halkun
01-08-2009, 04:28 PM
Well, I must look like I'm spamming the forums now. I have to apologize. Finding out the Build was open sourced and under active development has probably been the most exiting thing I've seen! I want to set the record straight with a new thread and to kind of post on a daily basis what I'm doing. This is actually for my own benefit than anything...
I'm making a wonderful TC of my own work. (Well, it's an offshoot from a game that has been abandoned called Space Station 13) I came up with it as I was stripping out the CON files and graphics to make a TC template. I figured I might as well make my own game as oppoed to ripping off Dice's "Mirror's edge." I wanted to strikethrough my old OP in the other thread but found I couldn't edit or rename the thread. As this is different enough, I decided to make a new one...
Anyways, I decided to make what I call a "Minuscule Multiplayer Online Role Playing game." or a MMORPG for short. (God, I hope no one has come up with that yet!) It plays up to 16 players... Here's the plot...
A ship is in distress! You and your crew have been sent out to recover the ship, fix it up, and warp it back to earth. Each crew member has one of 16 jobs, that will only let them into particular parts of the ship. Captain, Science officer, engineer, Doctor... etc.. However, one of your crew is a traitor, and you must find out which one before the ship is destroyed!
The game leans heavily on in-character RPGing. (If you have vent, the better) I've had the overhaul much of the basic Build engine to do get a good framework up. This includes picking up and dropping of inventory, custom locks, and a new randomizer that won't de-sync the clients.
So far I have implemented a new keycard system, it can hold up to 255 cards. It also is dynamic. If you lose the card, you lose access. I have a screenshot with the inventory system going, and you can see the icons for some of the jobs. I'm quite proud of this.
http://img388.imageshack.us/img388/8484/duke0001sk4.jpg
You can see the inventory in the lower right hand corner, the "ghost" card a card slot showing you can hold one more. Not bad for a week's work! You can select and drop whatever card you like. I have the framework for the ship, but it's not much to look at right now. After I have the access system going, I'll be starting with the Atmospherics section of the ship and start modeling out an air system. (The traitor can turn off the air, or pipe bad air into the system. I hope you have your gas mask!)
Oh, here (http://img339.imageshack.us/img339/7131/maplabelnub4.png) is a map from the old game's editor that I'm using. (It's pretty big) 1 square is 4096 build units.
I really like this idea a lot. I want you guys to promise me that if I don't post something new about the project everyday. Go ahead and kick my butt! I deserve it.
I'm making a wonderful TC of my own work. (Well, it's an offshoot from a game that has been abandoned called Space Station 13) I came up with it as I was stripping out the CON files and graphics to make a TC template. I figured I might as well make my own game as oppoed to ripping off Dice's "Mirror's edge." I wanted to strikethrough my old OP in the other thread but found I couldn't edit or rename the thread. As this is different enough, I decided to make a new one...
Anyways, I decided to make what I call a "Minuscule Multiplayer Online Role Playing game." or a MMORPG for short. (God, I hope no one has come up with that yet!) It plays up to 16 players... Here's the plot...
A ship is in distress! You and your crew have been sent out to recover the ship, fix it up, and warp it back to earth. Each crew member has one of 16 jobs, that will only let them into particular parts of the ship. Captain, Science officer, engineer, Doctor... etc.. However, one of your crew is a traitor, and you must find out which one before the ship is destroyed!
The game leans heavily on in-character RPGing. (If you have vent, the better) I've had the overhaul much of the basic Build engine to do get a good framework up. This includes picking up and dropping of inventory, custom locks, and a new randomizer that won't de-sync the clients.
So far I have implemented a new keycard system, it can hold up to 255 cards. It also is dynamic. If you lose the card, you lose access. I have a screenshot with the inventory system going, and you can see the icons for some of the jobs. I'm quite proud of this.
http://img388.imageshack.us/img388/8484/duke0001sk4.jpg
You can see the inventory in the lower right hand corner, the "ghost" card a card slot showing you can hold one more. Not bad for a week's work! You can select and drop whatever card you like. I have the framework for the ship, but it's not much to look at right now. After I have the access system going, I'll be starting with the Atmospherics section of the ship and start modeling out an air system. (The traitor can turn off the air, or pipe bad air into the system. I hope you have your gas mask!)
Oh, here (http://img339.imageshack.us/img339/7131/maplabelnub4.png) is a map from the old game's editor that I'm using. (It's pretty big) 1 square is 4096 build units.
I really like this idea a lot. I want you guys to promise me that if I don't post something new about the project everyday. Go ahead and kick my butt! I deserve it.