QuakeGarage Game
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- Posts: 6
- Joined: Mon Jun 09, 2008 9:16 pm
QuakeGarage Game
Hi, here is the link http://quakegarage.googlepages.com/
You can find the details of this project in the documentation
Thanks and have fun
You can find the details of this project in the documentation
Thanks and have fun
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- Posts: 6
- Joined: Mon Jun 09, 2008 9:16 pm
Games developed in house are known as "garages games", (that I had understood).
The game is absolutely based on quake and my idea was to program a game using the Irrlicht Engine, as it allowed me to load maps and entities of the quake. The second reason for it use is due to, for my taste, is the best engine designed. This fact has allowed me to modify Irrlicht Engine without many problems and therefore I could integrate the engine into the architecture of the game with relative comfort.
In this sense, the purpose of this project has been educational, to learn to manage with computer graphics, make my own Artificial Intelligence, and build an architecture based on design patterns. The result is that it is obtained a good tool to create Bots providing them some AI. When I had delivered the ending project of my career I will have no problem in releasing the code, but by now is early.
Unfortunately it has limitations, Irrlicht is not an engine so well prepared for the game like Quake, especially in collisions that give some FPS (frames per second) somewhat unstable and rarely it has a strange behaviour. Then, why did not I develop the game with the own quake engine? Because for a single person with no experience, it is really hard work on it. It lacks a structure, and I would have to spend much more time in understanding than developing. It is not feasible.
The truth is that it has only been developed for Windows, sorry about that: /
The game's story is very simple. There are a series of struggles that simulate the multiplayer experience, using a single opponent controlled by the computer. Each scenary that the game suggests (currently there is only one scenario), our protagonist must defeat a single adversary. The game ends as soon as the player wants to leave the game.
You can see in Game Documentation more pics http://quakegarage.googlepages.com/
The game is absolutely based on quake and my idea was to program a game using the Irrlicht Engine, as it allowed me to load maps and entities of the quake. The second reason for it use is due to, for my taste, is the best engine designed. This fact has allowed me to modify Irrlicht Engine without many problems and therefore I could integrate the engine into the architecture of the game with relative comfort.
In this sense, the purpose of this project has been educational, to learn to manage with computer graphics, make my own Artificial Intelligence, and build an architecture based on design patterns. The result is that it is obtained a good tool to create Bots providing them some AI. When I had delivered the ending project of my career I will have no problem in releasing the code, but by now is early.
Unfortunately it has limitations, Irrlicht is not an engine so well prepared for the game like Quake, especially in collisions that give some FPS (frames per second) somewhat unstable and rarely it has a strange behaviour. Then, why did not I develop the game with the own quake engine? Because for a single person with no experience, it is really hard work on it. It lacks a structure, and I would have to spend much more time in understanding than developing. It is not feasible.
The truth is that it has only been developed for Windows, sorry about that: /
The game's story is very simple. There are a series of struggles that simulate the multiplayer experience, using a single opponent controlled by the computer. Each scenary that the game suggests (currently there is only one scenario), our protagonist must defeat a single adversary. The game ends as soon as the player wants to leave the game.
You can see in Game Documentation more pics http://quakegarage.googlepages.com/
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- Posts: 6
- Joined: Mon Jun 09, 2008 9:16 pm
Hi wildrj, thanks for your comment. Of course I accept, if you want send me an email explaining what i have to do quakegarage@gmail.com
If anyone want the game in other sites dont doubt about telling me
If anyone want the game in other sites dont doubt about telling me
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- Posts: 758
- Joined: Mon Mar 31, 2008 3:32 pm
- Location: Bulgaria
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- Posts: 6
- Joined: Mon Jun 09, 2008 9:16 pm
Ok, here U have two more links
http://www.quakegarage.deathtouchstudios.com/
http://www.filefactory.com/file/fbfdd8/
Hope you dont have any problems
http://www.quakegarage.deathtouchstudios.com/
http://www.filefactory.com/file/fbfdd8/
Hope you dont have any problems
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- Posts: 758
- Joined: Mon Mar 31, 2008 3:32 pm
- Location: Bulgaria
Thanks alot for the new links!
