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Omar's Orthogonal Oyster Outing

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charon
Posted: Thu Feb 28, 2008 3:50 pm Reply with quote
Joined: 02 May 2007 Posts: 249 Location: Postojna, ksno urco od Lavrce
Still totally WIP... Will gradually post it to other retro / freeware game dev sites but for now, I'd like to see if anyone's still reading this Razz



http://www.sinistersystems.com/omarsoo/release/OmarsOrthogonalOysterOuting.zip

Metric tons of stuff are still missing, this is really just a taste of the final thing (I hope I'll get it that far Cool). You can run around, enter buildings (well), shoot zombies (ehm well... Very Happy ) rotate the camera around (numpad, mouse plus right (& left) button). Mostly I need first impressions now, and ideas about GUI since I'm preparing a heftier chunk of text on bugs, missing features and ideas, that will be in another thread, and then you can all glue your stuff to it...

Till then, at least try it out!

P.S. To see other cities edit oooo.gei file and change RndSeed to some other number.

P.P.S. For the uninitiated - oooo might not run (and it pops an odd dll-related error message) if vc dlls are not installed in the system... The link is here: http://www.sinistersystems.com/projects/geeny/release/vcredist_x86_sp1.exe


Last edited by charon on Sat Mar 15, 2008 9:34 pm; edited 2 times in total
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Zakiller2000
Posted: Thu Feb 28, 2008 7:18 pm Reply with quote
Joined: 14 May 2007 Posts: 67 Location: Canada
Dude. Wuh? Guh? Zuh?

Win. Trying it right now.


Edit: Alright, seems pretty good so far. Bugs?

*Zombies still walk around when inside building.

That's all I've got for now. It's also laggy, but that's due to my computer and its continuing path into oblivion. xD

So far though, it's awesome. The lack of a crosshair scares me somewhat though, always worried that I'm not close enough. Also, love Omar's running animation. xD

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charon
Posted: Thu Feb 28, 2008 7:49 pm Reply with quote
Joined: 02 May 2007 Posts: 249 Location: Postojna, ksno urco od Lavrce
Heh. It's really nice to hear such positive first impressions. Cool

As for the bug yup, got a spot on it. But I have to figure out what happens while you're inside, I don't want them to just freeze in place, or they'll be where they were once you exit the building, which most likely isn't very realistic.

As for the lag yeah, I guess. Mostly this is due to a) everything rendered in software, and b) everything being coded in a scripting language. My development came to a full stop a few months ago when my old machine (a Celeron 2 overclocked to some 700-800 Mhz) simply couldn't cope with OOOO anymore. Then I got a stunning 5 year old, written off 2x2GHZ dual core AMD with 4 gigs of ram (courtesy of a friend who gave it to me as New Years present) so I started off again.

Which is another thing that I'd like to know and forgot to ask the first time around - FPS. The small white number in the right corner of the screen. I'll be grateful to anyone who sends me the data (just the approximate range will do, along with CPU power & RAM... I don't need the graphical card info since acceleration is not used, but you can drop that along as well if you want.)

Have fun!
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Zakiller2000
Posted: Thu Feb 28, 2008 8:01 pm Reply with quote
Joined: 14 May 2007 Posts: 67 Location: Canada
charon wrote:
Which is another thing that I'd like to know and forgot to ask the first time around - FPS. The small white number in the right corner of the screen. I'll be grateful to anyone who sends me the data (just the approximate range will do, along with CPU power & RAM... I don't need the graphical card info since acceleration is not used, but you can drop that along as well if you want.)


The deal is with me, is that I've probably got the specs to run it at a nice framerate. The trouble is, is that I think my PC's infected (Kaspersky hasn't picked up anything threatening in the year we've used it, so that set off an alarm for me.)

After the PC's been on for about an hour, it slows dramatically. If I were to give an estimate:

Before lag: 20 FPS at least I'm thinking.
After lag: 7-9 FPS, very sluggish.

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charon
Posted: Fri Feb 29, 2008 12:28 am Reply with quote
Joined: 02 May 2007 Posts: 249 Location: Postojna, ksno urco od Lavrce
My double-brainiac can squeeze it up to 25 - 30 fps, even more at maximum zoom-in Smile It runs really smooth, only the rotation slows it down.

