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Whos Got GAME ???

Started by March 11, 2000 08:51 PM
26 comments, last by BronzeBeard 13 years, 9 months ago
quote: Original post by Terrakain
I can''t speak for us coders who program for a living, but we freelance bums usually have several little gems in the works. For example, I''ve got Urban Dark, a top-down 3D-ish game much like the movie Dark City (it kicks ass, rent it). I''ve also got my 3D shoot-the-bastards RPG space game, Vagrant, to think about, and I haven''t completely given up on Dementia, a 2D platform Lemmings-like game with one character and one screen, though that may be expanded.


Wow, I want to play Urban Dark.Dark City is one of my favorite movies.

As for myself, I''m working on two rpgs (yes, two) called ''The Lost Light'' and ''Horizon : Equal and Free''.I''m also working on an adventure game, but I haven''t got a name yet.
I''ve also finished one game, a post-apocalyptic adventure short game called ''Last Rose in a Desert Garden : A Poem of Sadness''.You can get it from my site.



Jonas Kyratzes - Progressive Game Design & Development
"God is silent. Now if only man would shut up." - Woody Allen
-----Jonas Kyratzes - writer, filmmaker, game designerPress ALT + F4 to see the special admin page.
I''m working on a FPS game right now..it was technically finished a few months ago, but it has come back from the dead for some minor tweaks, and I''m the only one familiar with the codebase..

It''s for the USMC, it''s an educational training FPS using OpenGL..

If you want to see some screenshots, goto

www.3dpipeline.com

and click the "News" link..the press release is a few items down..

I''m also going to burn the final cd in about 3 hours(after some last-minute checks)


"Like all good things, it starts with a monkey.."
"Like all good things, it starts with a monkey.."
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Started making an Elite-clone a couple of months ago. Two weeks ago i stumbled over the ROAM algo though and i just had to make use of it. Im going to use the terrain engine for an RPG of some sort. These are my two projects and both are not anywhere near finished.
I''m designing the gameplay, story and puzzles for a huge First Person Adventure Game, à la Myst, it''s current title being Culture Shock.

Set across two universes(though you don''t get to see much of the first, it being ours), it hasn''t been easy so far and there''s no end in sight, though a friend of mine is getting into 3D work which should help, because the artwork is the biggest problem at the moment. I''m competent enough at Blender, but there''s just too much stuff to be modelled.

The game probably sounds just like a clone to you lot, but there are a few twists I''ve added, including a special unique new magic system that I''m not going to describe to anyone until the game''s nearly finished.

I''m going to worry about programming when the design is finished, and not before.

By the way, I too feel that Dark City kicks ass.

More so than the Matrix in fact.

Incoming flames detected captain!
"If you go into enough detail, everything becomes circular reasoning." - Captain Insanity
Well, I''m making a Fantasy Sci-fi RPG called Hell''s Maw. I''m making excellent progress. All I have to do is design and code it.

If life is a waste of time, and time is a waste of life, then let''s all get wasted together and have the time of our lives! - Armand''s Pizza. Washington, D.C.
Look for me(WimpyKiller) at Zhing! MUD
"Sir, it is pie." - Mark TwainThe ArchWizard's site.
im making this game called Hello World its a textbased game with a few twists. Im already finished half of it and after I figure out how to use this cout class ill be able to finish the game. It will be a quite exciting game, took a while to design though.
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I''m working on the engine for Tombstone: Vendetta. It''s an MMORPG which will be a western but the engine supports any setting.

I recently put together "Gravity Kills" downloadable at the showcase and on my site.

Ben

[Icarus Independent | Jump Down The Rabbithole | Tombstone: Vendetta ]
Home at last

My first completed game was a tetris clone..

I had littel men that fell down with the blocks(you started out with maximum of 5)..

The little men would run over the blocks...you had to squish them with the blocks..when you did, blood would run out of the cracks, run down the blocks, and drip from the bottom of the playing window to the bottom of the screen..oh, and the man would re-spawn with the new block at the top...

After awhile, the bottom of the screen would fill with blood...when it reach the playing window, all the men would explode(leaving blood splatters everywhere), and you''d get a "blood bonus"..

Then ALL the guys would spawn with the next block,PLUS one..you could go all the way up to 20 men..

I wrote it in qbasic, it''s all 1 file..it has menu, intro, hi score table, etc. and all works..to a certain extent

if anyone wants the *.bas file feel free to email me, it''s sort of cheesy but it''s cool



"Like all good things, it starts with a monkey.."
"Like all good things, it starts with a monkey.."
I''m working on the design of a 3D RTS game called Dauntless. Its going to incorporate features of Civ, Caesar, Settlers, and some other strategy games.

www.elf-stone.com

____________________________________________________________www.elf-stone.com | Automated GL Extension Loading: GLee 5.00 for Win32 and Linux

I''m working on an RTS, currently it goes by the name Emoticon because that is what one team is based on:

The only in game screenie I have is one using jpg compression (really unsuited for the graphics style), but here it is anyway:

www.thenexus.bc.ca/images/news-screenshots/217-emoticon1.jpg

And I''ve got an editor shot also:

www.thenexus.bc.ca/images/news-screenshots/217-emoticon2.jpg

Which shows a fairly uninteresting level

Currently, it is not playable. I did have an implementation of A* for pathfinding, but I wasn''t happy with the way I had done it so I''m rewriting that. (Remember in games like Dune2 how the pathfinding worked? Find a path and move along until you hit an obstacle, then find a new path. Works ok most of the time but can look really stupid when it dodges objects which don''t exist)

Trying is the first step towards failure.
Trying is the first step towards failure.

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