Replies: 40Views: 14,772Started: Nov 9, 2005, 8:00 PMPage 1 of 2
Fugitive · Nov 9, 2005, 8:00 PM · edited Nov 15, 2005, 7:02 PM
#14587
Fugitive
Fugitive is a top viewed game and you're constantly walking up a street. and there will be metal, silver, and gold ammo to buy at weapon shops. ?(you can find metal ammo, but have to buy silver or gold) ?You will have grenades and body armor, which you will buy at the armor and weapon shops... As you progress, the areas you fight in will be named and change the further you get... starting with something like 'the Ghetto' and then change to better names, like the last might be... 'Beverly Hills' and then goes on forever with that final name. ?
The bullets will have different peircing properties... ex. gold will go through everything, and silver go through enemies only(not barriers) and metal just stop on impact. ?Grenades can be hurled over objects, and cannot be found until zombies appear on the cops are more heavily armed.(or you are rich at begining and buy them)
You will be fighting thugs and cops mainly at beginning, but later a sort of story unfolds where you have to defend from zombies. ?Then cops will be attacking you and zombies. ?you can also kill innocent bystanders for a chance at picking up cash, and kill cops for a chance at getting weapon upgrades/grenades/ammo. ?There will probably be a survival mode, where you are in a room, with 4 doors in it, and zombies are constantly pouring in. ?also there will be a 2-player mode(will be hard on keyboard buffer) ?and a networking mode, probably only for 2 players.
Anyone who has any kind of ideas, please post them here. ?Be open!
Requirements are currently: Pentium 400 64mb RAM 16mb video RAM(ABSOLUTE minimum) Windows 2000+ direct X 8+ sorry but the requirements just took a huge jump because i just learned some cool stuff about direct X 8 that really helps with effects. Download: Fugitive v0.1 ?(keep in mind this is very new game, so dont expect much) Size: 1.4mb
Post #2 · Nov 9, 2005, 9:13 PM
#14589
The idea seems cool. Maybe you could later add 2 player mode cuz there nothing better and more adictive than blowing things up in coop mode.
I just have two (constructive, ofcourse) critics so don't hate me.
1. I don't get how do zombies fit into a fugitive game. Maybe you could explain. 2. I also don't see much of positive moral in it. I know it's not a must these days but...
Post #3 · Nov 9, 2005, 11:43 PM
#14624
well, thanks for the positive input. I dont really have a real reason why the zombies come in, i was thinkin of it as something to build the storyline onto. because nowadays almost everything has to have even the slightest storyline. and for a bit of positive moral.... umm... you kill the evil zombies haha. oh yeah, and there will definately be a co-op mode. maybe even networkin 2 player but thats a long shot.
Post #4 · Nov 10, 2005, 2:50 AM
#14626
Matt wrote:
networkin 2 player
Wow, that would be really cool!!!!
Post #5 · Nov 10, 2005, 4:04 AM · edited Nov 13, 2005, 11:50 PM
#14628
OVERVIEW
Just to give you guys an idea of where im at, ill be updating this progress section.
Planning/Brainstorming: 50% - Most the basic ideas are on paper, and all the minor details are still being thought of
Sprites/Animation: 1% - Sprites are about to begin there creation, thank Nikola for his quality work. (Not in current version)
Programming: 25% - AI now faces the direction it is moving, and can find its way around multiple obstacles, with a low percentage of times it gets stuck. -Fixed the obstacle flaw, and now its clear sailing until the next big bug.
Sound FX/Music: 5% - Just recently started working on the theme for it. I'll post it when im done if anyone wants to hear.
Story Line: 0% - Open for ideas
Post #6 · Nov 10, 2005, 10:52 AM
#14635
A sound plan. Keep on rolling... Network possibility is great, but if game dont have too much keys (3 key max pressed issue on some keyboards), good res (chars are too big, and gameplay / mainfield small), playing coop is fine too.
Post #7 · Nov 10, 2005, 7:23 PM
#14658
yeah, networking will require a complete re-code of most objects. The way im programming it now doesnt support networking, so it will be a big project.
If anyone has any talent in the sprite/animation area, PLEASE let me know, i'm a little... challenged in that area.
Post #8 · Nov 10, 2005, 7:40 PM
#14660
I could/wish to help you, but I need permission from the Boss. (Edi?)
Post #9 · Nov 10, 2005, 11:01 PM
#14670
If you have some free time to spare... and it wouldn't harm the work for the team...help the man. Right Edi?? I mean, thats the least we can do for Matt!
Post #10 · Nov 10, 2005, 11:50 PM
#14672
wow, i didnt expect such support on the issue, most people i know hate doing graphics! thanks! (please edi??)
Post #11 · Nov 11, 2005, 12:05 AM
#14673
Nikola is our graphic guy! You can check some of his work inside GS Inspector. Be sure to download the game if you still didn't do so.