Anyway I uploaded a new version (same link as before), building types are now more consistent with their appearance, and more buildings have a door now... Also collision detection is now used with shooting, and the 3d game is essentially paused while Omar is inside a building (same as with 2d version)... What else? Oh I brought fear & panic back on line, but you still can't die... Razz

Have fun!
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charon
Posted: Fri Feb 29, 2008 1:53 am Reply with quote
Joined: 02 May 2007 Posts: 249 Location: Postojna, ksno urco od Lavrce
Oh and when I finish OOOO, I'm totally using this framework to make an Aliens game... (I'm really a *BIIIG* fan of Aliens Cool ) It's gonna take place on LV 426 most probably, involving the Derelict ship and some kind of generated colony with both interiors and exteriors... It's gonna be grand I tell ya Razz
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Pete
Posted: Fri Feb 29, 2008 1:31 pm Reply with quote
Joined: 22 Jan 2008 Posts: 36
SWEEEEET!

Game looks fantastic keep it rolling!

The simple polygon models look excellent, clean and clear.

I'm running an Asus g1S notebook. 2.3 ghz duo-core processor, 2gig ram, Vista (weep for me). Anyway I'm getting a frame rate around 100.

Being an LCD screen, full screen actually looks really bad because of the pixel scaling my machine does (anti-aliases the edges, nasty fuzzy). Can it run in a window?

I think your first priority has to be getting the controls to make some sense. Seriously. I need to use the mouse to rotate the camera all the time, but left clicking doesn't do anything, then my other hand is fumbling around the keyboard needlessly. I have to press Enter to get into a building, but then spacebar to activate menu items when inside. Bottom line, get the controls unified so that I can leave my hand in one spot comfortably and do everything.

Other issues are things like doors are a little too well camouflaged. Maybe for clarity you could colour code them. Maybe yellow for a neutral door, green for secured, red for locked.

Can the game be zoomed out? Or run at higher resolution? I feel like I should be able to see more.


Something about the way characters look and move reminds me of that great old C64 game Realm of Impossibility.

You mentioned an Aliens game, that would be BRILLIANT. Something with random maps, that really encourages improvisation I could see having massive potential.

The engine would also be great for a Syndicate remake. One of the most stunning games I've ever played. I can't believe someone hasn't made a game like it yet.

Whatever you plan to do with it, I'd highly recommend you not link it at all with an existing IP. Give it your own title, your own flavour, because I don't see why you can't sell a well crafted version of this engine.
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charon
Posted: Fri Feb 29, 2008 1:57 pm Reply with quote
Joined: 02 May 2007 Posts: 249 Location: Postojna, ksno urco od Lavrce
Yup, you can run it in a window... Just edit the oooo.gei file changing the line "FullScreen = 1" to "FullScreen = 0". You can also zoom in & out using 8/2 on the numpad, or after holding the right button mouse, hold the left one as well and drag left & right... I agree the control scheme is still terribly messy, so any suggestions are welcome. I will probably be redoing the GUI as well, maybe putting the inventory on screen with items as icons, so you can select & use them in a regular modern RPG fashion, all that stuff...

I'm planning on making the doors more prominent, definitelly, but given that I had no immediate idea on what to do, I just left that for the future. As for your frame rate whew, that's far too fast, I forgot to lock it down in the last version Razz It's supposed to be no more than 30 or so given that I use the good old fashioned fixed-dt math for kinetics. So everything moves like 2 times too fast on your machine Cool I'll try to fix that in the next 'issue'.
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Pete
Posted: Fri Feb 29, 2008 3:41 pm Reply with quote
Joined: 22 Jan 2008 Posts: 36
Okay, got the zoom and the windowed mode going, cool. Need to increase the window size now.

When fully zoomed out my frame rate drops to about 70.

I can't move diagonally when sneaking, I believe the old Omar game had the same issue.


