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Author Topic: F.I.R.E.D. v0.99.pre-alpha  (Read 26524 times)

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achpile

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F.I.R.E.D. v0.99.pre-alpha
« on: August 10, 2014, 08:28:44 pm »
Good day! Let me introduce a game I developed for 13-14 months. But it's still just an engine. It is a platformer with rpg elements (You can wear different armors, equip different weapon and different ammo). You gain XP after killing enemies, increasing your level and basic skills (Strength, Constitution, Dexterity and Intelligence) and your main characteristics depend on it (Shooting accuracy, speed, acceleration, jump, HP, aim range and XP bonus).

Official website: http://achpile.tk/
Github repo: https://github.com/achpile/fired
Screenshots : http://achpile.tk/projects/fired/screenshots
Contacts: http://achpile.tk/contacts.php

http://www.youtube.com/watch?v=_NXOpMToOkA

For now only Linux and Windows binaries are available (http://fired.tk/downloads/1/)

Main features:
  • Dynamic light
  • Tiled map with borders calculation
  • Weather system
  • 3 armor sets
  • Bone animation based on model type
  • 3 model types (humanoid, animal, spider)
  • 13 weapons
  • 5 weapon types (Automatic guns, Pistols, Shotguns, Explosive and Melee)
  • 14 creatures (5 critters, 3 bosses (with big loot) and 6 common enemies)
  • 2 demo game modes (common and 'I Hate Critters'). I don't want to talk about it. Just try it out  :)
  • ...and more stuff I can't remember  :D

Controls:
  • A - move left
  • D - move right 
  • SPACE - jump
  • S - jumpdown 
  • LEFT MOUSE - shot 
  • Q - switch weapon
  • E - interact 
  • C - character window 
  • I - inventory window 
  • ESC - main menu




The game have no conception yet. Only in my mind. And I want to talk about it. As I told, for now it's a simple 'game engine'. So, it would be great to hear your suggestions for project's future.

For me it is:
2 basic locations (Home and City). At home you can store your stuff and there will live some private NPC (appears after some conditions). In City there will be public location for all players on the server. They can create parties to go to dungeons or quest locations or go there alone, interact with common NPC (traders, quest, etc.). When party/player will go to dungeon/quest location the new map will be randomly generated. Also there will be several biomes, contains own style and world generators. And maybe there will be arenas, or something similar (PvP) game modes.

If you have own suggestion, found a bug, or there is something else you wanna tell me - post it here, or in forums at http://fired.tk/forum/

Thanks for attention!  ;)

binary1248

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Re: F.I.R.E.D. v0.99.pre-alpha
« Reply #1 on: August 10, 2014, 09:31:48 pm »
Man... why can't such games gain more attention. That way people would see what awesome things can be achieved with SFML and would stop asking whether SFML can be used in high quality games.

In any case, good job ;). I would even consider this game to have potential to be on par with some things sold on Steam for real money.
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

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Re: F.I.R.E.D. v0.99.pre-alpha
« Reply #2 on: August 11, 2014, 12:55:44 pm »
Judging by the video , it looks AWESOME !!!
Great job.

Sub

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Re: F.I.R.E.D. v0.99.pre-alpha
« Reply #3 on: August 12, 2014, 01:05:11 am »
That looks awesome.  Nicely done man.

Hapax

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Re: F.I.R.E.D. v0.99.pre-alpha
« Reply #4 on: August 12, 2014, 05:43:55 pm »
This looks great and well-made.

I think more attention should be paid to the bullets though. They should originate from the weapon and also not appear behind the character  :P

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achpile

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Re: F.I.R.E.D. v0.99.pre-alpha
« Reply #5 on: August 13, 2014, 08:38:13 am »
Man... why can't such games gain more attention. That way people would see what awesome things can be achieved with SFML and would stop asking whether SFML can be used in high quality games.

In any case, good job ;). I would even consider this game to have potential to be on par with some things sold on Steam for real money.

