Who wants to team up to create a horror game?

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    • State of development:
      I'm still working on the input system. Gave me some headaches already XD.
      But I guess I found a way to get it working.
      I will just add another layer to the input system.

      Layer one:
      • Every used key or button is listed once
      • Here I check the state ( if pressed or not ) and use timers to check for holding and double press and stuff
      • Always running and monitoring key states, but with a common delay ( so it doesn't check for every frame )
      • Individual delays for the different keys ( so it only checks what is needed )
      Layer two:
      • Every individual keybinding is listed ( so if a key is used twice it is listed twice with another setup )
      • Here I only read the information of layer one
      • Running every frame ( since it only reads numerical information it should be fast enough )
      I'm working on this right now.

      InFeRnAL wrote:


      Hey guys if you create a horror game .. can you add ''normal'' graphics ( I mean .. i could really try it , but my video card is not really good ... ) .
      Well, I want to include shader effects, and make the graphics as good as possible, but I will give the choice to deactivate them though.
      I have to look into the shaders a bit more to get an idea of the quality possibilities, so you can also set them on low, medium, high.
      Should be possible.

      EDIT:
      I almost got the input system working now. Only problem at the moment is for each key-hold and double press it still registers a normal
      single press ... and I just can't find the issue. I already checked the code like a million times. This shouldn't be happening.


      EDIT2:
      The input system is working now. That was quite the tough nut there, but it's working like a charm now.
      I still have to implement some things though, like the individual delays, combined keys, but that shouldn't be the problem now.
      First thing, apart from a backup XD, is getting the movement running again. Then I will work on the map system a bit more,
      and finally implement the texture support. If textures are working I can continue with the shader effects ( that's probably gonna
      be another tough nut XD ).



      EDIT3:
      I was just optimizing and cleaning my code once more.
      The map does now reload correctly, if the graphics settings are changed.
      I just have to implement a check if the vram was flushed automatically, which happens in dark basic if
      you minimize the window. Unhandled this would lead to a hard application crash for sure.

      The problem with dark basic and fullscreen exclusive mode is still persistent, so I removed this mode
      from the graphics settings completely. Available modes are windowed and windowed fullscreen.

      The common movement system is running again with the reworked input system.
      I also included a W,A,S,D doube-press key binding to perform a small jump like in cry of fear.
      Currently the keys are hardcoded, but it won't be a problem to let them be customizable later on.

      There is so much to do XD ... I guess I will go on with the texture management now.

      EDIT4:
      Textures are now working, although there it's still a bug left I have to handle.
      Also if the graphic settings are changed the map get's reloaded and retuxtured pretty fast, but there are only 2 textures used though.
      The texturing is designed to handle all the different texture stages I need for the shader effects later on.
      Once the textures are working properly I will implement the shaders and improve the current test map a bit.
      So, a demo and screenshots could be realistic ideas pretty soon, but I don't really feel like telling any date XD.

      I had some fun with music maker XD and made a temporary short track for the main menu.
      Link
      Tell me how you like it XD.

      The post was edited 11 times, last by grasmann ().

    • grasmann wrote:

      Dovahkiin wrote:

      grasmann wrote:

      I had some fun with music maker XD and made a temporary short track for the main menu.
      http://soundcloud.com/grasmann/menu-2
      Tell me how you like it XD.
      I can't open it.. There is a massage: Oops the content you required was not found! Reupload it please :D
      Try that link XD
      Sounds really good.. I like that it is fast and not slow and boring like in some games.. The music indicates action and depression :)
    • I haven't been around here for some days now XD.
      First thing: I updated the first post and included all the bros.

      State of development:
      I implemented the shaders, but I still got some problems with the texturing.
      The shaders are working, but they aren't implemented very good right now either.
      I found a nice shader pack for dark basic, which has everything included that you can imagine.
      There should be a wide range of effects possible with these.

      I will repair the texturing as soon as possible, right after that I will work on a small testmap,
      because what I use at the moment isn't exactly a map ... it's just a floor and 2 walls XD.

      EDIT:
      I finally found the error I made. And I can't believe it at the same time XD.
      I accidently used an If istead of a while ... I guess you don't necessarily have to be a programer
      to get which problems can be caused by this XD. loool


      EDIT2:
      I thought I should show some first screenshots XD.

      Parallax Mapping:

      I just wanted to show you which kinds of shader effects are possible ... even with bad dark basic XD.
      Actually a picture like this is no big deal ... I could achieve this from scratch in like 20 minutes.
      But with my package system and a dynamic engine in the background, it surely is another thing.

      I love parallax mapping :D.

      Shadow quality:

      The black box is an area ... to be exact my player-start-area in this current "map" XD.

      To show the quality of the shadows I just activated the shaders for it, but it doesn't have a
      texture. That's why it's only black here.

      However to the right of the box you can see the shadow of it. This shadow is rendered with
      a pretty low quality and I have full control of the quality in my code.

      --------------------------------------------------------------------------------------------------------

      This very small test map is currently running with 460-480 FPS on my computer.
      My Computer basically:
      AMD Phenom II X4 3.2Ghz
      AMD Radeon HD 6970
      The shaders actually cost a lot of performance, but 480 FPS is still pretty good.

      The post was edited 7 times, last by grasmann ().

