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1034125 Posts in 41707 Topics- by 33308 Members - Latest Member: Dalhan

August 19, 2014, 08:50:06 PM
TIGSource ForumsCommunityTownhallLockdown Protocol (public alpha)
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Author Topic: Lockdown Protocol (public alpha)  (Read 2982 times)
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« on: February 29, 2012, 10:26:20 AM »

Hi everyone!

Lockdown Protocol is a platformer style third person shooter with built-in level editor. It features classic platformer style single player game where you must collect power cells and make your way to exit as well as multiplayer mode where can you fight against your friends over Internet or LAN.

The game is currently under development in public alpha phase. This is how it looks at the moment:

Downloads and more information are available on game's official web page: http://www.fractilegames.com/products/lockdown-protocol/.

You can follow the development on Facebook (http://www.facebook.com/lockdownprotocol) and Twitter (http://www.twitter.com/fractilegames) too.
« Last Edit: April 20, 2013, 10:16:08 AM by fractilegames » Logged

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« Reply #1 on: February 29, 2012, 11:03:53 AM »

Not bad, but I'm not like the graphics. No No NO
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« Reply #2 on: April 14, 2012, 10:45:27 AM »

New public alpha version 0.4.0 has been released.

The most important changes are player's ability to crouch behind objects and automatic downloading of user-created levels from server when joining a multiplayer match. There are also a great deal of smaller improvements and bug fixes.

Here's a detailed list of changes since 0.3.0 alpha release:
  • Added automatic download of missing level from server on client connection.
  • Added crouching support for taking cover behind objects.
  • Added bloody corpse entity.
  • Tweaked human explosion particle effects.
  • Added flying body parts with blood trails to human explosion.
  • Added proper glow texture support and retextured some of the glowing objects.
  • Missing level light map is now automatically generated on level load.
  • Added a slight oscillation to player character stand height.
  • Fixed player penetrating/floating over moving platforms (again).
  • Added three variations of explosion sound.
  • Added power cells to SP6 level.
  • Added fuel container entity to be used as cover.
  • Finally fixed the old bug that prevented fast reconnection to server.
  • Fixed random crashes on client after multiplayer match restart.

Here's a couple of new screenshots:

Downloads are available at my website and at IndieDB.
« Last Edit: September 19, 2012, 09:18:49 AM by fractilegames » Logged

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« Reply #3 on: July 19, 2012, 03:02:18 AM »

New public alpha version 0.5.0 has been released.

This version brings a couple of new single player levels, one completely new enemy type and one new variation of the old enemy guard (you'll notice the difference when it hits you). As usual, there are also several bug fixes and less visible improvements.

Here's a list of changes since 0.4.0 alpha release:
  • Added two more single player levels.
  • Added new enemy type called "dragon".
  • Added slowly regenerating health (up to 25%) for the player character.
  • Changed level collision model to triangle mesh to allow more details.
  • Prevented decals on the invisible back wall.
  • Added error message on invalid or missing level data instead of silently exiting game.
  • Corrupted or broken level files no longer prevent game from starting.
  • Reworked whole AI code to make it more configurable and simpler.
  • Enemies (guards and dragons) no longer block visibility.
  • Enemy AI can now see targets behind other enemies, but does not shoot without clear line of sight.
  • Made guard AI react to nearby damage sounds (e.g. player falling and hurting himself).
  • Made guard AI try to maintain optimal shooting distance to target instead of just standing still.
  • Fixed slightly non-linear aim velocity in keyboard aiming.
  • Replaced foot step sounds, because their origin and license was unknown.
  • Fixed bug in human AI aiming that prevented it from hitting any other type of targets than human.
  • Implemented proper handling of reserved characters in e.g. player names and level information.
  • Print brief information on selected level element in editor console when selection changes.
  • Guards now stop for a while to look for targets when route is blocked before turning around.
  • Fixed grenades sometimes passing through walls.
  • Added new enemy guard variation with shotgun.
  • Updated all used external libraries to latest stable versions.
  • Hid human fragment entity from editor.
  • Fixed editor level selection not always defaulting to "create new".

I also uploaded a new game play video to Youtube: http://youtu.be/3CqlCUrcYT0

Downloads (both Linux and Windows) and more information are available at my website and at IndieDB game page.

