Saturday, July 23, 2011

Infection Objectives

I started coding another layer of game variants for Infection. You can now select different objectives in infection. So far, here is whats done and whats planned:

Done:
-Zombie killer: Just kill as many zombies as you can and survive as long as possible.
-Zombie zone: Find the zone and stay in it till you meet the point goal. You and your team must battle the oncoming zombies as you try to stay alive and become king of the zone.http://www.blogger.com/img/blank.gif

Planned:
-Zombie flags: Go around the map and find all the flags and touch them. Once all the flags are touched, the game ends. You and your team must battle oncoming zombies as you try to locate and touch all the flags.

If you are curious about the zombie mode, check out this here video:

http://www.youtube.com/watch?v=v4Z7CUg2lM4

Wednesday, June 29, 2011

The games flowing

Well theres some great things going under the HUD in Augustine. We have just gotten 2 new members;
  • Lucksoar: He is working on Augustines sound track, and music you hear during gameplay. So far, hes doing a great job.
  • nightstar3tz: He is Augustines new graphics artist. He will be working on textures, skyboxes, a new HUD, etc.
Not only do we have 2 new members, but Norman is going to be on Holiday break here soon, so he can start working on animations, and Jason is back! Jasons working on redoing some of the models(yes, for the 4th time) and creating new ones.

We also started working on vehicles. Nick has taken a couple of concepts and created our new Scouting vehicle, the MSV. I will show all of this stuff in an update pretty soon.

I also coded in a couple of new things to make gameplay very dynamic and unique everytime, but I will share that with everyone in the future.

Progress is going good I must say.

Friday, June 24, 2011

Sick of the noobs

I am sick of the PSP moddb scene. Its ridiculous. You see these mods that come up and die in a week. Someone learns how to make a model in blender, and they instantly find themselves capable of making a full-fledged game.

Its disrespect to Moddb, and disrespect to Hard working developers.

I also can't stand to see people sick and ask for things, and leave nonconstructive criticism. Thats all they do is want, want, want. They don't care about developers. They don't care about people. They just want their dang Trademark games on their handheld.

They don't care about originality, they don't care about arts, they just care about their little Halo psp, or their left 4 dead portable.

Every day, I see those comments that mean nothing but greed. Every day I see games that pop up and die in a week.

With the PSP becoming easier and easier to mod, Its bringing in an un-wanted crowd of greedy little kids.

I know I used to be a psp noob, but I outgrew it all, and Its just annoying to look at now. I almost regret coming into Game developement through PSP.

Well, Augustine is not going to show on moddb anymore, and I am not saying where it will show now because I would like to attract a more mature crowd of people.

Wednesday, June 22, 2011

Name change

Revamped is getting a name change.

I wrote Revamps storyline up today, and the main planet is named Augustine(Mixed between me and Thomas's name). Usually the name of a game hints to some part of the background. Augustine is now officially the name.

It's quite a change, but it sounds pretty good.

Sunday, June 19, 2011

Gameplay tomorow!

We are planning a Revamped Community Gameplay test tomorow at 4:30 PM Pacific Time (US & Canada). The requirements to play, are Skype, an hour or 2, some decent internet speed, and Skype capabilities(Mic, or no mic is fine).

Add me on skype: Tevin.dahl. You will have the possibility to get your own copy of Revamped, and even be able to play in past Revamped 1 maps(Various maps from Solitude, to My own, to friends maps). We will be playing game types, such as Infection, Darkslayer, Slayer, and Team slayer.

If you would like to join, be available on skype at 4:30 Pacific time(US and Canada).

I hope you attend!

-Mexicouger

Tuesday, June 14, 2011

To answer all

I am getting alot of negative comments on Revamps moddb regarding our style and direction. I saw a user comment and basically said we are not going in our own style and direction.

Well let me tell you, we think through everything we do. Before a weapon is modeled, we think through the design, how it will impact the game, how it will function, etc.

