Original Post
Team name: (None. No interest in team names so far). Project name:
Brief description: +Concept: Trauma is not just another M.U.G.E.N clone or wanna-be, it will provide a new and rich experience to the player. The main idea is to share the experience of a fully player-customizable 2D fighting game experience over a LAN or the Internet. This goal should be achieved through the new game engine (with profiles support and AI), the networking module and the OpenWound community. The current code is based on the KOF91 v1.49 source code after heavy modifications. I prefer to rewrite it from scratch, if there's enough manpower. +Engine: The core of Trauma is its engine - "Injury." Injury is a modular engine written as a FSM (finite state machine) to set and control the fight. Currently, it is meant to handle 2 fighters and I have no intentions in the mean time to extend it further. I'm seriously considering adding stage effects to the engine (stage fatalities/damage, interactive environment/objects... etc) Unlike many 2D fighting games and engines, not only collision boxes will be used to deal with collisions, but also pixel-perfect collision detection and engine-side decision functions. Attacks strengths and hit responses will not be completely prescribed by the fighter code, but a great part will be decided upon by the engine's internal (customizable) logic. Also there will be no prescribed fighting arrangements (rounds); the design of the battle and its rules will be left to the player. Fighters will be KO'ed not when their life bars are empty, but when their stamina bar is empty. Constantly putting the fighter in motion/spar will slightly decrease the stamina (fighter gets exhausted). If the fighter's life bar is empty, the fighter is dead. I'm a bit reluctant towards adding a Chi bar, because in general I wouldn't prefer to include such "super powers" into the engine. Combos are OK though. "Turtling" will be prevented by means of the new block/evade/counter system. The Injury engine should make the player focus on fast short-term strategy, lightning fast reaction and challenging eye-mind-fingers coordination. +Profiles: One of the main advantages of 3D games is the ability to create customized profiles. Matter of fact, the ability to customize is becoming a sort of de facto standard in any entertainment software (skins and the like), not just games. In Trauma, each player will have the ability to create a profile where his/her custom fighter will exist. The profiles are essential especially in the online battles and organized events. The engine's response to the fighter's actions will be modified as the fighter's experience expands. The fighter will be able to store "learned" experiences and utlize them later on, like having more precise collisions, increased stamina, less fatigue... etc. Profiles are encrypted to avoid being tampered with either by the player or others in network battles. +AI: Unlike other fighting games, the Injury engine will offer AI capabilities to the player during the active battle, i.e playing with a semi- or fully-programmed fighter. However, the AI script will not "see" everything like in other fighting games, but -according to the fighter's ability- will be able to make estimates. For example, the fighter will not be able to determine the exact location of the opponent, but will be able to estimate it within a range of precision; also the exact nature of the opponent's move will not be known, but rather some of its properties depending, again, on the abilities of the fighter (which are updated and stored in its profile). Computer controlled fighters will have to fight according to their AI, which will suffer from the same limitations and enjoy the same advantages of the player controlled AI. The AI part will be established through an interprited script that acts like an event-driven FSM. +NetPlay: A feature that's been requested a lot, but hardly realized. To my knowledge, OpenMortal has this feature implemented in it; however, before I get to test it, their server was down and a bit later the development in the project has ceased. In fighting games, the real fun is in challenging another human player! Trauma should provide different netplay options, including: -peer-to-peer: where a player directly connects to another player's computer -LAN: where a centralized server is setup to be accessed by specified members or the public -OpenWound: the official Trauma community, where players can join organized events, challenge other players, form groups/clans/gangs, trade fighters... etc. The OpenWound should grow to be a small world on its own, with its own everything for fighting and a bit more. Target aim: Freeware - open source under GPL Compensation: The joy of it (read: no money) Technology: +General -Target system: Win32 (ports are welcome) +Development -Language: C (using MingW32) -Libraries: Allegro (graphics), RakNet (network), lua (scripting) +Graphics -Anything that can output in 8bpp PCX +Sound -Anything that can output in WAV, MIDI, MP3 or OGG Talent needed: +Development -C developer: --solid experience --finite state machine programming --parsing --code optimization +Graphics -Pixel artist: --initial engine graphics --fighter frames +Sound None so far, but any contribution would be much appreciated +Support -Web master --customize look&feel (CSS/HTML/DHTML) --maintain and update content -Doc writer --write game's technical documents --documents source code Team structure: cd marker: -Concept art -Website design -Game graphics (pixel art) +Photoshop (>3 years) Tobacco Monk: -Concept design -Coding -Website development +C programming (>8 years) +PHP (~1 year) +HTML/CSS/javascript (>5 years) <b>Website:</b> <a href="http://injury.sourceforge.net">Trauma website</a> (Check for the beta link) <b>Contacts:</b> tobaccomonk at users.sourceforge.net <b>Additional Info:</b> +More info Please check the FAQ at the website WHEN it's up and ready. +Screenshots The following screenshots are from the current under-development engine. Lots of things are going to be changed. I'm testing with the default M.U.G.E.N theme just for convenience. Main menu: <img alt="Main menu" src="http://injury.sourceforge.net/img/sc0001.jpg"/> Select screen: <img alt="Select screen" src="http://injury.sourceforge.net/img/sc0002.jpg"/> VS screen: <img alt="VS screen" src="http://injury.sourceforge.net/img/sc0003.jpg"/> Fight: <img alt="Fight" src="http://injury.sourceforge.net/img/sc0004.jpg"/> Fight (debug on): <img alt="Fight (debug on)" src="http://injury.sourceforge.net/img/sc0005.jpg"/> <b>Feedback:</b> ANY - feel free
