Uploaded latest version!

by Bookeater Bookeater
on 02.20.2010

  I uploaded the latest version of "Faded Earth : Warborn" which has lots of models and maps and lots of things the previous release didn't. Don't expect a story or campaign mode just yet, but it is coming.

 Features These are the basic things made/programmed for the game. There are also features that are part of Crystal Space, check the website for info. Graphical user interface based mostly on images, programmed list boxes with scrolling capability, check boxes, buttons, various misc. functionality for text and images. An xml based file format to configure the user interfaces, setting their functions, text, images, etc. File formats for almost all game settings, some file types can be combined into one file like missions and intros. Weapons effects and troop / enemy types are set up in xml files. Full color fonts are implemented in the same type of way they are in blender / bge, image files are basically cut up and can be drawn anywhere, it could for example draw red and green spray painted words on a wall. These image fonts are interchangeable with regular fonts in some cases. A pathfinding system that automatically scans a map for usable areas and uses them as paths for the AI. Only a little bit of path set up is required when making the map file. Path data is saved for the next time the game is opened. Enemies can find a target and avoid obstacles with some limitations. Destroyable buildings and blockades, buildings can be blown up or set on fire so they "burn" down later, funny, somewhat primitive in terms of animation though. Some animations and effects for blowing up characters too. Various special effects are achieved without using the particle system, several forms of animation and different effect types allow a variety of low cost tricks for arrow trails, explosions, more mentioned below... Character oriented animation features (these features are built on top of Crystal Space's system which has Cal3d implemented). Idle actions are randomized, can be independent of other features, mesh format allows transparency, mesh sorting, turning off animations for part of a character, full support of cal3d's LOD system (though it is not used, it's effect seems small on modern hardware, press c in game to test, expect ugly results.) Shaders: Various work was done on the shaders and also character model plugins to achieve specular normal maps like modern PC games. Shadows are supported but animated shadows are not visible at this time and need more work. A lightmap system to replace the one crystal space uses by default. Shadow mapped objects have specular highlights. Water shader, geared towards oceans, shows bobbing waves, foam and waves coming onto shore, 4 lights, low poly. Fire shader, pretty efficient since it doesn't need lights. Blast decal shader, just a parallax shader for blasted holes in the ground, results vary. Used for "blood" shader too. Explosions and weapons can light up the area they are in with a custom light creation system, though it needs to be redone. Trail effect, draws colorful motion trails mostly for hand weapons, draws many faces more efficiently than a normal mesh, needs to be redone. Universal sequence system, a series of sounds, graphical effects, and events, as well as other features can be set up in files and played in game for different purposes. This should allow better timing of attack animations and challenge sequences, but more importantly it is used for introduction sequences for levels, story scenes to explain why the battle is taking place or how to play the level. 3. Plans / Planned Features Better natural effects like grassy foliage and more plants, and making all plants move with a wind type effect, better sky animation, sun stars etc. --Some grass was added, swaying plants too. Higher level explosions and breakage, water splashes, etc. better war machine shooting GUI and controls, other types like one that shoots 2 bouncing shots, or a sniper type shot. --Bouncing shots visible in ApisTemple level Physics integration for war machines moving and shooting, other effects too. Boats and system for riding in boats, as well as riding other things like wagons and other war machines. Rules and missions with sieges of castles and such, breaching walls. Stealth abilities, hidden characters and things. Different mission ideas: Various Mission types like assassinate or destroy a castle, various mini games like shoot targets or chase lemurs. Multiplayer plans - I originally wanted the game to focus on multiplayer but I've put it off a lot. I do intend to finish the already started network coding and such, though it's questionable if anyone will ever want to play multiplayer. Counter attacks - the challenge feature is not really complete, it needs to make sense in terms of it's attacks and also will have more moving around,. If you fail to kill the challenger you may be counter attacked by a funny surprise attack like the Sahara lord uses a pistol. A full campaign system where you can play through 30 missions in a slightly different order some with bonus stages or other fun side missions. It will loosely be tied into a larger story but mostly it is based on individual missions. Full set of user options, game and AI difficulty, custom battles, key config, graphic and performance options, volume, screen resolutions besides 1024 are not implemented yet, there are some options for things in the config folders...

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