I think game variants through as well to see if they will fit and work as I would like. I have also lain out over 3+ weapons/equipment that are brand new.

Our storyline is going to be unique with a creepy ambiance to it. It is partially written up.

We also have an alien race called the Incondites who will feature in the game, but not be seen very much.

So before you start going off that this is Just a Halo ripoff, think twice about it, and look back on all our content. All of it is custom made, and most was thought through.

If this were to be a Halo knockoff, I could easily rip the models and textures from Halo 1, easily code in Halo stuff, rip Halo maps to work in Quake, Rip sounds, etc.

It's very disrespectful to say we are not headed in our own direction and style.

Wednesday, June 8, 2011

Did some stuff

Today was pretty good for Revamped. Got a few more textures done for Boardwalk, fixed Up snowvally, and added in Glowing textures for maps and models. Glowing textures add alot to a game. I am also working on background ambience sounds to add to the feel.

Biodude joined the team and has made Revamped High quality sound effects. He is nearly done with all weapons. Sound effects also add more feel.

I also wanted to clear something up about the PSP version. It is no longer our primary target, but a port as well as the dreamcast is a port. I assume most players will play on the PC version because of its better network gameplay and Increased graphics. I too will be playing the PC build.

If I have to release the PSP revamped, I will, but it will be buggy and not that enjoyable. I almost want to just drop the PSP build.

Also, We are looking for a music composer, a graphics artist who can make Skyboxes, and some future voice actors for campaign.

Tuesday, June 7, 2011

Breaktime

Alright, breaktime is over. I spent about a week playing terraria with a couple friends all week. I'm back and working on Revamped again. I have been sparked by the aww-inspiring Halo 4 trailer.
I have a few plans now:
  • Make PC textures Double the PSP textures
  • Start campaign pretty soon
  • Start texturing Boardwalk
I would also like to note that Biodude has joined us to create all our sound effects, so if you see him, give him a hug.

I also really liked the Halo 4 trailer, it has just gave me so much inspiration on what can be done.

Friday, June 3, 2011

Revamped: Benchmark test 2 Changelog

Another benchmark test is being planned right now where you may be able to get a copy of Revamped in its alpha testing stages.

Here is the changelog from the last test:

  • [PSP] More performance improvements and CPU reduction
  •  [PSP] Took out advanced particles
  •  -Zoom [Temporarily removed]
  •  -Shotgun bugs fixed
  •  -Added snowvally map(With random season generation)
  •  -Fixed custom games code
  •  -Completed options menu
  •  -Added more custom game options
  •  -New menu cursor
  •  -Added a couple more textures in Bloodvally
  •  -Teleporters added to Bloodvally
  •  -Added more spawn points in Bloodvally
  •  -Added more player skins
  •  -Updated sniper rifle animations
  •  -Obtainable snowballs
  •  -Smoother network gameplay
  •  -Added Red/blue reticules
  •  -Added new bot conversations and names
  •  -Background menu music
  •  -New sword animations
  •  -New flag animations
  •  -Animation code bug fixes

Thursday, June 2, 2011

Gee willicurs

What a day. I spent most of it trying to improve more in the engine. I integrated more DX64 code and the framerates up to 56 now, and Other parts are reduced CPU usage quite a bit.

A new french coder has also joined our team to try and optimize the engine even more, so lets hope to see some good work come from him.

I also optimized the bot code a bit more, and so theres a little bit more speed coming from there. All in all, we are working our way up on the framerate ladder

The first day of Optimization

I am proud to say that on the first day of Me messing with VFPU, I successfully Increased the general framerate of the game by 3 and Reduced CPU usage of things like decals and particles!

There is still MUCH more to do to increase the framerate, but thats making Revamps engine much better to mod in general. But 3 frames man! That is just amazing so far.

I have a testing spot in Bloodvally where I test. I started at 52 and now I am at 55. No Quality downgrades or anything. The math is just being changed to use ASM rather than hard code.

