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March 13, 2024, 06:27:27 PM

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41  Community / Cockpit Competition / Re: Salvage Mech Game on: March 03, 2009, 08:05:46 PM
Progress Update: March 3rd, 2009

I've decided to drop the Eye of the Beholder 2D style graphics and am currently going for a Wolfenstein 3D style ray casting engine.



Going good so far...
42  Community / Cockpit Competition / Re: Salvage Mech Game on: February 25, 2009, 05:43:01 PM


Here's the WIP cockpit. Comments, Question, Suggestions? Gentleman
43  Community / Cockpit Competition / Re: Squirrelgeddon on: February 25, 2009, 12:00:27 PM
Bwahahah! The tables have turned it seems. Can't wait!  Hand Thumbs Up Left Wink
44  Community / Cockpit Competition / Re: Cogito Machina on: February 25, 2009, 08:30:50 AM
Your artistic style is great. From the screenshots it looks like you've reflected that style perfectly. I can't wait for this one.   Hand Thumbs Up Left Wink
45  Community / Cockpit Competition / Salvage [FINISHED v1.1] on: February 25, 2009, 06:51:02 AM



Here's the download: Salvage v1.1
Here's the download w/ XNA: Salvage v1.1
Here's the campaign editor: SalvageEditor v1.1 (post compo. update 4/16/09!)

Salvage v1.1 fixes some problems with door closing and door collisions. It also allows the users to use either CTRL key to fire instead of the left control key.

The XNA Framework is required and based on Cymon's advice I've included another download option with the framework runtime included. You'll need to install it first until I figure out who to create a good installer.

PS1.1 is required and PS2.0 is recommended for bloom effect.

No sound but I do want to thank nihilocrat for pointing me in the right direction with SFXR for any future game i make. Smiley

SalvageEditor v1.1 cleans up the editor so you can tell what color wall means what. Also added the ability to turn actors and triggers on/off for easier editing. To add a campaign to the game just throw the .SC file into the Campaigns folder. Feel free to leave comments and questions about the editor too. It was written for me (read not exactly user friendly) but I figure others can have fun with it too.

Game Tips...
See a wall like this?

You can use your plasma torch to cut through it and create your own path.

Remember that you're a salvage mech ... not a military mech. You're not built for combat so direct confrontation with anything above a cube or two will mean you might not make it. Avoid fighting the big red floating balls of death that look very similar to my favorite DooM enemy ...  Wink

Here's the original post...
Quote
The game premise: Dead Space and Wolfenstein3D has a threesome with MechWarrior.

The basic idea is you are a salvage mech sent out by your company to being stripping down and mining materials from an old earth colony station found abandoned. Of course being a game it's not actually abandoned. The population has been [to be named demise] by an evil [to be named entity]. So after you're left for dead by other jerks on your salvage team you must make your way through the station to try and find some way to escape.

You start the game with nothing but a plasma cutting/welding torch. Being a salvage mech you do not have weapon mounts so you'll have to use tools and equipment to fight and defend. Found a big-ass hammer drill? Attach it to your arm and beat the heck out of your enemy until it breaks or runs out of juice. The Tool-on-Alien action will be extreme.


This is a HUD-less mockup of the display style ... with a rather generic blob alien for effect.

While this may be just another cockpit mech game; I'm hoping unique gameplay will win out in the end. Gentleman
46  Community / Competitions / Re: Cockpit Competition on: February 21, 2009, 08:38:00 PM
I've been wanting to join a competition for quite some time. I hope this is the one that I can sink my teeth into.  Smiley
47  Community / Competitions / Re: Idea pool for new TIGS competitions on: April 28, 2008, 10:26:50 AM
procedural and demake
48  Community / Competitions / Re: Idea pool for new TIGS competitions on: April 17, 2008, 07:14:37 AM
Blast! Foiled again by Melly ... well maybe not AGAIN, but more like the first time. :D

In light of new evidence I support Melly's idea of "Abstract Real Life" and Rinkuhero's "Game from Game or Game from Life" idea.
49  Community / Competitions / Re: Idea pool for new TIGS competitions on: April 17, 2008, 05:20:57 AM
Being relatively new here; I am not sure if this has been suggested before: an art imitating life competition. The competition would be to make a game, but more importantly a fun game, based on every day events.

An example would be walking the dog. It could be turned into a racing game where the breed of dog you select will have statistics like power, acceleration, and top speed. Another example would be shopping for groceries turned into something like PacMan. Your character would have to go around the aisles of the store finding things while trying to avoid the pesky sales clerks.

This kind of competition would allow for the genre 'breathing room' some have mentioned as well as allow for great variety in what the games could be based on.  Grin
50  Community / VGNG / Re: Zombie Sunshine in the Salad Kingdom on: March 10, 2008, 09:44:35 AM
One Russian Fruit...

 :D
51  Community / VGNG / Re: Armored Love Forever (images fixed!) on: March 10, 2008, 08:43:18 AM
The art for this is great. I can't wait.  Smiley
52  Community / VGNG / Re: Zombie Sunshine in the Salad Kingdom on: March 10, 2008, 07:34:13 AM
I am working on a mock up right now but you guys are right in that the sun itself will be the zombie and of course players will be controlling the sun and all its destructive glory. The poor people of the salad kingdom won't know what hit them.  Grin
53  Community / VGNG / Zombie Sunshine in the Salad Kingdom on: March 09, 2008, 07:49:07 PM
Kinda a late entry so I hope I can finish in time, but here's my entry!

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