Netherforce
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- Greenskin
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Netherforce
As some of you may have read earlier, we at Ambience Games are working on a game called Netherforce. We've done a small video of the game (_very_ early playtest video I might add). Youtube link: http://www.youtube.com/watch?v=hQV-PM7FhRI
More information will come later (we had a deadline today so I'm a bit tired).
Here is the link to information about our editor: http://www.ogre3d.org/phpBB2/viewtopic.php?t=31129
And a video showing the editor in action:
http://www.youtube.com/watch?v=BbPvxw3rWlU
Screenshots:
More information will come later (we had a deadline today so I'm a bit tired).
Here is the link to information about our editor: http://www.ogre3d.org/phpBB2/viewtopic.php?t=31129
And a video showing the editor in action:
http://www.youtube.com/watch?v=BbPvxw3rWlU
Screenshots:
Last edited by asmo on Thu May 24, 2007 7:17 am, edited 3 times in total.
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- Greenskin
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very impressive
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
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- Greenskin
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Not sure what type of gameplay Sacrifice has, so can't answer that I'm afraid.Klaim wrote:Is it a game like Sacrifice?
Netherforce is a multiplayer action game with RPG parts. You build your hero and then join one of the two teams (Good Vs Evil). There is an on-going battle that is fought by AI creeps which the heroes (players) should steer. I'm afrain I can't give you more details at this point. We have just worked on it for four months and half-time, so it is quite far from being done, if ever.
Here is a video of our editor if anyone finds it interesting: http://www.youtube.com/watch?v=BbPvxw3rWlU
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- Halfling
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- jacmoe
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This project looks very professional!
It looks like a game.
One I'd like to play.
It looks like a game.
One I'd like to play.
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OgreAddons - the Ogre code suppository.
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- Greenskin
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Thanks for all the nice words, it is really encouraging! Especially jacmoe, who genuine sound intressted in every Ogre project there is! One can wonder if that man has a 48 hour day. We are using some of your code by the way, jacmoe; OgreOpcode. (:
@skoruppa
We discussed it in the initiale face of the project and decided to not use any Windows specific libraries, which we have followed. We have not tested it on Linux yet, however, and it is not a big priority right now. I would imagine that some of our shaders may make OpenGL cry, which is an easy fix though.
@grizzley90
There will be a wide range of hero trees, I'm not sure about a ranger though. (:
I will update the first post with information about gameplay soon, just need to get our design people to write a short intro (:
@skoruppa
We discussed it in the initiale face of the project and decided to not use any Windows specific libraries, which we have followed. We have not tested it on Linux yet, however, and it is not a big priority right now. I would imagine that some of our shaders may make OpenGL cry, which is an easy fix though.
@grizzley90
There will be a wide range of hero trees, I'm not sure about a ranger though. (:
I will update the first post with information about gameplay soon, just need to get our design people to write a short intro (:
- jacmoe
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asmo wrote:We are using some of your code by the way, jacmoe; OgreOpcode. (:
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
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- Kobold
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*Jaw drops
I've been seeing lots of great Ogre games. Just none open source that we can learn from
I've been seeing lots of great Ogre games. Just none open source that we can learn from
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http://www.illusionsoftware.uni.cc - Great Games for PC and Xbox 360
http://www.illusionsoftware.uni.cc - Great Games for PC and Xbox 360
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- Greenskin
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- AntonTheManton
- Greenskin
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Netherforce Editor Video
Raging Typhoons! That is an *AMAZING* editor. AMAZING.
I had grand dreams of making one like that myself, using something like Editable Terrain Manager v2.
Is there even a remote chance that you might release the editor for public use (on our own Ogre projects)? That would save about 50 hours of work (which is a lot when you're the only one working on the project!).
What are you using for SceneManager by the way? (in order to deform the terrain in real time).
Well done, my hat is off.
BTW - if you're not going to release it, I will build one myself and make it open source (although it will take a month or three).
I had grand dreams of making one like that myself, using something like Editable Terrain Manager v2.
Is there even a remote chance that you might release the editor for public use (on our own Ogre projects)? That would save about 50 hours of work (which is a lot when you're the only one working on the project!).
What are you using for SceneManager by the way? (in order to deform the terrain in real time).
Well done, my hat is off.
BTW - if you're not going to release it, I will build one myself and make it open source (although it will take a month or three).
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- Greenskin
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@AntonTheManton
The editor uses PLSM2, but it is trivial to change to some other terrain SM. We do not plan to release our engine open source at the moment, but we may release a binary version of the editor. Almost everything in the engine can be scripted through LUA-bindings, thus the editor can heavily be costumized.
The editor uses PLSM2, but it is trivial to change to some other terrain SM. We do not plan to release our engine open source at the moment, but we may release a binary version of the editor. Almost everything in the engine can be scripted through LUA-bindings, thus the editor can heavily be costumized.