FPS Game, Rigid World.

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
Post Reply
Justei
Posts: 47
Joined: Fri Aug 20, 2010 11:20 am

FPS Game, Rigid World.

Post by Justei »

Hello, feels like it's time for me to reveal and show some people some screenshots of a project I am working on with a friend. The name of the game is "Rigid World".

We are making a FPS game, now don't get any illusions, it will prolly never get finished, and it's mostly for us to have fun working on a side-project for school.

Project Info
I am coding, while my friend does the graphics, and I use c++ for it, running the Irrlicht library, Bullet physics, and irrKlang for sound.
We have been working for around 9 months on it now.

Plot
Plot is pretty simple, going to put a more explained storyline here later on...


IRC Channel
Server: irc.freenode.net
Port: 6667
Channel: #RigidWorld

Current progress (Images):
Lastest Images:
http://img858.imageshack.us/g/screenshot1856156422.png/


ImageShack Album - 16 images

Another image(1920x1080 RES):
ImageShack® - Online Photo and Video Hosting


http://img84.imageshack.us/img84/29/ano ... enshot.jpg

And any feedback (continuous) is VERY appreciated since then you see the improvement as well as we go.

Current progress atm (a little at least):
  • New menu, looks much better.
  • Menu settings saved in config files etc, so u can change res/fullscreen etc.
  • Objectives ingame.
  • Added voice acting,
  • Music
  • Mood setting music
  • Sound effects for background.
  • Adding more dynamic lighting.
  • Event handler for the objectives, so when you get to a certain point ingame (area in coordinates), with criteria, such as if you have accomplished previous tasks, and if you press (E for example), it will trigger stuff.
  • Added subtitles for the voice acting, so if u miss something, it will be there.
  • GUI, ammo etc.
  • Keeping to work on story.
  • More ingame content (models etc).
  • Added basic multiplayer support.
  • Added water meshes, for neater looks.
  • Added printscreen function(Press f12 saves screen).
  • More animated models.
  • Added Shaders
  • Added particle effects, fires etc.
  • And more... (Can't remember all lol)
Currently working on making a LOT more, also tweaking physics, Adding bumpmaps, Vehicles, etc...

Took this post from RageZone.com where I originally posted it.
Image
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

Looks nice :)

What are you using for GUI? :roll:
Working on game: Marrbles (Currently stopped).
ChaiRuiPeng
Posts: 363
Joined: Thu Dec 16, 2010 8:50 pm
Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..

Post by ChaiRuiPeng »

that looks nice. did your friend model the gun as well? :) it looks good
ent1ty wrote: success is a matter of concentration and desire
Butler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
at a cost measure in computer resources ;)
polylux
Posts: 267
Joined: Thu Aug 27, 2009 12:39 pm
Location: EU

Post by polylux »

I like it, keep it up guys! Drop me a line if you need a play tester! ;)
beer->setMotivationCallback(this);
Justei
Posts: 47
Joined: Fri Aug 20, 2010 11:20 am

Post by Justei »

serengeor:
We made the GUI ourselves :).

ChaiRuiPeng:
yeah we made all the models etc :). Which is why it takes such a long time haha. Also animations for the gun etc, reload/fire/walk, etc.

polylux:
Thanks! We might need a couple of beta testers later on since we want to test the game on a bunch of systems so in case you have some unusual system etc we will certainly ask you to ^^ also we will need people to test just to test the gameplay etc :P


Also adding grenade throwing etc, considering using a mix of particle effects fire/smoke combined to make a nice effect for it ...
Image
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

Justei wrote:serengeor:
We made the GUI ourselves :).
I meant what did you use, to get it like this?
Is it one by skinning irrlichts gui or did you do it with opengl, or anything else?
Working on game: Marrbles (Currently stopped).
roelor
Posts: 240
Joined: Wed Aug 13, 2008 8:06 am

Post by roelor »

I think the tree could use some extra triangles, it looks kinda out of place now.
Justei
Posts: 47
Joined: Fri Aug 20, 2010 11:20 am

Post by Justei »

serengeor wrote:
Justei wrote:serengeor:
We made the GUI ourselves :).
I meant what did you use, to get it like this?
Is it one by skinning irrlichts gui or did you do it with opengl, or anything else?
We used normal images that we loaded on the screen then I made a handler of sorts to update it etc like it should be :P.
Image
Post Reply