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1048209 Posts in 42499 Topics- by 34385 Members - Latest Member: woolycaveman

October 02, 2014, 08:29:38 AM
TIGSource ForumsFeedbackDevLogsEcho Squad
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Ozoh
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« on: October 08, 2011, 12:08:10 AM »



Design Document

Hi, Echo Squad is a collaboration project between me and Belimoth.

An old video.
http://www.youtube.com/watch?v=J7DHgZaAnRc

Anyways, have some mockups:

New mockup of buildings.

A mockup of the class-select screen

Gameplay mockup2

gameplay mockup1


Programming - Belimoth
Art - Ozoh
« Last Edit: June 03, 2012, 10:25:35 AM by Ozoh » Logged

Belimoth
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« Reply #1 on: October 08, 2011, 12:41:23 AM »

Welcome, I'll be coding this.

Feature Timeline:
   I. Terrain/Scenery
   II. Level Editor
   III. Controls/Combat
   IV. Classes
   V. HUD
   VI. Vehicles
   VIII. Objectives
   IX. Menus
   X. Networking
« Last Edit: October 11, 2011, 12:16:32 PM by Belimoth » Logged

Ashkin
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« Reply #2 on: October 08, 2011, 02:56:22 AM »

I expect this to become the next Masjin.
Good luck Panda Hand Thumbs Up Right
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Ozoh
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« Reply #3 on: October 08, 2011, 08:59:18 AM »


Hm. I found out that I like creating mockups with things I've recently done.

Still working on them, though. Smiley
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SundownKid
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« Reply #4 on: October 08, 2011, 09:50:55 AM »

I'm a big Battlefield fan, so if you need help with the interface, design, sound effects or whatever, I would be willing. This looks great!
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Ozoh
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« Reply #5 on: October 10, 2011, 05:37:52 AM »

Yesterday, I worked on animations.

-Completely re-created walking and running animations
-Made a 'jump' sprite
-Created an animation for bullet hit.
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Belimoth
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« Reply #6 on: October 11, 2011, 12:17:08 PM »

I've added a timeline to my first post to keep me honest.
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Belimoth
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« Reply #7 on: October 16, 2011, 03:17:56 PM »

Made a video of the 'collision' system I'm using in this game.

http://www.youtube.com/watch?v=GDLb0eZdpeA

It is not much to look at, but it is flexible and I am proud of it.

It doesn't check for collisions after they happen, it calculates how far an object can move in every direction and doesn't let them move any farther than that. Common sense, really. The red/green/yellow rectangles that show up when the video gets colorful illustrate the mechanics of it.

The only problems with it are that it is only rectangles-on-rectangles, and fast diagonal movement can get sketchy near corners. The latter, at least, is easy to deal with on a case-by-case basis.
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Belimoth
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« Reply #8 on: October 25, 2011, 10:07:52 PM »

What's that? You want a video of the actual game? I think we can work something out.


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Ashkin
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« Reply #9 on: October 25, 2011, 10:43:04 PM »

I like that video. It is nice.
I do hope that is a machine gun, though. It's an awful lot of bullets.
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Belimoth
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« Reply #10 on: October 25, 2011, 10:53:43 PM »

I like that video. It is nice.
I do hope that is a machine gun, though. It's an awful lot of bullets.

I am skipping steps to be even working on the bullets at this point. Magazine size will probably definitely be considered as a feature maybe.

The gun was set at full-auto in the video for illustrative purposes, but if you look very closely I believe it is in fact a machine gun.
« Last Edit: October 26, 2011, 12:01:26 AM by Belimoth » Logged

Belimoth
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« Reply #11 on: April 29, 2012, 07:28:26 PM »

This project is dead AFAIK so here is the best build.

Here is the most current build.

What It's Got:
   -SFXR sound effects.
   -Mentally-challenged bots.
   -Levels, classes, etc loading from XML files.
   -Level editor with incomplete support for props (see if you can guess the secret tree key).
   -A special block to test ladders/monkey-bars.
   -Actual ammo system.
   -Some sort of message system.
   -Throwable kits (that don't do anything).
   -Super nice platforming and controls.
   -Super buggy collisions between bullets and moving players and an unregulated timestep.

Bonus diagram of how jet combat could possibly work:
« Last Edit: May 09, 2012, 12:59:40 PM by Belimoth » Logged

Franklins Ghost
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« Reply #12 on: April 29, 2012, 08:20:04 PM »

Sucks to hear. Hadn't seen this project before but it looked promising.
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Ozoh
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« Reply #13 on: May 10, 2012, 10:32:45 AM »

Um... Hi.
So we decided to pick this project back up. Coffee

5/10/12
-I completed medic's moving animations. Now he has both running and aiming sprites for both M60 and M9. I also created an appropriate HUD for his weapons (the current one is assault's).



-Thenn... Oh right, I also created moving sprites for Assault. Not for secondary weapon yet, though.

-I also noticed that the tree sprite looked horrible and reworked it. More to come.


-The MedKit now looks more readable.




Everything's now sent to Belimoth.


Badly formatted text, I know.
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Ozoh
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« Reply #14 on: May 13, 2012, 11:33:27 AM »

5/13/12

Trees, trees, trees.
And other scenery (Stones and tall grass)

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Ozoh
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« Reply #15 on: May 14, 2012, 10:40:07 AM »

5/14/12
I finally made a proper design document. I added a link to it to the OP.
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DustyDrake
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« Reply #16 on: May 14, 2012, 10:49:53 AM »

Very nice Ozoh.
Hope to see good things from this.
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Ozoh
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« Reply #17 on: May 22, 2012, 07:39:35 AM »

5/22/12
-Finished the animations for assault class
-New background image, might need clouds though.


Yeah, sorry for the lack of updates ... school and exams, you know.
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Belimoth
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« Reply #18 on: June 01, 2012, 02:28:28 PM »

Hmm, not sure how to clearly distinguish teams without turning this into a race war.

Ideas: Colored arrows above the players' heads, colored outlines, tinted outfits, tinted bullets.

Forums, help me think of a solution that doesn't require poor Ozoh to make twice as many sprites.
« Last Edit: June 01, 2012, 02:47:02 PM by Belimoth » Logged

Ashkin
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« Reply #19 on: June 01, 2012, 03:41:12 PM »

No way to distinguish between teams- makes it more realistic/interesting. Wink
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