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879810 Posts in 33007 Topics- by 24380 Members - Latest Member: hirokoae46

May 25, 2013, 01:56:12 AM
TIGSource ForumsDeveloperFeedbackDevLogsThe Inflicted (First chapter Alpha released)
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Author Topic: The Inflicted (First chapter Alpha released)  (Read 13529 times)
zamp
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« on: April 13, 2011, 03:00:55 PM »

The Inflicted - A battle for sanity

The game will be launched in chapters. The game will be completely free.
1.0.0.X contains roughly half of the first episode.




« Last Edit: March 24, 2013, 08:32:31 AM by zamp » Logged

zamp
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« Reply #1 on: April 13, 2011, 03:03:56 PM »

I wanted to keep the new feature listings separate from the main post.

Features added recently:
Tooltips when not moving the mouse

Status screen (with very low sanity)
The face photo changes expression based on sanity and the less health the player has more blood is added on the photo
Btw my avatar shows all phases.

Dialogs

Material based footstep sounds
No screenshot for this since it's an audio thing Tongue
« Last Edit: July 20, 2011, 08:34:25 PM by zamp » Logged

zamp
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« Reply #2 on: April 15, 2011, 09:32:34 AM »

Here's a video showing the new two features, flickering lights and door keypads with dynamic lights
http://www.youtube.com/watch?v=s23HGlfKd4g
« Last Edit: July 20, 2011, 08:34:39 PM by zamp » Logged

flavio
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« Reply #3 on: April 16, 2011, 07:15:08 AM »

Very interesting concept and very good graphics! I'll follow this!
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zamp
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« Reply #4 on: April 16, 2011, 09:30:02 AM »

Very interesting concept and very good graphics! I'll follow this!

Tears of Joy

Showing the new AI routine:
http://www.youtube.com/watch?v=SuMUNOjYXZY
« Last Edit: July 20, 2011, 08:34:49 PM by zamp » Logged

AaronLee
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« Reply #5 on: April 16, 2011, 09:36:19 PM »

Neat mechanics, this seems like a well built topdown shooter, which says a lot as the genre tends to be fodder for early GM users Tongue
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zamp
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« Reply #6 on: April 17, 2011, 01:16:20 PM »

Neat mechanics, this seems like a well built topdown shooter, which says a lot as the genre tends to be fodder for early GM users Tongue

Not quite sure what you mean by fodder for GM users.. but thanks I suppose
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AaronLee
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« Reply #7 on: April 17, 2011, 07:36:31 PM »

No worries, was just making a friendly snark at yoyogames.

Anyway, I really like the snake boss bit, original and very challenging by the looks of it.
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zamp
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« Reply #8 on: April 18, 2011, 08:45:13 AM »

Anyway, I really like the snake boss bit, original and very challenging by the looks of it.

Thanks, it's not really that challenging once you figure out the rhythm/tactics. I failed in the boss video on purpose Wink
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zamp
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« Reply #9 on: April 28, 2011, 05:07:40 PM »

Nothing new to report on the game but... *drumroll* the website is complete!
http://protocol.koode.org  Hand Metal Left Evil Hand Metal Right
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Cow
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« Reply #10 on: April 28, 2011, 06:13:09 PM »

This game looks pretty excellent! Only gripe is the resolution mixing between the fonts/menus and in-game graphics, that's always jarring in games. I hope you consider changing it. But I'll be following this for sure, very nice graphics and mood.
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zamp
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« Reply #11 on: July 19, 2011, 09:57:37 AM »

Sorry for the long wait but here is an update of game progress.



I lost interest in the singleplayer game and decided to work on the multiplayer game instead.
I rewrote most of the server code (I had worked on multiplayer version of this game before) and implemented my own policy socket server in the server application itself. Now I don't have to run a separate socket policy server  Hand Thumbs Up LeftSmiley
If you're interested a socket policy server is flash's security measure. They say it prevents man in the middle attack but I still think you can use a proxy.

Updates in the engine:
 - Occlusion rendering (can't see behind)
 - Sprite tinting (it's been in the engine itself for quite a while but wasn't in use. Characters hairs are tinted)

Hmm.. Not that many updates in the engine. There are a lot of internal updates (networking mostly) which I won't discuss in public.

Updates in the server:
 - LUA scripting for weapons (also LUA for AI in the future)
 - Dynamic world loading (Only areas where people are, are kept in memory)

Hmm.. Not that many server updates either, hehehe. Same as with the client/engine there are a weeks worth of internal updates which I won't discuss.

I'll post a link to the game when it has spawning NPCs in it and everything works. Also I'll try to make more of these updates, writing is not one of my strong suits.
PS. Help is always welcome. Contact me if you have some skill you think could help making this game!
« Last Edit: July 19, 2011, 01:02:45 PM by zamp » Logged

zamp
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« Reply #12 on: September 04, 2011, 06:42:20 PM »

Scrap everything I've said before.
I'm again working on the singleplayer horror adventure game rather than the mmorpg game.
Why?
The reason is simple. I'm stupid and I don't have enough resources to do a multiplayer game.
Why am I stupid?
The reason is simple. I spent time on the mmo branch even though I had already scrapped it before.
If I ever tell you that I'm starting to work on the mmo again before the single player is done. Please do tell me to piss off and just work on the damn single player game.

Other than that not much progress to report. I've been lazy and unmotivated recently.
I updated the console library (from an old version) to the new Doomsday Console II.
Which is working like a charm.

And I split up my tileset into separate images. One image per type; floors, furniture, walls etc.
The new version of Tiled Map Editor supports flippable tiles but my engine doesn't. I might add that feature someday. I can flip tiles in photoshop just fine...  Cheesy
Although now that I think of it, it might not even work since all tiles have a slight shadow on the lower right side (45 degree angle).
It's not the most realistic shadow but style>realism any day.
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zamp
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« Reply #13 on: September 05, 2011, 10:25:01 PM »

Good news everyone!
I have invented an apparatus that makes strobing light that causes uncontrollable epilepsy attacks!

No seriously, I finished working on ambient lighting. Check out my latest devlog on youtube
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zamp
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« Reply #14 on: September 07, 2011, 06:11:50 PM »

Mmmmm stress testing!

After banging the keyboard like a wizard I managed to write my own AStar pathfinder. The one I was using had a ridiculously convoluted way of implementing it. I'm glad to see that monster gone Grin

Then I thought I'll have some fun stress tests and came up with these statistics. Fps is an average.
80 NPCs = 5 fps / 11 MB memory
40 NPCS = 22 fps / 10 MB memory
20 NPCs = 30 fps / 10 MB memory
10 NPCs = 33 fps / 11 MB memory
0 NPCs = 35 fps / 14 MB memory.. odd

Seems like 20 NPCs is the optimal amount and everything below that wont give any more fps boost. I'd say npcs are done and now its time to find out why fps is so low overall...


Totally jammed


Damn that's many
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