My latest project is...

A place for developers to discuss their game ideas, current projects, and the development process in general.

My latest project is...

Postby Brandon Schmidt » Wed Feb 13, 2013 8:49 am

Hey guys, what development project are you currently working on? Is it a new game, or a port of an existing one? Here's your chance to let everyone else know.
User avatar
Brandon Schmidt
Site Admin
 
Posts: 165
Joined: Mon Feb 11, 2013 10:37 pm
Location: Winter Park, FL

DreadChase, 3D 6dof shooter/stealth

Postby essjaydubdub » Thu Feb 14, 2013 12:09 am

Hello Brandon :D

I'm building a new PC game called DreadChase, a 6 degrees of freedom shooter/stealth game (recent video from this past weekend is here: http://www.youtube.com/watch?v=K7rjNjtooRw). The player is tasked with escorting/guiding a mobile base on a perilous journey, while avoiding being found by the immense hostile fleets in pursuit.

Aspects of it are influenced by some of my favourite games like Descent I & II, mainly the perspective and freedom of full 3d combat. The theme and gameplay are very different though and pretty unique (which is good :D ) which makes it harder to describe in a way people can relate to (not so good :oops: ). The theme is one of trying to escape from being chased, of trying to avoid discovery of both yourself and your base. If your ship is spotted, they'll know that your base cannot be too far away. If one of their search parties does locate your base then you are in for a world of hurt. They actively siege it, blasting through the outer defenses and progressively annexing sections of your base. Your ship is a very capable combatant with a lot of covert and overt options but you will get overwhelmed if you throw caution to the wind.

So the main focus is on doing whatever it takes to keep the location of your base hidden while progressing on the journey. Think back to when you played chasey as a kid... only played in space, and with severe consequences for being caught. There are threats other than the military, the environment itself is often hostile and the aliens are very dangerous.

I do not have a strict release date set, partly that is determined by things such as the steam greenlight progress (see here: http://steamcommunity.com/sharedfiles/filedetails/?id=112857185). My top priority is releasing a playable demo. All of the underlying systems are built, I am polishing up my art assets, scenarios and tutorial.



Regarding the development, it is a self-funded solo project that I've been working on since late August 2012. Everything has been built from scratch - the graphics engine, terrain generation, AI, pathfinding, procedural generation, art assets, all built without constraints and no licensing fees. The only thing I cannot yet build myself is music - I *will* learn how to, lots of tunes in my head yet no means to build them is frustrating me. The music I am using so far is from here: http://www.purple-planet.com/. Parts of this have been quite challenging and a lot of fun, particularly the stealth/detection mechanics, navigation and terrain generation.

I'd love to build something with one of the amazing engines such as Unreal etc but I cannot afford it at this time (if I could then it would not be a solo project either!). In my view it has been ambitious but I'm not too far off being able to deliver (purposely not indulging in developer gold plating / scope creep). My background is not in games, building them has been a hobby - I've worked for years on industrial simulations, logistical tracking, planning, collaboration, that kind of stuff. Regardless how the end result is received, it has been a great deal of fun for me in putting this together. I chose not to join any existing companies as I wanted to be certain I could pursue my own ideas and build the games that I've been wanting for ages - my passion would evaporate if I were working on [insert generic sports game 2013, now with authentic nosehair animations] ;) . It is also nice to build something which you can actually show to the general public - most of the interesting stuff I have built is only seen by a few people :(



PS. Anyone coming to PAX Aus in Melbourne July 2013, pop by the Indie Pavilion and say hello :D

PS PS. Pre-emptive apology to those who get motion sickness, I'm sure this would be a nightmare haha. Believe me when I say it has been massively toned down... /cue scary flashback
User avatar
essjaydubdub
 
Posts: 3
Joined: Wed Feb 13, 2013 10:24 pm

Re: My latest project is...

Postby Brandon Schmidt » Thu Feb 14, 2013 6:45 am

I think I mentioned it in our email exchange, but I was a HUGE fan of Descent back in the day. In terms of online multiplayer, I had that game consistently in my rotation along with the Doom series and one or two other titles (I hear they're remaking Rise of the Triad). I was really glad to see the influences in the trailer, though I'm guessing multiplayer is not in the cards for DreadChase.

I'm incredibly impressed when developers can also do artwork. I know there are a lot of multi-talented people out there, but more often than not it seems like programming and graphic design don't necessarily go hand in hand. With indie titles, that separation seems to be more glaring and that's why we end up with a bunch of crappy-looking, but perhaps fun-to-play games that don't have a lot of financial success.

Anyway, I'm excited to see how this turns out. Be sure to keep us all posted on how the demo is progressing.
User avatar
Brandon Schmidt
Site Admin
 
Posts: 165
Joined: Mon Feb 11, 2013 10:37 pm
Location: Winter Park, FL

Re: My latest project is...

Postby CyberSleeve » Fri Feb 15, 2013 6:12 am

My bro @HypedHamster is a case in point; he's really a graphic designer but over the course of the last 18 months he's gotton to a very decent coding level. I'm getting much better at the art side now but I had no previous design experience so its taken a while to improve.