Gotta get you posted on Tigsource! How the hell does one contact those guys?
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charon
Posted: Sat Mar 01, 2008 2:35 pm Reply with quote
Joined: 02 May 2007 Posts: 249 Location: Postojna, ksno urco od Lavrce
Hmm the sneaking bug is weird... Actually the sneaking isn't supposed to work yet, but in any case it could be caused by those odd pc keyboard limitations with how many keys you can hold at the same time, and which keys they are... I'll try assigning sneak to some other key to see if it works any better (but it's still possible that it's just a bug... in any case I'll check it out asap).

As about resolution, I'll implement some kind of fast x2 scale so you'll be able to run it full screen 1024x768, right now everything is fixed at 512x384 and isn't likely to change due to how quickly software rendering turns slow at high resolutions, plus the rendering method I use for characters now wouldn't work on higher resolutions (well it would but then the characters'd be smaller on the screen).

Good luck with TIG Razz I failed at getting any of my games posted on planet freeplay, and they really don't seem to be *that* selective about their content (which is why I chose them Embarassed Rolling Eyes Laughing ) yet...
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augustus
Posted: Sat Mar 01, 2008 4:02 pm Reply with quote
Imperator Imperator
Joined: 25 Apr 2007 Posts: 58
About LCD and scaling: ATI windows drivers have an option to run games/applications full screen in their native resolution, centered on screen, but then you have black borders around, if the chosen resolution is lower than the native resolution of the LCD monitor. But since you can run OOOO in a window, this doesn't really matter, I suppose. Maybe windowed mode should be the default? Since it runs in a lower resolution than almost any desktop or notebook today and most monitors nowadays are LCD? And monitor based scaling is usually bad?

Aliens is definitely an excellent idea and I agree with Pete that it doesn't have to be a "licensed" content, which you're probably not allowed to use, even in a freeware game (not that 20th Century Fox will sue you or even hear about this). Still, you can invent your own aliens and setting.

About a Syndicate remake - I have had this idea/wish for a long time. To make not a remake, but a game with similar gameplay, maybe with a sf / space opera setting; a team of space marines/pirates/whatever traveling to a different planets performing generated missions in generated levels (+ rpg elements of equipment and statistics) + possibly some sort of a storyline behind it (including some scripted missions to advance the main storyline). This could also be done with this engine. But Aliens first Wink

There was a Syndicate sequel - Syndicate Wars (http://en.wikipedia.org/wiki/Syndicate_Wars), which looks sort of similar to OOOO: http://upload.wikimedia.org/wikipedia/en/d/d4/Syndicate_wars-screenshot_combat_01.png And you can rotate the view, as it's a real 3D engine, like OOOO and unlike original Syndicate.

Otherwise, I feel like Snake Plissken Very Happy
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charon
Posted: Mon Mar 03, 2008 12:21 pm Reply with quote
Joined: 02 May 2007 Posts: 249 Location: Postojna, ksno urco od Lavrce
I resurrected death. Razz
The game now also reports your score to the board again.
New version, same link as always.

No other news, slightly depressed so progress is slow...
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Pete
Posted: Mon Mar 03, 2008 1:42 pm Reply with quote
Joined: 22 Jan 2008 Posts: 36
Hey dude, you've made some damn sweet games already, we know you've got tons of potential left!

Need a distraction? Check out my game. My friend programmed it, I did the graphics.

www.brasshats.com


Go watch Omega Man, or Dawn of The Dead. That'll get you back in the zombie spirit!
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charon
Posted: Mon Mar 03, 2008 5:59 pm Reply with quote
Joined: 02 May 2007 Posts: 249 Location: Postojna, ksno urco od Lavrce
Feeling much better already. The hardest part of it all is when you want to create something but then seeing what massive workload it is. Razz

Add some terribly grim weather outside into the mixture and the mood goes down rapidly. Wink But once the night falls it's all darkness anyway so it becomes immaterial hehe.

Working on gun animation & graphics now.
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charon
Posted: Tue Mar 04, 2008 11:06 am Reply with quote
Joined: 02 May 2007 Posts: 249 Location: Postojna, ksno urco od Lavrce
New version is up - guns, shooting animation & gun blast fx. It may not be the best looking but I think it's okay for this stage.

And... Some more screenshots Smile





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