Post #12 · Nov 11, 2005, 1:40 AM · edited Nov 14, 2005, 2:57 AM
#14677
cool, nice work Nikola. you're definately the person im looking for.
*UPDATE* I will be posting the first version, 0.1 in a few minutes. Remember, there has only been a few days progress on it, so give your critics sensibly. It's umm.... flawed.
-the green circle is your player -red circles are enemies -Blue circles are Neutral bystanders(purpose is for cash) -grey boxes are obstacles(will be damaged cars or trash etc.) -the brown box with a red and white thing sticking out of it is the shop that you will later be able to buy weapons at.
oops, i need to talk to edi before i upload. edi if you read this, plz pm the fileserver info so i can upload.
Post #13 · Nov 12, 2005, 11:32 AM
#14685
I think Edi will sleep whole day (it's 12:30PM here), but he told me that I can help you, so mail or PM me what do you exactly want and I'll see what I can do.
Post #14 · Nov 13, 2005, 3:49 AM
#14727
I've sent you info for the FM.
Post #15 · Nov 13, 2005, 2:17 PM
#14764
Matt, check mail which is in your profile.
Post #16 · Nov 13, 2005, 11:05 PM
#14784
wow, i fixed the problem where the obstacles and AI units would get stuck on eachother!!!! i thought i would never find out how!!!! yay!!!!
I'll post the first version tonight after i fix a few major bugs and give a key to replenish ammo.(since you cant buy it yet)
Post #17 · Nov 13, 2005, 11:10 PM
#14785
Congratulations, I know how it feels when you solve a problem like that! Can't wait to see your progress.
Post #18 · Nov 15, 2005, 4:42 AM
#14878
i want everyone to give me at least some kinda input on the first version, i know its not much but still. and Nikola, hows the graphics coming?
Post #19 · Nov 17, 2005, 12:44 AM
#14924
Hej matt, post the alpha version for others to test it
And Nikola, what's new with the textures?
Re: Fugitive · Nov 17, 2005, 3:40 AM
#14928
Matt wrote:
Download: Fugitive v0.1 (keep in mind this is very new game, so dont expect much) Size: 1.4mb
khm,khm... I downloaded it but I'll try it tommorow...
Post #21 · Nov 17, 2005, 4:05 AM
#14933
I downloaded it too, but i am to tried to play atm.
Post #22 · Nov 17, 2005, 8:34 AM
#14942
@Edi Everything is going fine .
Post #23 · Nov 17, 2005, 4:08 PM
#14949
Game looks nice. But I dont really like to chase camera, it is moving little too fast. Please, don't tell me that will be in complete game.
Post #24 · Nov 17, 2005, 7:10 PM
#14969
well, it probably wont be that fast, maybe only half as fast. I noticed that it was to fast also, i would always go off the screen while trying to shoot people. Right now it is moving at 2 pixels per frame @ 30fps. I think i will lower that speed to 1 pixel per fram and set fps to 40, because there isnt much for requirements, other than the windows 2000, and direct x 8.
I will post a new version when Nikola sends me the last few sprites. they look really great so make sure you download and check it out once i post it. The next thing im going to work on is the weapon shop menu, so you can buy bullets. While im doing that i will add in the silver and gold ammo.
does anyone else agree with lowering the scroll speed of the screen?
something else that i was thinking of doing is making the cursor into an aimer that the player is always looking at, so that you can shoot more directions that one. I noticed it was kinda annoying to have to be below the enemy to shoot it. comments?
Post #25 · Nov 17, 2005, 7:23 PM
#14970
Why don't you make that camera moves as player goes, but without returning back?
Post #26 · Nov 17, 2005, 9:32 PM
#14978
Or to make something like auto-lock target and fire regardless the directions you are moving in...?
Post #27 · Nov 17, 2005, 9:35 PM
#14980
Or aiming with mouse?
Post #28 · Nov 17, 2005, 10:22 PM
#14986
Nikola wrote:
Why don't you make that camera moves as player goes, but without returning back?
Nikola wrote:
Or aiming with mouse?
I agree with this
Post #29 · Nov 17, 2005, 11:41 PM
#14989
okay, it's going to take nearly a complete recode of most of the events to make the screen move up but not back... it will actually be very hard, because everything is built around the moving screen..... but i really like the idea. i can already see a few major issues with random object creation, but also alot of opportunities to fix some of the flaws i have now.... hmm. I like.
okay, I'll get to work right away on a scrolling view when the player goes up... the main issue is: with GML, it has functions to create a view that will move when player is within x distance of the side of the screen. It all works quite easily, and would only take a matter of minutes to change.... but, with if i use that function, i will have to make a massive sized play area, and random creation would be much more difficult..... hmm, ill rig something else up.... WISH ME LUCK, this is going to be one of the hardest things i coded ever
oh yes, and there will be aiming with mouse.
Post #30 · Nov 18, 2005, 12:55 AM
#14992
Good luck!
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