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« Reply #4 on: August 28, 2012, 07:49:35 AM »

The Platform Shooter alpha 0.5.0 is now available on Desura:

And release of a new alpha version is nearing..

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« Reply #5 on: September 19, 2012, 09:26:07 AM »

New alpha version 0.7.0 has been released!

The game has been split into demo and full versions. The demo version limits the number of available built-in levels, but is otherwise fully functional, including the level editor. Both versions are available as direct downloads and on Desura. The full version is available at 40% discount while the development is in alpha stage.

Besides many improvements and fixes since version 0.5.0, the most notable additions are the new weapon, rocket launcher, and eight new single player levels.

Here's a list of changes in 0.7.0 release:

  • Moved all user-created levels, configuration and logs to OS specific user directory.
  • Changed file handling to allow installation to read-only directory.
  • Added possibility to delete user-created levels from edit menu.
  • Fixed a bug in Windows DLL search path setup that caused start-up problems for some users.
  • Added "--reconfigure" command line option for re-showing rendering settings dialog.
  • Fixed a crash when rendering settings dialog is cancelled.
  • Fixed level downloading failures when connecting to a multiplayer game on slow connection

Here's a combined list of changes in 0.6.0 and 0.6.1 releases:

  • Added eight more single player levels.
  • Added rocket launcher.
  • Made level editor rotate selection when clicking on multiple overlapping elements.
  • Added demo version time limitation in levels beyond 8th single player level.
  • Rewrote license text in readme.txt.
  • Fixed completely broken XML reserved character escaping.
  • Made dragons born from eggs immediately look for targets.
  • Limited level file names to only accept latin letters, numbers and a few special characters.
  • Added version number to level XML for backwards compatibility in future.
  • Prevented editing built-in levels.
  • Prevented overwriting existing levels by creating a new level with same name.
  • Fixed dragon eggs falling over too easily.
  • Made explosion and shot sounds attenuate less over distance.
  • Combined all audio related settings in configuration menu into one "audio quality" setting.
  • Made dragon AI wake up on nearby gunshots.
  • Fixed projectiles randomly becoming invisible.
  • Fixed crash at start up when audio device initialization fails.
  • Removed randomly failing MMDeviceAPI audio support on Windows (OpenAL).

The game and more information is available at my website, on IndieDB and on Desura.

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« Reply #6 on: October 28, 2012, 09:09:16 AM »

New alpha version 0.8.0 has been released!

Here's a list of changes since 0.7.0 release:

  • Added two more single player levels.
  • Added one more multiplayer level.
  • Added support for checkpoints in levels.
  • Added checkpoints to existing levels.
  • Adjusted grid snap positions on light poles and containers for easier placement in editor.
  • Player now dies instantly if falling outside level.
  • Apply movement and rotation limits properly while dragging level elements in editor.
  • Changed port number fields in menu to text fields accepting only numbers for easier editing.
  • Made corpses less shiny and adjusted the texture for more consistent look.

Downloads and more information is available at my web site.

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« Reply #7 on: December 29, 2012, 05:45:03 AM »

New alpha version 0.9.0 has been released!

Here's the list of changes since 0.8.0 alpha release:
  • Added basic online level sharing functionality (uploading, browsing, downloading).
  • Added new level block theme called "lab" (standard wall and floor blocks).
  • Added new lab platform entity to match the new theme.
  • Added new lab table and lab container entities.
  • Added one more single player level.
  • Menu now highlights non-editable items with square brackets to separate them from editable items.
  • Disabled collision mesh optimization to fix level collision issues.
  • Tweaked player ground contact detection a bit to reduce leg twitching when stepping up.
  • Enlarged the green containers so that they can be used as cover too.
  • Added pop-up dialog on library loading errors in Linux.
  • Added a warning in editor when saving level without title.
  • Fixed displaying level titles for levels with no author name set.
  • Upgraded Ogre3D and OpenAL libraries to versions 1.8.1 and 1.15.0 respectively.
  • Fixed broken platform/elevator movement start sound support.
  • Added controller type selection in system settings instead of enabling/disabling mouse usage.
  • Added reconfigure.sh/exe shortcuts for easily reconfiguring rendering settings.