Thanks, binary1248! Next time people ask it - give them this link  ;) And, in fact, you helped me to make this release! Windows binaries are statically linked with your branch 'bugfix/al_context' :D And thanks for good feedback. I'll try to do great job  ;) But about attention - it's the first topic I've posted about this game. And I am developing it in private repo at bitbucket, so nobody knew before this moment about the game  ;)

Judging by the video , it looks AWESOME !!!
Great job.
That looks awesome.  Nicely done man.

Thanks you, guys!!!

This looks great and well-made.

I think more attention should be paid to the bullets though. They should originate from the weapon and also not appear behind the character  :P



Thanks, Hapax! I think I'll fix it before next release came :D In fact it's because of bullet drawing algorithm

{
                line[0].position = pos;
                line[1].position = pos - velocity * frameClock * 2.0f;
                app->draw(line);
}

So, in first moment it appears at the center of the character and starts from 'behind' :D

Jesper Juhl

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Re: F.I.R.E.D. v0.99.pre-alpha
« Reply #6 on: August 13, 2014, 07:43:38 pm »
Nice work.
This looks really good and polished.

The constant fading in/out in the video annoyed me quite a bit though. Is that just how you made the video or does that also happen when you play the game (haven't tried it myself)?

achpile

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Re: F.I.R.E.D. v0.99.pre-alpha
« Reply #7 on: August 13, 2014, 10:51:40 pm »
Nice work.
This looks really good and polished.

The constant fading in/out in the video annoyed me quite a bit though. Is that just how you made the video or does that also happen when you play the game (haven't tried it myself)?

Huh, second negative feedback about fading in/out :D No, it's only in video (in game only at start screen, like first 4 pics, but you can skip it by clicking or pressing keys ;) )

achpile

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Re: F.I.R.E.D. v0.99.pre-alpha
« Reply #8 on: August 18, 2014, 12:41:12 pm »
I don't want to create new thread, especially for examples I've made.

If you enjoyed this video - you maybe interested in the lighting calculations, or something. Well, I've made simple demos to demonstrate lighting and lightning (not together  ;)) algorithms I used in my game. You can find it here: https://github.com/achpile

Lighting system requires SFGUI to be installed.

PS: I found some issues with lighting, some of them are fixed, but it's still mixing colors not correctly  :-\

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Re: F.I.R.E.D. v0.99.pre-alpha
« Reply #9 on: August 18, 2014, 08:26:26 pm »
Question: How do the stats affect you? i saw "strength" is there a melee combat?
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achpile

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Re: F.I.R.E.D. v0.99.pre-alpha
« Reply #10 on: August 19, 2014, 08:06:45 am »
Question: How do the stats affect you? i saw "strength" is there a melee combat?

There are melee weapons, but the strength is only for increasing speed, jump power and max HP (for now)

Jesper Juhl

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Re: F.I.R.E.D. v0.99.pre-alpha
« Reply #11 on: August 19, 2014, 07:01:38 pm »
I'm impressed. Nice to see a solid piece of work done with SFML.
I don't think I'll be a player (just not my kind of game) - but I wanted to applaud the craftsmanship :)

(I know I already commented; just felt like adding a bit more encouragement, since I really think this looks good) ;)
« Last Edit: August 19, 2014, 07:04:03 pm by Jesper Juhl »

achpile

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Re: F.I.R.E.D. v0.99.pre-alpha
« Reply #12 on: August 20, 2014, 08:12:29 am »
I'm impressed. Nice to see a solid piece of work done with SFML.
I don't think I'll be a player (just not my kind of game) - but I wanted to applaud the craftsmanship :)

(I know I already commented; just felt like adding a bit more encouragement, since I really think this looks good) ;)

Thanks a lot for nice feedback ;) I'm glad ^^ Well, It's a lot of work to make it playable. Now it's just an engine with demo level :D

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Re: F.I.R.E.D. v0.99.pre-alpha
« Reply #13 on: August 20, 2014, 09:46:07 am »
Good work, achpile!