Very good news I must say. I would also like to Thank Salvy from DX64 Because he has Helped me IMMENSLY. He has pointed me in the direction and answered all my questions and more. I have also found looking at DX64 code. Wanna know something amazing? Revamped Uses Daedalusx64 Code in parts of the engine! A nintendo 64 emulator's code is found in Revamps engine ;)

Tuesday, May 31, 2011

Step 1 to Optimizing the PSP

So After today, I spoke with a Daedalusx64 Developer about How I could Optimize my engine, and boy did I learn alot. He Pointed me in the direction of VFPU, and I got it setup with Revamps engine. I replaced some of the functions and Got a slight boost in framerate(Not really noticeable, but its a bit).

I am now going to start learning some ASM so I can use VFPU to the max. VFPU, if Done correctly, will massively increase Revamps framerate. That is my priority right now is to Get VFPU integrated.

Other than that, I have successfully finished Custom games in the new menu, and it all works. Saving/loading/naming, etc. Its all done.

I also fixed all the code trouble that I came upon, so Things are going really well.

Monday, May 30, 2011

Ugh, Code trouble

Well I finished the Custom options for Slayer last night. Now I have some odd menu issues after adding Leader Traits. What a pain.
I also started working on Snowballs and some Menu tunes, but thats the only good stuff.

I am having some major code issues. All of the Sudden, nothing seems to work. The bots don't do what they are supposed to anymore, Red Reticules broke, and my whole team system has crashed... What a mess...

I am working on recovering all the broken code and fixing it up. I would rather be focusing on bigger things like coding other options menu, and texturing maps, but no, I have to work on this insane code outbreak...

To top it all off, my cold refuses to leave, so this memorial Monday is not being spent too well.

I went fishing yesterday and had a wonderful time, but I didn't catch anything but 3 inch small fries. Well, thats all I gotta say today.

Friday, May 27, 2011

DarkSlayer

What is Darkslayer? It is a New, original game variant for Revamped.
Info: 1 player is a Dark player, and the rest are light. The light players have limited Vision(Covered by black fog) and The Dark players can see a bit more. The Dark player is alot stronger than the rest of the players, and takes teamwork to take down. However, the Light players have limited amounts of lives.

If all the Light players die, then The Dark player wins; The light player who gets the last bullet on the Dark player is the one who wins.

So it is teamplay, except you are against eachother. It is supposed to be a creepy enviroment where Sound is a sense to use, and you never know what might be behind you, lurking....

Revamped: Misc

Just thought I'd post an update on things. I've caught a brutal cold somehow, and It is driving me mad. I can't focus on too much for too long before I have to Go walk around to clear my head.

Anyways, I worked a little bit on Revamped today. I added in Teleporters into Bloodvally and more deathmatch spawn points.

Survivor man is a very interesting show, so I am watching that and working on Revamped simultaneously.

Wednesday, May 25, 2011

Zoom and No competition

Last night I got Zoom for all zoomable weapons done. I am pretty proud of my zoom code because it changes the sensitivity, but before it does, it saves the users sensitivity and returns it when you exit the scope, allowing the player to change their sensitivity with no Problems with zooming.
Sniper scope in action
Photobucket

Then here is the Pistol scope in action
Photobucket

Anyways, we are not entering the big genesis competition, with the big factor being I don't want to released a product that I'm not proud of, nor a product that won't have players keep playing, and the genesis competition isn't going to break me of those values.

But we will wait and see when a possible release date may be.

Tuesday, May 24, 2011

Working on the PSP

The PSP is a bit of a pain to work with, beings that there is some massive memory limitations, and Debugging for the engine isn't the easiest thing. When Testing engine changes, you must get out your usb, compile, put the fresh eboot on your psp, and Run it up. This can be painful sometimes if you are debugging something difficult.

PC version is much easier as you can just plop the .exe in the folder and test.