    • Dovahkiin wrote:

      The pics look great :D keep the good work up..!!
      Thanks XD.

      Next step for now is ... implement everything in a solid way, optimize, clean, simplify.

      Also I had the idea to include a "default_resources" package.
      There are many basic components, that simply have to be present. I need them ... no matter what.
      So I will implement this concept of default resources and use the new package for a fall-back system.
      That way I have the possibility to feed the engine with standard components, if anything is missing.

      EDIT:
      This could be handy for the development of custom sories later on. You will be able to run your custom
      story even if it is uncomplete, or misses an important component, but you will see that it's missing.

      The post was edited 2 times, last by grasmann ().

    • As a simple human beings that doesn't have any special talents or anything, i don't have any f*cking ideas what the hell is a "default_resources"... but as far as i could see, this project goes pretty damn well! looking forward to this "game" :D

      If you're angry, don't break anybody's heart, they only have one..... Break their bones, they have 206 of them
    • dragonlord7132 wrote:

      As a simple human beings that doesn't have any special talents or anything, i don't have any f*cking ideas what the hell is a "default_resources"... but as far as i could see, this project goes pretty damn well! looking forward to this "game" :D
      I don't know if you actually want an explanation XD ... but I made a pic



      I just load this default resources package. The resources of the package are flagged as overwritable.
      When I load the package resources I check if the same resources are already existing as a default
      resource, delete it, and finally recreate it from the package resource.

      So I always have the bare minimum of resources to run the engine.

      However, if even the default resources are missing I can only give an error.

      PS: Yes the project goes well, but alone I'm just too slow. There is so much to do XD.

      The post was edited 1 time, last by grasmann ().

    • State of development:
      Default Package concept:
      The default resources package is working.

      I had some problems in the meantime, but now everything is working.

      Shaders:
      I'm still implementing the shaders. At the same time I'm reworking some old code.
      The shader package is using a lot of relative paths, not only do I want to get rid of them, but pack everything up
      in my packages. So I have to alter some of the smaller functions of the shader package.
      Then I will just include them into the default resources package and they are good to go.

      Lua:
      I guess I will implement lua in the near future.
      I want to handle two things in lua scripts right now:
      • Menu ( each menu should have a lua script defining the functions for the controls like buttons,... )
      • Map ( each map should have a lua script that defines the functions for map elements like areas, doors,... )
    • I was thinking about the script of the story, and some of the gameplay, and this is what I came up with:

      -The healing item being glasses of water; This may help up keep the impression of the illusion around him. The sensation of healing is only given by the fact that theillusion is becoming stronger, and he cannot feel any of his wounds anymore. It also gives the impression that the ned for whater beeing an adiciton given by the drug, as the game becomes more dificult, the player will strugle more, to get glasses of water.

      -The crisis the govern tryed to fight of beeing overpupulation; Think of this, why do th government want to kill off that much people? The first thing that came to my mind was china, were there are actually taxes for having too many children, in order to fight against the overpopulation. What if that did not work? That also could build up to a scene where the main character looks out of a window, to the street, and sees the street literally filled with monsters and scary stuff.

      -The presence of a suporting cast; It is important to have at least 2 more characters to care about during the journy. It makes the game's motivation more than just "get to the end of it". It must be actually intresting to know what will happen to them, as well as their backstory and motivations. I thought so far, of a guy, that will act as the main character's "buddy". I will add more details of him later.

      -Plot twists; It is important to actually reveal the player what the hell is going on. But we must do it with pacing. For that, I divided the main plot-points of the story:

      1) The character finding out about the truth behind the infection:

      This must be told on the game directly, Maybe with a cutscene, but the game must also point out a few clues. One of them, beeing the death of his buddy. In said Death, the main character will b fighting a common enemy, on a quick time event maybe. After the battle, he looks at the corpse, and finds out the dead body of his freind, and realizes he just killed a person.

      2) The truth about his friend past.

      What if the only person that was with you, inside that hell hole, was actually a serial killer? That's right, I think we must introduce on newpapers and etc about a serial murder case near the main characters area. During his adventure he might find out about his friends occupation, and this might lead, to either a choice, if the game will include multiple endings, or the separation of the 2.
    • DarkyV wrote:

      I was thinking about the script of the story, and some of the gameplay, and this is what I came up with:

      [...]
      Interesting ... I will keep it in mind.

      Water:
      I already thought about water as healing items. Well, maybe just not the main healing item.
      I think it's odd if the main character is drinking water all the time.
      Wounds:
      Apart from a normal health bar, I definitely want to implement wounds in the game.
      So if your left arm gets badly injured you can't use that arm anymore until you fix the wound.
      The unrealistic part is you would be able to heal the wound with a bandage or something like this.
      So water as only healing item would be odd.
      Crisis:
      In my plot the people are beginning to question the current political and financial system, but
      the governments and banks want to keep their power. The plan is to decimate the population
      to a controlable count.
      Characters and Plot:
      I also thought about other characters in the script. Well, since I'm still in the middle of the
      development I haven't really thought of a script yet.
      However, I already had ideas of crazy characters. :D

      Sorry if you expected me to write more XD. It's just, I'm in the middle of something.
      I saved it in my concept folder, so it won't get lost.