Dare to be Digital: Ragnarawk
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- Gnoblar
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Dare to be Digital: Ragnarawk
Dare to be Digital is a UK Games Competition in which this year 12 teams comprised of people from Scotland, Ireland, England, China and India had to create original and innovative games in 10 weeks to show to the general public, win industry awards and ultimately hope to win the 2007 BAFGA (Bafta) "Ones to Watch" award.
Our team, Voodoo Boogy, decided early to try out Ogre. We were two programmers and we'd never used it before... Well, within 10 weeks we managed to get something we're incredibly proud of and I figured we'd showcase what we managed to do in such a short time with this graphics engine.
What's the game about? Well it's a Rhythmic RPG (Or GuitaRPG if you will) in which the control is based on the SG Guitar Hero Controller for PS2. YOu move, talk, sort inventory and battle using it. In the demo the player must battle several enemies, talk with NPCs, try out special moves and obliterate all in his path to reach his destination at the top of the hill - A Corrupted church in which he must perform the ultimate Rock Off with a fearsome demon who plays a twisted Pipe Organ.
We owe a lot of Gitaroo Man, Guitar Hero and various pop-culture references like Tenacious D, but in the end we think we came up with an idea that's never really been explored to this degree before, Hopefully we can persuade the judges it wasn't a completely bad idea
Thanks to the forum support (I had a few questions here previously) and the endless amount of online documentation and a very handy API Manual, most of the programming niggles were sorted out and defeated
The trailer for our game can be found:
http://www.youtube.com/watch?v=4il-kWWgwDk
And additional information on the progress of how the game was made from start to finish can be found:
http://www.daretobedigital.com/diary/te ... Number=155
Demo to Follow! (Eventually :p )
Our team, Voodoo Boogy, decided early to try out Ogre. We were two programmers and we'd never used it before... Well, within 10 weeks we managed to get something we're incredibly proud of and I figured we'd showcase what we managed to do in such a short time with this graphics engine.
What's the game about? Well it's a Rhythmic RPG (Or GuitaRPG if you will) in which the control is based on the SG Guitar Hero Controller for PS2. YOu move, talk, sort inventory and battle using it. In the demo the player must battle several enemies, talk with NPCs, try out special moves and obliterate all in his path to reach his destination at the top of the hill - A Corrupted church in which he must perform the ultimate Rock Off with a fearsome demon who plays a twisted Pipe Organ.
We owe a lot of Gitaroo Man, Guitar Hero and various pop-culture references like Tenacious D, but in the end we think we came up with an idea that's never really been explored to this degree before, Hopefully we can persuade the judges it wasn't a completely bad idea
Thanks to the forum support (I had a few questions here previously) and the endless amount of online documentation and a very handy API Manual, most of the programming niggles were sorted out and defeated
The trailer for our game can be found:
http://www.youtube.com/watch?v=4il-kWWgwDk
And additional information on the progress of how the game was made from start to finish can be found:
http://www.daretobedigital.com/diary/te ... Number=155
Demo to Follow! (Eventually :p )
- Jezze
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- Gnoblar
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We're using a PS2 - USB Controller Adapter to make the thing, which gives us a whopping problem when it comes to releasing a demo to the public :p (The ones we're using are from GAME).
Ideally we'd like to get a standard joy-pad mode or keyboard mode or some such in there as well, but the controls element was mildly rushed Plus deadlines are punching us squarely in the face
Would certainly like to get it in so as much people can play it. Maybe after protoplay if we've time...
But yay! THanks for all the positive comments Will maybe have some actual gameplay footage up to give a better impression on how everything works.
Ideally we'd like to get a standard joy-pad mode or keyboard mode or some such in there as well, but the controls element was mildly rushed Plus deadlines are punching us squarely in the face
Would certainly like to get it in so as much people can play it. Maybe after protoplay if we've time...
But yay! THanks for all the positive comments Will maybe have some actual gameplay footage up to give a better impression on how everything works.
- Twinsen
- Gnoblar
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dam...you tube seems to be blocked @ work ..sounds awesome from the description alone.
EDIT: Checked your site and am very impressed!!! shall check video when home, great work.
EDIT: Checked your site and am very impressed!!! shall check video when home, great work.
Last edited by Twinsen on Wed Aug 08, 2007 12:46 am, edited 1 time in total.
MD
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- Halfling
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I hope you'll test it with the 360s USB GH controller.DragonXVI wrote:We're using a PS2 - USB Controller Adapter to make the thing, which gives us a whopping problem when it comes to releasing a demo to the public :p (The ones we're using are from GAME).