Brief description: +Concept: Trauma is not just another M.U.G.E.N clone or wanna-be, it will provide a new and rich experience to the player. The main idea is to share the experience of a fully player-customizable 2D fighting game experience over a LAN or the Internet. This goal should be achieved through the new game engine (with profiles support and AI), the networking module and the OpenWound community. The current code is based on the KOF91 v1.49 source code after heavy modifications. I prefer to rewrite it from scratch, if there's enough manpower. +Engine: The core of Trauma is its engine - "Injury." Injury is a modular engine written as a FSM (finite state machine) to set and control the fight. Currently, it is meant to handle 2 fighters and I have no intentions in the mean time to extend it further. I'm seriously considering adding stage effects to the engine (stage fatalities/damage, interactive environment/objects... etc) Unlike many 2D fighting games and engines, not only collision boxes will be used to deal with collisions, but also pixel-perfect collision detection and engine-side decision functions. Attacks strengths and hit responses will not be completely prescribed by the fighter code, but a great part will be decided upon by the engine's internal (customizable) logic. Also there will be no prescribed fighting arrangements (rounds); the design of the battle and its rules will be left to the player. Fighters will be KO'ed not when their life bars are empty, but when their stamina bar is empty. Constantly putting the fighter in motion/spar will slightly decrease the stamina (fighter gets exhausted). If the fighter's life bar is empty, the fighter is dead. I'm a bit reluctant towards adding a Chi bar, because in general I wouldn't prefer to include such "super powers" into the engine. Combos are OK though. "Turtling" will be prevented by means of the new block/evade/counter system. The Injury engine should make the player focus on fast short-term strategy, lightning fast reaction and challenging eye-mind-fingers coordination. +Profiles: One of the main advantages of 3D games is the ability to create customized profiles. Matter of fact, the ability to customize is becoming a sort of de facto standard in any entertainment software (skins and the like), not just games. In Trauma, each player will have the ability to create a profile where his/her custom fighter will exist. The profiles are essential especially in the online battles and organized events. The engine's response to the fighter's actions will be modified as the fighter's experience expands. The fighter will be able to store "learned" experiences and utlize them later on, like having more precise collisions, increased stamina, less fatigue... etc. Profiles are encrypted to avoid being tampered with either by the player or others in network battles. +AI: Unlike other fighting games, the Injury engine will offer AI capabilities to the player during the active battle, i.e playing with a semi- or fully-programmed fighter. However, the AI script will not "see" everything like in other fighting games, but -according to the fighter's ability- will be able to make estimates. For example, the fighter will not be able to determine the exact location of the opponent, but will be able to estimate it within a range of precision; also the exact nature of the opponent's move will not be known, but rather some of its properties depending, again, on the abilities of the fighter (which are updated and stored in its profile). Computer controlled fighters will have to fight according to their AI, which will suffer from the same limitations and enjoy the same advantages of the player controlled AI. The AI part will be established through an interprited script that acts like an event-driven FSM. +NetPlay: A feature that's been requested a lot, but hardly realized. To my knowledge, OpenMortal has this feature implemented in it; however, before I get to test it, their server was down and a bit later the development in the project has ceased. In fighting games, the real fun is in challenging another human player! Trauma should provide different netplay options, including: -peer-to-peer: where a player directly connects to another player's computer -LAN: where a centralized server is setup to be accessed by specified members or the public -OpenWound: the official Trauma community, where players can join organized events, challenge other players, form groups/clans/gangs, trade fighters... etc. The OpenWound should grow to be a small world on its own, with its own everything for fighting and a bit more. Target aim: Freeware - open source under GPL Compensation: The joy of it (read: no money) Technology: +General -Target system: Win32 (ports are welcome) +Development -Language: C (using MingW32) -Libraries: Allegro (graphics), RakNet (network), lua (scripting) +Graphics -Anything that can output in 8bpp PCX +Sound -Anything that can output in WAV, MIDI, MP3 or OGG Talent needed: +Development -C developer: --solid experience --finite state machine programming --parsing --code optimization +Graphics -Pixel artist: --initial engine graphics --fighter frames +Sound None so far, but any contribution would be much appreciated +Support -Web master --customize look&feel (CSS/HTML/DHTML) --maintain and update content -Doc writer --write game's technical documents --documents source code Team structure: cd marker: -Concept art -Website design -Game graphics (pixel art) +Photoshop (>3 years) Tobacco Monk: -Concept design -Coding -Website development +C programming (>8 years) +PHP (~1 year) +HTML/CSS/javascript (>5 years) <b>Website:</b> <a href="http://injury.sourceforge.net">Trauma website</a> (Check for the beta link) <b>Contacts:</b> tobaccomonk at users.sourceforge.net <b>Additional Info:</b> +More info Please check the FAQ at the website WHEN it's up and ready. +Screenshots The following screenshots are from the current under-development engine. Lots of things are going to be changed. I'm testing with the default M.U.G.E.N theme just for convenience. Main menu: <img alt="Main menu" src="http://injury.sourceforge.net/img/sc0001.jpg"/> Select screen: <img alt="Select screen" src="http://injury.sourceforge.net/img/sc0002.jpg"/> VS screen: <img alt="VS screen" src="http://injury.sourceforge.net/img/sc0003.jpg"/> Fight: <img alt="Fight" src="http://injury.sourceforge.net/img/sc0004.jpg"/> Fight (debug on): <img alt="Fight (debug on)" src="http://injury.sourceforge.net/img/sc0005.jpg"/> <b>Feedback:</b> ANY - feel free