Unfortunately right before the game start ( while loading the level etc.) the game crashes for me.
I`m running on AMD K7 1,4 mhz 512 DDR 128 Ati radeon.
Will give another try later.
It looks really cool, so I`m looking forward of improving it adding different characters, skins and on...
Good luck!
Unfortunately right before the game start ( while loading the level etc.) the game crashes for me.
I`m running on AMD K7 1,4 mhz 512 DDR 128 Ati radeon.
Will give another try later.
It looks really cool, so I`m looking forward of improving it adding different characters, skins and on...
Good luck!
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
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- Posts: 6
- Joined: Mon Jun 09, 2008 9:16 pm
I tested the game too with an older PC Intel Penium IV 3.2 Ghz HyperThreading 512 MB RAM NVIDIA Geforce 5200 128 MB, (it must has about 5 years old). It could run the game but maybe the processor was overrunning. Some textures didnt appear, coz the graphic card is something damaged.
Reading the characteristics of your PC, it should have 6 - 8 years old that is a possible problem, I think you are on the limit. If you have the possibility of testing it with an more actual PC it would be nice. You can try updating your DirectX
http://www.softpedia.com/get/System/OS- ... able.shtml
or reinstalling them. The worst case could be some incompatiblitys (graphic card for example), that is not strange due to I only tested the game with a laptop and a PC. A friend mine said me that on his PC all was too dark and it only has 1 year.
I hope something of luck in this sense (that is not something i can fix with code :/)
It's very important to read the section "IMPORTANT: BEFORE START PLAYING", in the README documentation, in order to run the game.
Reading the characteristics of your PC, it should have 6 - 8 years old that is a possible problem, I think you are on the limit. If you have the possibility of testing it with an more actual PC it would be nice. You can try updating your DirectX
http://www.softpedia.com/get/System/OS- ... able.shtml
or reinstalling them. The worst case could be some incompatiblitys (graphic card for example), that is not strange due to I only tested the game with a laptop and a PC. A friend mine said me that on his PC all was too dark and it only has 1 year.
I hope something of luck in this sense (that is not something i can fix with code :/)
It's very important to read the section "IMPORTANT: BEFORE START PLAYING", in the README documentation, in order to run the game.
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- Posts: 6
- Joined: Mon Jun 09, 2008 9:16 pm
Hello guys, long time since i introduced the game. This time i come with new updates, not for the game, it is about a document that I will present for my final project and explains everything related with the game construction. It is aimed for people that are interested in the process of development.
I have two versions of the document (one in english and another in spanish). English is not my natural language but i did my best to translate it the most clear i could. I will show in summary what you can find out:
- Introduction and objectives
FIRST STAGE
- Analysis Model (based on UML models)
-------->List of requirements
-------->Components
-------->Use case
- Design Model (based on UML models)
-------->Architecture design
-------->Components design
SECOND STAGE
- Programming
-------->Technologies, 3D engines comparasion
-------->Artificial Intelligence
-------->Computer Graphics
-------->Game implementation
- Conclusions
You can find it in http://quakegarage.deathtouchstudios.com/
I hope you can enjoy it as much as i suffered doing it : $. Next time i will update the complete source code.
http://quakegarage.googlepages.com/
I have two versions of the document (one in english and another in spanish). English is not my natural language but i did my best to translate it the most clear i could. I will show in summary what you can find out:
- Introduction and objectives
FIRST STAGE
- Analysis Model (based on UML models)
-------->List of requirements
-------->Components
-------->Use case
- Design Model (based on UML models)
-------->Architecture design
-------->Components design
SECOND STAGE
- Programming
-------->Technologies, 3D engines comparasion
-------->Artificial Intelligence
-------->Computer Graphics
-------->Game implementation
- Conclusions
You can find it in http://quakegarage.deathtouchstudios.com/
I hope you can enjoy it as much as i suffered doing it : $. Next time i will update the complete source code.
http://quakegarage.googlepages.com/
hey
great news man, i have plans on porting the old bsp format from quake2 over to the irrlicht side with the help of AL's programming resource. look forward to the release of this