possible to destroy all of the Ur-Quan outposts.

Aftermath_v61.zip


[edited by - Madgap on May 16, 2004 11:10:32 PM]
-Madgap
Irrelevant
Irrelevant
w00t! I was trying to add starbases via files, but the coordinates were all wonky.
*downloads*
*plays*
*has joy*

/edit
OK, after playing a little bit, I've come across a bug.
- After coming to my home system after building a starbase in another, the turrets and middle "main" turret thing are gone, just the landing pad and space station remain. I can dock, buy and sell, but I can't launch (clicking the button just beeps, no exiting).



[edited by - Irrelevant on May 11, 2004 12:06:07 PM]
aftermath
aftermath
Any game named after me is awsome.

Seriously though, you scared the living daemons out of me.

Nice game. I like the sounds effects. I have a 5.1 sounds system, and I can say that it sounds pretty good. I am working on a space shooter myself, a space shoot-em-up with an online high-score system where players can upload their high scores online (inside the game client).

Graphics are really cool. Good job!
Rate me up.
Madgap
Madgap
Aftermath: I went through the gamedev forums for days looking for the perfect name.

Irrelevant: Ummm...did this happen before or after you edited the game data files? Sounds like one of the object files is missing or is not being refered to correctly...the turrets and command center both use the same model. As for not being able to leave the starbase...blah...I don''t know. I haven''t experienced this problem, but that doesn''t mean it isn''t there. Could be something with the load/save system...I''m not sure. Can you email me your saved game file? madgap@comcast.net
-Madgap
Irrelevant
Irrelevant
I made another game and it got copied over. If it happens again, I''ll send it to you.
Madgap
Madgap
New version's up with numerous small fixes and modifications.


Aftermath 0.61



[edited by - Madgap on May 16, 2004 11:11:04 PM]
-Madgap
DevLiquidKnight
DevLiquidKnight
very nice was it coded in OGL or directx? how many lines

[edited by - DevLiquidKnight on May 17, 2004 12:41:57 AM]
Madgap
Madgap
It''s coded in DirectX. The very first version as done in OpenGL, but then I migrated to DirectX as a training exercise. As for how many lines:

Code: 30,836
Comments: 4,890
Blank: 6,512
-Madgap
Hedos
Hedos
Simply awesome!

Just a question, how do you get new kind of ships?
I can only buy one kind of ship..

Another thing: The mouse is moving a little bit slow

Madgap
Madgap
I''m glad you like it, Hedos. I''ll be adding an options screen soon...a mouse sensitivity slider is a good idea. As for ship upgrades you have to build mines on planets to extract strategic resources. The various pieces of equipment have different resource requirements. I think in order to buy the Heavy Cruiser you need 1 titanium, 1 hydrogen, and 1 crystal mine. You buy mines at the starbase market. You build them on a planet by selecting and scaning a planet (P then B), then select build mine. The scan window will tell you what kind of resource the planet has (if any). Only volcanic and barren planets have minable resources.

Your starting sector has crystal and titanium planets...now all you need to do is find a hydrogen rich planet. I''ll give you a hint...there''s one in an enemy controlled system.

Good luck!

-Madgap
-Madgap

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