I came across a problem with the PSP build today and it puzzled me why it froze during a map load.
It happened to be because of a certain model, but figuring that out wasn't simple.

But, good thing its fixed and PSP is getting the brand new fresh menu ported to it as we speak

Monday, May 23, 2011

Revamped PC online

Yesterday A few trusted people from the forums and Myself did some Realtime network testing on Revamped PC. I found it a major benchmark test and was/am Very proud of our progress so far.

The online Was smooth for the most part. It was also very fun, regardless of the bugs that Popped up. It was also a good time to search for bugs, and boy did we.

We played games like Infection, CTF, Headhunter, Slayer, Team Slayer, Modified Infection, and all kinds of gametypes. I now know what I need to get done on Revamped to increase the fun in the gameplay.

Everyone seemed to enjoy the game very much as I did. We got on another chatroom that allowed for mic talking, and we played.

After we were finished, XenoGalaxy asked if I would release the mapping files for Revamped, which I gladly did. They can be found on the Revamped forums in the Revamped 2 section for anyone that wants to create a map.

Reaper and Alex created some gameplay clips that will be featured on the Moddb page as soon as they are done, so be expecting those soon.

Anyways, Online is going great, the game is going superb, and I hope you all anticipate a release!

Sunday, May 22, 2011

Back

I have been gone for the past week Due to no internet connection. That doesn't mean I have done nothing... I have actually done Quite a bit! I have completed more Than if I did have Internet.

Here is my Quite big, Documented changelog.

-Moved Team frags update into a find function [FPS boost]
-Coded CTF bots
-Coded infection bots (Zombies + Humans)
-Fixed ground weapon picking up ammo when you have the gun
-Increased DP effects
-Added last man standing And effects in Infection
-Added Flag carrier effects in CTF
-Fixed player bouncing on death, and gravity on spawn
-Made jumping more Fluent like Halo space
-Waypointed maps (BIG bot improvemet)
-Major code Structure cleanup + Comments added(For moddability)
-Fixed alot of Warnings
-Made Dropped flags have a bigger bounding box(Easier pickup, and makes Bot returning more efficient)
-Ammo is refilled for last man on infection
-Polished up frag grenades a bit
-Implemented a MUCH better Team sorting system
-Team sorting system supports setting a number of Zombies When creating a custom game
-Fixed up using impulses during reload and melee
-Weapons are Thrown at death(1 or 2 depending on the players gun) [COMPLETELY WIP, I'm having troubles with its compatibility]
-Coded in Brand new Menu system(PC, Partially PSP)
-Added much more Killing medal names(15)
-Cleaned up Reload code a bit and added a few universal Floats to reduce future kludge

That is Quite alot of Big things done. I am much more proud of Revamps code, and And ALOT closer to releasing the game in a playable state

Tuesday, May 17, 2011

CTF Bots

Bots add alot to a game, and making them work is a pain. In the previous revisions of Revamped 2, I had thought that I had created a nice bot code setup for Capture the flag. Boy was I wrong.... Somehow the bots got messed up and didn't like static waypoints at all. I never knew how important Waypoints were until I noticed my bots always running in circles or running into walls constantly.

I was very happy when they would run to The opposing base in Bloodvally and get the flag, however there was a slight problem. Their Dynamic, self waypointing system didn't allow them to Return back to their own base, Thus they would Go into a corner and sit there.

Well Not only is the new CTF better, but the bots are near fully functional as well.
New CTF features:
-Flag returning(Sitting at your flag for 10 seconds to return it to your base)
-Bots Get/return the flag, using static waypoints
-Bots get Dropped flags from their teams flag carrier
-Bots Attempt to kill the opposing teams flag carrier, more-so than a regular player

To-Do
-Improve Bots killing opposing player slightly
-Add Bot team flag returning(Getting to the flag to return it to your base)
-Maybe(if enough clients are in-game) a Flag defender?

Anyways, I will start posting more on my blog here about random things on Revamped I want to talk about.

-Mexicouger