Downloads for Linux and Windows are available at the game page.

The game now has a page on Facebook too.

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« Reply #8 on: February 13, 2013, 10:33:06 AM »

New alpha version 0.10.0 has been released. This update brings a lot of improvements to the built-in level editor.

Here is a time-lapse video of the new level editor in action:

Here's a full list of changes since 0.9.0 alpha release:
  • Added level element selection by picking element from element selector tool.
  • Removed separate insert modes for different types of elements in level editor.
  • Fixed level editor element picking with rotated camera.
  • Implemented box selection in level editor by dragging in edit mode.
  • Added multilevel undo/redo functionality in level editor.
  • Added possibility to rotate selected elements using arrow keys in level editor.
  • Rotation in level editor now always rotates around global axes.
  • Added possibility to reset position and rotation of selected elements separately.
  • Human skins are now shown in editor.
  • Added default depth parameter for entities to have them inserted directly at correct depth.
  • Allow saving levels with no start points for backing up work in progress.
  • Control + R now reset camera back to default position in level editor.
  • Fixed rotated elements not getting aligned to grid properly.
  • Added level editor command for setting initial element states (e.g. sentry gun armed/disarmed).
  • Added level editor command for normalizing level center point to origo.
  • Camera motion is now much faster in editor than during game play.
  • Added missing crouch button to keyboard help.
  • T -button press for sending chat message no longer ends up in the message text.
  • Fixed hole in cyan wall light element.

Latest downloads are available on the game page as usual.

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« Reply #9 on: April 20, 2013, 10:19:17 AM »

The game has now been renamed to Lockdown Protocol and new alpha version 0.11.0 has been released!

Updated game play is available on Youtube: http://www.youtube.com/watch?v=u27PWPC-jUI

This release focuses mainly on visual improvements and reworked single player score calculation. Here's the full list of changes since 0.10.0 alpha version:

  • Retextured all level blocks adding more details and shadowing.
  • Tweaked some of the level block models to better fit together.
  • Added simple blob shadows for human characters.
  • Changed level score to be calculated on the fly.
  • Implemented locally saved high scores for each level.
  • Added new menu for viewing high scores for single player levels.
  • Added floating text messages showing score gained from kills and picked up power cells.
  • Added floating text showing level title at start of level.
  • Replaced level completion page with floating texts.
  • Made object interaction UI fade in and out smoothly.
  • Optimized (reduced batches) name tag and other UI component rendering.
  • Fixed ugly overlapping corners in UI rectangles.
  • Added different skin texture for shotgun guard.
  • Added camera nudge proportional to recoil when firing a weapon.
  • Downscaled some way too high resolution textures for small objects.
  • Moved controller type selection to player settings to be asked at first start-up.
  • Kill streak and multiple kill detection for extra score.

More information, screenshots and the downloads are available on the updated game page at http://www.fractilegames.com/products/lockdown-protocol/

Enjoyed Some Pizza!
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« Reply #10 on: April 20, 2013, 10:52:06 AM »

Alpha Protocol?

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« Reply #11 on: April 20, 2013, 11:37:51 PM »

Alpha Protocol?

I'm aware of a game called Alpha Protocol, but I have never actually played it. I don't think there's much similarities other than shooting and one word in the name Smiley

If that is what you meant..

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« Reply #12 on: April 23, 2013, 09:02:46 PM »

I did a quick look at your current build demo  Smiley


Check out my indie game let's plays at:  http://www.youtube.com/user/JayPlaysIndieGames

Currently featuring 50+ episodes of Desktop Dungeons
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« Reply #13 on: April 24, 2013, 09:06:44 AM »

I did a quick look at your current build demo  Smiley


This is nice, thank you for the kind words!

And by the way, initial health for player is actually 100 "units" and 60 for human enemies, so they don't really take more damage than you Smiley

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« Reply #14 on: April 27, 2013, 12:45:53 AM »

I tried to download the Public alpha demo version 0.11.0 for Windows from the website, but Avast Antivirus stopped the download saying that matchmakerclient.dll is infected with Win32:Evo-gen [Susp]. I presume that this is not a virus, but rather the file has a function which could be part of a virus as well. Just letting you know Smiley
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