For the past 5 weeks while having other classes, I and two others developed this game. Before that we spent about a month planning. Been using the Scrum approach throughout project. Used http://www.assembla.com svn for source control.
Briefly, It's a futuristic 3D side scroller. One ability you have is rage mode, which slows down time and you do extra melee damage. There were plans for mobile suits of armor and more crazy stuff, but hasn't been implemented yet. There's supposed to be lots of blood and gore, slicing enemies in half and fountains of blood pouring, but that too is yet to be done. Epic bosses, etc.
To see a video of what we have so far:
http://www.youtube.com/watch?v=EvgAfZm9xas
Programmed with c++ and opengl.
I'm not sure what my group members plans are for the summer, so this might be as far as it goes...
It's got its flaws, but what do you think?
Project SKY - An early prototype
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Re: Project SKY - An early prototype
I only got to glance at the video for a brief moment before I ran out the door to work but what I saw looked really good. Unfortunatley I only got to watch as far as the elevator. I'll take another look later in the day.
EDIT: Watched the whole thing now. I guess the only things that really bugged me were the painfully slow elevator and the "shadow" of the characters alpha. If thats what I'm seeing. Other than that it looks cool. Polish it up and you could have something with a shattered soldier feel to it.
EDIT: Watched the whole thing now. I guess the only things that really bugged me were the painfully slow elevator and the "shadow" of the characters alpha. If thats what I'm seeing. Other than that it looks cool. Polish it up and you could have something with a shattered soldier feel to it.
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Re: Project SKY - An early prototype
Yeah man, that's definitely an excellent start, but there's still some work to be done. I pretty much agree with OrinCreed, the elevator was really annoying, and I noticed the rectangular shadow as well. Also the bullets kill people who aren't even on your screen, I'm not sure if it's limited just past the screen or not at all, but that could ruin the challenge of the game.
I really hope you continue to work on this, the levels and textures look great, and I like the blood particles.
I really hope you continue to work on this, the levels and textures look great, and I like the blood particles.
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Re: Project SKY - An early prototype
IDK, just seems kinda not the way to start any programming.
You got to plan everything out before you do it, thats how many programmers give up half way...
You got to get a story, or there will be no point to it as a entertainment purpose... It will end up more like an engine without a story
not saying it doesnt look good, you need more organization
You got to plan everything out before you do it, thats how many programmers give up half way...
You got to get a story, or there will be no point to it as a entertainment purpose... It will end up more like an engine without a story
not saying it doesnt look good, you need more organization
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Re: Project SKY - An early prototype
As I said on YouTube, this reminds me alot of Mortal Kombat Mythologies: Sub-Zero, with its "2.5-D" layout. I dig it - this is a cool concept.
The character animation looks a pretty stiff. I think the movements need to be more exaggerated.
I love the reflections in the floor, that's a nice touch. It doesn't look like the enemies are being reflected tho.
The bloodsplatters on the screen on cool - but I think it would be cool if they were more animated and randomized.
Great job, dude. I look forward to seeing your next video.
The character animation looks a pretty stiff. I think the movements need to be more exaggerated.
I love the reflections in the floor, that's a nice touch. It doesn't look like the enemies are being reflected tho.
The bloodsplatters on the screen on cool - but I think it would be cool if they were more animated and randomized.
Great job, dude. I look forward to seeing your next video.
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Re: Project SKY - An early prototype
Thanks for the crits everyone.
I'll have to try Mortal Kombat Mythologies: Sub-Zero, I missed that one.
I'll have to try Mortal Kombat Mythologies: Sub-Zero, I missed that one.
Just to clear things up, this was actually a school project we had to do. We do have a complete GDD with game story, concept art and all that, plus mock up production costs, spreadsheets full of tasks with estimate time of completion and priority, burn down charts. We have another binder devoted to just GUI's and all the changes they've gone through. Lots of notes and meetings during planning. We were graded more on the entire duration of planning and development rather than just the final product. And since this class is now done, the project probably wont go much further, I might clean it up a bit to make it more presentable. But this summer I'm thinking of playing around with XNA.IDK, just seems kinda not the way to start any programming.
You got to plan everything out before you do it, thats how many programmers give up half way...
You got to get a story, or there will be no point to it as a entertainment purpose... It will end up more like an engine without a story
not saying it doesnt look good, you need more organization
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Re: Project SKY - An early prototype
Ah I see, I think you nee better sounds and Is there a limit on how many bullets can be on screen?Spikey wrote:I'll have to try Mortal Kombat Mythologies: Sub-Zero, looks spiffy.
Just to clear things up, this was actually a school project we had to do. We do have a complete GDD with game story, concept art and all that, plus mock up production costs, spreadsheets full of tasks with estimate time of completion and priority, burn down charts. We have another binder devoted to just GUI's and all the changes they've gone through. Lots of notes and meetings during planning. We were graded more on the entire duration of planning and development rather than just the final product. And since this class is now done, the project probably wont go much further, I might clean it up a bit to make it more presentable. But this summer I'm thinking of playing around with XNA.IDK, just seems kinda not the way to start any programming.
You got to plan everything out before you do it, thats how many programmers give up half way...
You got to get a story, or there will be no point to it as a entertainment purpose... It will end up more like an engine without a story
not saying it doesnt look good, you need more organization
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Re: Project SKY - An early prototype
I didnt code the bullets, but I think they are in a vector/stack, so the limit of bullets is, how many your comp can handle...Ah I see, I think you nee better sounds and Is there a limit on how many bullets can be on screen?
I don't like neglecting sounds, but I admit I quickly grabbed some random sounds I had lying around the night before we had to present.
On the plus side, the music and voice acting is original.
Re: Project SKY - An early prototype
Not all games need story lines... My next game will either have more of a backstory or no story at all type of thing... but the game's primary goal will be multiplayer... hopefully i can get it to work out... but back to topic.davidthefat wrote:IDK, just seems kinda not the way to start any programming.
You got to plan everything out before you do it, thats how many programmers give up half way...
You got to get a story, or there will be no point to it as a entertainment purpose... It will end up more like an engine without a story
not saying it doesnt look good, you need more organization
Your game looks nice the only problems I noticed were pointed out already so I won't waste your time, but I just wanted you to know that I support you
and btw I'm free during the summer if you need some help