We're currently working on our new game to be released in the next few months, no name yet & we're still unsure how we'll be skinning it but it's getting there.

Graham (Hamster):

Achieved using XNA 4 & combining Farseer, GLEED2D & the GSM into a single template. Gameplay graphics are place holders whilst I got the mechanics working & I claim no credit for them. Menu graphics are taken from our previous game 'Obsessive Collecting Disorder' which is out now and FREE on Windows Phone:http://www.windowsphone.com/s?appid=eb6f4e00-c81f-44da-b3be-bc52d7516b05
User avatar
CyberSleeve
 
Posts: 1
Joined: Fri Feb 15, 2013 6:01 am

Re: My latest project is...

Postby Brandon Schmidt » Fri Feb 15, 2013 2:12 pm

CyberSleeve wrote:My bro @HypedHamster is a case in point; he's really a graphic designer but over the course of the last 18 months he's gotton to a very decent coding level. I'm getting much better at the art side now but I had no previous design experience so its taken a while to improve.

We're currently working on our new game to be released in the next few months, no name yet & we're still unsure how we'll be skinning it but it's getting there.

Graham (Hamster):
Achieved using XNA 4 & combining Farseer, GLEED2D & the GSM into a single template. Gameplay graphics are place holders whilst I got the mechanics working & I claim no credit for them. Menu graphics are taken from our previous game 'Obsessive Collecting Disorder' which is out now and FREE on Windows Phone:http://www.windowsphone.com/s?appid=eb6f4e00-c81f-44da-b3be-bc52d7516b05


Very cool, guys. Love a good physics game. Wish someone would make another The Incredible Machine game.
User avatar
Brandon Schmidt
Site Admin
 
Posts: 165
Joined: Mon Feb 11, 2013 10:37 pm
Location: Winter Park, FL

Re: My latest project is...

Postby BrooksBishop » Sat Feb 16, 2013 5:01 pm

I'm currently hard at work on the promised Extra Boss for Aeternum. I've also been working on new tech for a sequel, of sorts. Something that takes place in the same universe, but is an entirely different game (not a shmup).

Anyway, here's an Aeternum Extra teaser.

Image
Aeternum, a bullet hell on Xbox Live Indie Games | Aeternum OST
User avatar
BrooksBishop
 
Posts: 1
Joined: Sat Feb 16, 2013 4:47 pm

Re: My latest project is...

Postby Brandon Schmidt » Sun Feb 17, 2013 11:27 am

BrooksBishop wrote:I'm currently hard at work on the promised Extra Boss for Aeternum. I've also been working on new tech for a sequel, of sorts. Something that takes place in the same universe, but is an entirely different game (not a shmup).

Anyway, here's an Aeternum Extra teaser.


Looking forward to the Aeternum update, Brooks.
User avatar
Brandon Schmidt
Site Admin
 
Posts: 165
Joined: Mon Feb 11, 2013 10:37 pm
Location: Winter Park, FL

Re: My latest project is...

Postby GaTechGrad » Mon Feb 18, 2013 8:04 pm

I'm taking a break from game development, but I was working on a game called Blasting Bits. It's a side scrolling platformer (rendered in 3D) that takes place in cyberspace, where the player defeats computer viruses to thwart cyber terrorists. I completed the basic game engine, which allows the player to pick up armor, weapons, and socketable abilities. Those abilities can then be socketed into the equipment to give new abilities such as jump higher, double jump, slide, shoot longer, more health, etc. I was planning to have unique models for each weapon and piece of armor, but getting those to render correctly turned out to be more difficult than I expected.

GaTechGrad
 
Posts: 1
Joined: Mon Feb 18, 2013 7:36 pm

Re: My latest project is...

Postby Brandon Schmidt » Sat Feb 23, 2013 2:28 pm

GaTechGrad wrote:I'm taking a break from game development, but I was working on a game called Blasting Bits. It's a side scrolling platformer (rendered in 3D) that takes place in cyberspace, where the player defeats computer viruses to thwart cyber terrorists. I completed the basic game engine, which allows the player to pick up armor, weapons, and socketable abilities. Those abilities can then be socketed into the equipment to give new abilities such as jump higher, double jump, slide, shoot longer, more health, etc. I was planning to have unique models for each weapon and piece of armor, but getting those to render correctly turned out to be more difficult than I expected.


I really dig the behind-the-scenes look at making the game. I wish more developers would do this kind of thing.
User avatar
Brandon Schmidt
Site Admin
 
Posts: 165
Joined: Mon Feb 11, 2013 10:37 pm
Location: Winter Park, FL

Re: My latest project is...

Postby Vault16Software » Wed Mar 13, 2013 9:14 am

So for the past six months I have been working on a 2D multiplayer tower defense game. I'm hoping to release an alpha version soon.

http://www.youtube.com/watch?feature=pl ... qJK-uBVzg#!

Here is my development diary
http://vault16software.com/
User avatar
Vault16Software
 
Posts: 1
Joined: Wed Mar 13, 2013 9:07 am

Next

Return to Developer Chat

Who is online

Users browsing this forum: No registered users and 1 guest

cron