Sunday, July 09, 2006

SOTT Update!

New Health Vile effect is more suiting.

After doing some work with SOTT, using full source code of the Torque Game Engine. I have a few things that I can port back to this MOD version.

New Features:
  • new Health Vile Particle Effect (they spin around the outside of the vile giving a nicer effect)
  • new Team Scoreboard, now you can see who is on your team.
  • Menu fixes
  • Gatlin is no longer Energy and Ammo based - more powerful and useful

Unfortunately things I couldn't port over:
  • Show same team player names above head at all times
  • AI practise mode
  • Advanced Arrays for scripts (if anyone has had a go at scripting would have noticed a lack of dynamic arrays)
To combat this some advanced AI scripting has been put in but, its not really great at the moment so its there but needs to be activated.

So to activate AI bots:
get the console by pressing: '~' tild key
type in as excatly shown without quotes "$AIPlayer::TeamCount = x;"
'x' is the number of Bots per side, I recommend no more then 2. If you want more try putting it on another computer to host and handle the bots.

At the moment only "Stronghold" and "Frozen Hell" have the mission capability for AI. (just copy the "paths" in the missions and move them to the correct places you want bots to spawn at)

Download at the normal location or here SOTT

Anyway back to TSE for me, Enjoy!

P.S. It should be able to Run on Linux and Mac Systems, and download the other binarys required from: GarageGames demos section

Monday, April 17, 2006

Easter Egg Blunderbuss on Easter land!

SOTT Released

Now Easter land features its own new weapon to
fling easter egg goodness around the world...

Thanks to everyone who tried this map and suggested something other then the normal weapons, so here! :-)

Its a replacement on this level for the submachinegun so its key number '2'. The only other weapon that remains on this map is the starting pistol and later hyper-pistol.

The new blunderbuss gives this map a better feel, its still easter monday so not so late to add to it :-). Only thing it lacks is a good pop sound and egg crack sounds ;-). And maybe a fancy egg skin (texture) on the blunderbuss. But I think though things can be left up to others who may havea better idea than me.

Download here SOTT


Saturday, April 15, 2006

Happy Easter - SOTT Special Edition

A nice treat above is "Easter land" a small new map
shows its not all doom and gloom... :-)

I decided to quickly make an Easter special map for SOTT with nice rolling hils and easter egss as far as the eye can see.

With easter eggs falling from the sky and many large ones embedded in the green hills its a treat. Along with a happy sun its a welcome sight to anyones day.

It can be downloaded here at the normal location SOTT plus Easter Pack

Enjoy and I hope everyone has a nice easter!

Sunday, March 26, 2006


Silence Of The Terminals release

New map "Thunderlands" with random lighning and heavy rainfall.
Also showing the Blue teams interface.

Well after a lot of interface and general tweaking we're here a long with a few surprizes.

The new map "Thunderlands" shown above is very small which not only looks nice but should be a challenge. Also allowing smaller games.

The interface now has colour coded elements so you can easily tell which side is which, the current weapon is displayed at the bottom element, so its easier to learn what is what.

Players will now be able to see the name of other players, just aim at the other player and around the crosshair will show the name of the player. (its only a small area). I wanted to have colour coded and "always show team names" but this is limited by this only being a mod of the TGE demo (no use of the C++ source).

Frozen Hell now has a light snowfall adding to its colour contrast.
This also shows the Red teams interface.

Another new addition is that zoom comes with its own scope for the sniper rifle and assault rifle. And different amount of Zoom on a per weapon basis. Also the Sniper Rifle now shows its own Engery bar while zoomed, making it easier to know when its charged.

Zooming is also now performed by holding down the right mouse button like most other games.

Example, Sniper rifle has a larger zoom then the pistol.

Showing the new sniper rifles scope. This is taken on the new map "Thunderlands"
note the heavy rain and misty view.

Future ideas:
  • New Mines weapon (code is partly there already)
  • New Player Score Board (partly there also)
  • Screenshot of map on games browser
  • Music adder, add your own music to be played (has to be .ogg and/or .wav though)
  • Java based editor for questions, so people can easily had questions to the game and then spread them throughout the class etc. (may even just be downloaded through the game on joining the server - should check)
  • Make labs and realistic computer lab buildings, like the TAFE etc. (With QuArk etc)
  • And general improvements throughout...

But my time is quite limited now days.

SOTT can be downloaded here as usual

Hope everyone enjoys this new version.

Saturday, March 25, 2006

Adults and Games

Here is an interesting article I found:

"The fact that adults are racking up more gaming hours than teens is startling, but there are several associated findings that shed light on this"

58% of homes with consoles consider it their primary game platform
25% of adults used handhelds in the last 6 months
64% of adults play alone
55% of adults play online
5x more teens are playing mmogs than adults especially women
77% of teens used handhelds in the last 6 months
78% of teen males play online games
58% of teen females play online games

NOTE: I hate consoles...

Tuesday, March 14, 2006

Interface designing

Well I've being a lot of development with interface related things. A few things to show the side of the player. And now the player can change sides! :-) (with out crashing).

Also now new crosshairs for some weapons, a scope look and feel for both the sniper rifle and assault rifle. Also differnet levels of zoom for weapons.

I'd like to hear some suggestions about the design of the interface which anyone may be like to see.

Tuesday, February 21, 2006

SOTT release

This version seperates questions by there difficulty, this is done by the players current score.

So players starting the game will get only questions of difficulty level 1 and when they increase in score by kills or captured data discs. They will get difficulty level 1 and 2 questions. So higher difficulty questions are unlocked and this goes on to a 4th level.

But not at any means does it have to stop there it can really go to any level if so wished by someone making questions.

As mentioned before, I have added player adjusts to speed depending on the current weapon in use. Looking for any comments regarding this? This is done by giving weapons a amount of weight which adds to the player.

Also some more lower-level difficulty questions have been added and look much the same as ones which are already there. So take a good look, no more "oh this question... b" :-)

Download via the usual link SOTT