Ideally we'd like to get a standard joy-pad mode or keyboard mode or some such in there as well, but the controls element was mildly rushed Plus deadlines are punching us squarely in the face
Would certainly like to get it in so as much people can play it. Maybe after protoplay if we've time...
But yay! THanks for all the positive comments Will maybe have some actual gameplay footage up to give a better impression on how everything works.
- Jezze
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Extremely cool!
Screen shots, please!
It's a rule - no exceptions.
Screen shots, please!
It's a rule - no exceptions.
/* Less noise. More signal. */
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- Gnoblar
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Hey guys, thanks for the comments! I'm the other programmer on Team Voodoo Boogy
Screenshots will follow, we're just finishing up the game for Saturday's deadline.
Harsayis
When we developed the proto-type we both used separate controllers. I had the Xbox one whilst Dragon used the PS2. We originally planned to use the Xbox one as it had much more functionality off the bat when plugged in. Unfortunately in the UK you can't pick the controllers up on their own and since we needed 5 for the presentations we had to settle with the PS2 controllers instead. The functionality is still in there though =DI hope you'll test it with the 360s USB GH controller.
Screenshots will follow, we're just finishing up the game for Saturday's deadline.
Harsayis
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You don't have to play perfectly, each correct note damages the enemy by a set amount (Based on your level and their maximum health), and each missed note damages you. You whittle each others health down until one person wins. Special Abilities speed this up in the longer battles which you can powerful during previous battles then trigger when you want to. Most of the enemies we have are fairly weak (Aside from the boss) and can be beaten in around 3-5 riffs ('Hard' mode will be a little tougher, both in the number of notes and the damage you do)
Currently the three abilities we have are a healing ballad, an Ultrazap (Mash the notes randomly to play a riff that damages your opponent) and a support/summon attack that calls a Wall of Amps that doubles your attack power for about 3 turns. They're not essential, but more a reward for advanced players or players who're struggling to win.
Currently the three abilities we have are a healing ballad, an Ultrazap (Mash the notes randomly to play a riff that damages your opponent) and a support/summon attack that calls a Wall of Amps that doubles your attack power for about 3 turns. They're not essential, but more a reward for advanced players or players who're struggling to win.
- jacmoe
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- Gnoblar
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Hello all...
I'm a newbie to OGRE and read about Ragnarawk in the December issue of Games for Windows Magazine.
I've downloaded the demo from www.daretobedigital.com but am unable to run it. I have downloaded the OGRE demos and can run those with no problem.
Everytime I run ragnarawk.exe I get a CTD with the following error:
Also, in case you need it, here's an excerpt from my orge.log file:
Has anyone successfully run the demo on their PC and/or know what my problem might be?
My system specs are:
CPU: Intel Core 2 Duo 6700
RAM: 2GB
Video: nVidia 7900GT
OS: WinXP
Any help would be greatly appreciated.
Thanks,
-Zork
I'm a newbie to OGRE and read about Ragnarawk in the December issue of Games for Windows Magazine.
I've downloaded the demo from www.daretobedigital.com but am unable to run it. I have downloaded the OGRE demos and can run those with no problem.
Everytime I run ragnarawk.exe I get a CTD with the following error:
Code: Select all
AppName: ragnarawk.exe
AppVer: 0.0.0.0
ModName: ragnarawk.exe
ModVer: 0.0.0.0
Offset: 0002975e
Code: Select all
23:54:41: Parsing script RomanBath.material
23:54:41: Parsing script Examples.compositor
23:54:41: *** ERROR *** : in Compositor Script Source: Examples.compositor
Unknown token found on line 101
Found: >>> scene
<<<
but was expecting form: 'none' | 'previous'
while in rule path: <TargetInput>
23:54:41: Last valid token found was on line 101
23:54:41: source hint: >>>input scene
<<<
23:54:41: *** ERROR *** : in Compositor Script Source: Examples.compositor
Unknown token found on line 101
Found: >>>scene
/<<<
but was expecting form: '}'
while in rule path: <TargetOutput>
23:54:41: Last valid token found was on line 101
23:54:41: source hint: >>>input scene
<<<
23:54:41: Parsing script CasketBreath.fontdef
23:54:41: Parsing script comic.fontdef
My system specs are:
CPU: Intel Core 2 Duo 6700
RAM: 2GB
Video: nVidia 7900GT
OS: WinXP
Any help would be greatly appreciated.
Thanks,
-Zork
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- Gnoblar
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Can't get controls to work
I'd really like to check this demo out, but I can't get the controls to work. I'm using a PS2 guitar with a USB adapter (XBCD drivers). The buttons don't appear to be mapped right, but I can't figure out the right setting. If anyone can help, I'd appreciate it!