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877970 Posts in 32895 Topics- by 24323 Members - Latest Member: nickFromPaintteh

May 20, 2013, 10:40:11 PM
TIGSource ForumsCommunityCompetitions7DFPS
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Author Topic: 7DFPS  (Read 13452 times)
thatshelby
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« Reply #105 on: June 11, 2012, 12:18:28 PM »

Font-a-mundo!

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BlueSweatshirt
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the void


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« Reply #106 on: June 11, 2012, 03:13:26 PM »

It bothers me incredibly that the arrow doesn't seem to be pointing directly down the line of sight.


I politely disagree.  Gentleman

I think that modern shooters are too slow paced, and I would like to see the intensity taken to the next level. Think fps x bullet hell and you get the idea.

My current 7dfps progress is a mashup of Smash TV and Gauntlet on speed.  Smiley

I obviously meant even slower. A game whose focus is on tactic and deliberation rather than action and moment-to-moment combat. That is, where every moment up until pulling the trigger is what's important, not the moment you pull the trigger. The "modern" shooters you describe lack almost any notion of this concept.

If you don't want that kind of game, sure okay whatever. I don't know why you "disagree" with me though, it's not like only one type of FPS is going to or can be made.
« Last Edit: June 11, 2012, 03:23:33 PM by Jack Sanders » Logged

todd
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« Reply #107 on: June 11, 2012, 05:45:06 PM »

@Jack Sanders - Thanks for pointing that out. It confirmed the doubt that was on the tip of my brain. I gotsta fix it. Are you submitting anything Jack?
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BlueSweatshirt
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« Reply #108 on: June 11, 2012, 05:59:11 PM »

Sadly, no. Sad

My goal was to be up to par on graphics programming to make something quirky and rudimentary in my game engine based on OpenGL, but I'm no where near that skill level yet. Sure, there are tools such as Unity, but that's just not where my interests lie at the moment. If I had a particularly interesting game idea or mechanic I wanted to try out it might have been different, but I never really came up with anything special.
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thatshelby
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« Reply #109 on: June 11, 2012, 06:26:42 PM »

I'm keeping my eye on the people creating their own graphics renderer - fascinating.
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Sakar
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« Reply #110 on: June 11, 2012, 07:24:43 PM »



That's an inventory screen (still very WIP)
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Tuba
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« Reply #111 on: June 11, 2012, 07:56:19 PM »

Having some nice ideas but no time to work on them.. oh well, I guess I'll have to just make my own 7DFPS next week.

Good luck to everyone, seeing some promising stuff already! Smiley
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Joshua
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« Reply #112 on: June 12, 2012, 06:19:07 AM »

Progress is slow, real life keeps interrupting...  Concerned

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Chris Pavia
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teknobabel42 aquamanscg
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« Reply #113 on: June 12, 2012, 07:23:10 AM »

Those are some nice guns!
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Chris Pavia
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« Reply #114 on: June 12, 2012, 08:59:45 AM »



Added a simple bot that plays the game behind the main menu.
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caiys
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« Reply #115 on: June 12, 2012, 01:07:04 PM »

Finally got all the basic engine/sound stuff done late last night so I'll just be blitzing through as many levels as I can until the deadline...



Got a playable on here: http://7dfps.org/?projects=unlamentia
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bateleur
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« Reply #116 on: June 13, 2012, 02:44:42 AM »

Progress is slow, real life keeps interrupting...  Concerned
Someone really ought to do something about real life. :-/

But in the meantime, those gun look gorgeous! How did you make them? (And/or how are you rendering them, if they're not sprites. Is that Unity Pro?)
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Joshua
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« Reply #117 on: June 13, 2012, 07:27:48 AM »

@Chris Pavia
Thanks man. I've been keeping an eye on your project, good luck!

@bateleur
Thanks for the kind words. They are just sprites. At a high level: they are modeled in 3D and rendered out low-res, composited in Photoshop, and finally color reduced with dither.

I really love the idTech 1/Build engine generation of shooters. Can you tell?  Wink
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Chris Pavia
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teknobabel42 aquamanscg
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« Reply #118 on: June 13, 2012, 07:51:52 AM »

Yesterday I completed the main menu to game flow, got half way done with the game over flow, and tied up a bunch of loose ends. My remaining to do list is:
-finish game over flow
-score saving/loading (local only for now)
-fix one particular hairy bug
-finish difficulty tuning
-create 2-3 more levels

I have several more lower priority (polish type) items but I doubt I'll get to them in time.
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ThemsAllTook
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« Reply #119 on: June 13, 2012, 02:33:15 PM »

At this point, there's unfortunately no way I can have a properly playable game by the deadline. I wasn't able to get any work done on it yesterday, and I'm in crunch mode at work for something that's also due Friday. I'm going to make a serious effort to get this game out shortly afterward, though! Looking forward to playing all the other entries.
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