Game Development Community

City Hero Defense: Post 02

by Peter Mowry · 07/18/2009 (8:28 pm) · 7 comments

Our previous post (Post 01): www.garagegames.com/community/blogs/view/17385/1

This 1st video shows some more progress:
* when a player is not being controlled, the AIPlayer takes over, with some basic custom AI that attacks nearby zombies (it does a ray cast to try to avoid killing teammates when friendly fire is on)
* basic map where zombies come from 4 directions towards center point
* integrate egg robot more: animations to deploy vs. undeploy, two guns for egg robot (dts mount/muzzle points), animation for head/gun aiming
* egg robot shoots laser when deployed
video url: www.vimeo.com/5659482

You'll notice there's a Torque 3D road rendering glitch. The zombies are following a road path that isn't rendering right in the video's host system (Windows XP, ATI Radeon HD 4850). This next screen shot shows the road better, although it also has oversized egg robots and glitch due to a texture clamping on the road.
www.mepem.com/game/files/224.jpg
2009/07/19, we've merged into Beta 3, but we haven't merged into Beta 4 yet, so that will be next. The road rendering glitches may already be fixed in Beta 4.

We have an artist starting on the Sorceress 3d character model (she is one of the 4 hero characters in the video):
www.mepem.com/game/files/updaterender1.jpg
There's also some more progress on the BoogieMan 3d model.

And some progress on the HUD (not seen in this post's 1st video).

We did some code that's not yet used in the video relating to fire and shadow particles, which may be used for Sorceress's fire spells and/or shadow pets.
www.mepem.com/game/files/zombieFire_sc0.JPGwww.mepem.com/game/files/zombieFire_sc1.JPGwww.mepem.com/game/files/zombieFire_sc2.JPGwww.mepem.com/game/files/zombieFire_sc3.JPG
...

We are always looking for more teammates (preferably long-term 6-24+ months, but even short-term too) (and it is still early stages of project, so great time to join and help shape it), in all areas of development for now and the long-term. The most immediate things we'd like more help with at this point are:
* level design: create the city, setup for multiple gameplay scenarios and meaningful locations
* environment art, environment editing
* code/programming
* additional game design details and balancing for our 0.1 scenario
*** But really we would love (a) new teammate(s) that is anyone with serious skills and commitment in any relevant focus area(s) to contribute.

If you are interested in the project then please:
1) post on this blog
2) visit our private forum www.mepem.com/game/forum/

www.mepem.com

#1
07/19/2009 (10:57 pm)
I would like to join the team as a level designer, I don't have much experience but I can learn quick and work for free. Please contact me at
alexciuba@hotmail.com
#2
07/24/2009 (1:33 am)
Hello. I think I can help with this project a bit. I'm mainly a concept artist. I can do environment designs, character designs, weapon designs or whatever is needed. You can contact me at
yannuit@gmail.com

#3
08/04/2009 (7:08 am)
Sorry I didn't respond earlier! I went on a trip for 1 week (9 days): I did some more game design and played with Mac OS X for Torque 3D during it, but forgot to check the blog post replies.

I've sent an email to both Alex Ciuba and Andrew Aven. (alexciuba@hotmail.com, yannuit@gmail.com)

#4
08/13/2009 (8:22 am)
Peter, do you still need help with this project? Please contact me at my email address if you do. pdstarr10(at)gmail(dot)com
#5
08/28/2009 (8:42 am)
Do you need any voice acting help?

kl.murphy@yahoo.com
#6
09/14/2009 (8:48 am)
Hi!

Have you chosen a composer yet?

http://www.giantbluemusic.com/index-3.html
#7
09/14/2009 (2:41 pm)
Yes to the voice acting and music... But you might find it's kind of early in the project for that, unless you like to work (or plan) far ahead. Want to first make sure we get far enough with more complete working/prototype (game design, code, place-holder-or-better visual art)