Time of War - screenshots and video

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Night Elf
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Time of War - screenshots and video

Post by Night Elf »

At Oniric Games we're currently on the final stages of development of our latest game, Time of War, and thought it was time to share our work with the Ogre community.

The game was developed using:
- Ogre (of course)
- CEGUI
- OIS
- NxOgre
- OpenAL (custom wrapper)

Some screenshots:

Image Image Image
Image Image Image

Click here to watch a trailer (YouTube).
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leonardoaraujo.santos
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Post by leonardoaraujo.santos »

Very nice Night Elf any Demos?
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Post by Aiursrage2k »

Looks like a great game, good job!
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KungFooMasta
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Post by KungFooMasta »

Looks really good!

Some questions regarding the Collision and Character Controller:
- Is the ground a flat plane, or do you use any heightmap or mesh terrain?

- Can the character controller slide along walls, walk up stairs, over bridges, etc?

- Did you make any modifications to the nxOgre character controller class outside of whats in SVN? (I'm anxious to use nxOgre myself)
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jomunoz
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Post by jomunoz »

Se ve muy bien felicitaciones.
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Post by luis »

muy bueno !

The only thing i dont like too much in the video is the 3rd person camera, it is too 'rigid' following the character. But perhaps it was your intention and during the game it is ok (also it gives to the game a retro look) ;)

release a binary soon i want to play it!

How did you make the video ? i cant record the sound with FRAPS...
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Post by betajaen »

Very nice game, and a really good style. It reminds me of some of the early Amiga games; Like a 3D version of a one-man version of Cannon Fodder.

It gets even more thumbs up since it's using two of my most favourite libraries!

@KungFooMasta

The Character controller can do all of that; irregular terrain, stairs, slide along walls, bridges, etc.
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Post by Paulov »

Hey.

Looks very nice!. remembers me to Gender Wars, wich I played A LOT.

I would change the main characters machinegun noise, its -ñasldkgh- also the firing rate looks a bit low.

Rotating and scalling the players machineguns flashlight would be nice too.

--> I forgot to comment that I see the player a bit rigid, with the two legs staying straight and parallel, would be nice that when firing it could adopt a more "I´m firing a machingun to kill you all"

something like this:
http://www.moosecreekforge.com/images/A ... inegun.jpg


Just this.
Last edited by Paulov on Wed Sep 26, 2007 4:18 pm, edited 3 times in total.
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Post by jjp »

I like the explosion effects - are they done with the standard particle system or do you have made some custom affectors?
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Post by sinbad »

Very nice work, I like the destructible scenery. Overall looks very complete and polished, well done.

@luis: Personally I think a rigid camera is a must given the aiming system (as I see it), you couldn't really dampen it without throwing the aiming off unless you added a targetting reticule or something. Basically the control system looks like standard FPS ie direct control, no softening.
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Post by luis »

@luis: Personally I think a rigid camera is a must given the aiming system (as I see it), you couldn't really dampen it without throwing the aiming off unless you added a targetting reticule or something. Basically the control system looks like standard FPS ie direct control, no softening.
I agree, you need a targetting reticule... like for example the laser in Resident Evil (or the one I made in gerwalk). But it would change the gameplay a lot I think...
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Post by Night Elf »

Thanks for your kind words everyone! No demos right now... but the game will be finished in about a month, so I promise to post one as soon as possible.

@KungFooMasta: As Betajaen said, the Character Controller is capable of all of that. We're using a mesh for the terrain. Wall sliding, stairs, etc. are all handled for you automatically.

@Luis: The video is captured with FRAPS and it works ok with sound for me...
Paulov wrote:I would change the main characters machinegun noise, its -ñasldkgh-
Wow, I can't even pronounce that onomatopoeia!
I agree about the character's stance being a bit rigid...

@jjp: Oh, our artist put a lot of work into those explosions! A week ago, they looked nothing like that. They're done using standard particle systems with animated particles, no custom affectors.
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NEW! Elemental Rage - metroidvania-style adventure platformer
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Post by SiENcE »

looks nice. a bit from shadowgrounds :-)

does it have MP?
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Post by Lothar »

Hmmm... it reminds me a game called Millenium Soldier (Expendable). Looks nice, full of action... hope we'll enjoy it. 8-)
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Post by Chainsawkitten »

Looks very cool.
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Post by Night Elf »

I'm glad all of you like it!
SiENcE wrote:does it have MP?
Yes, it has something similar. You collect "cyber energy" from destoyed enemy units and structures, and then you can use it to do several things.
Mariano Ruggiero // Follow me on Twitter (@ArtCoder) // Check out our games:
NEW! Elemental Rage - metroidvania-style adventure platformer
Silent Swords // Silent Swords ZERO // Crunchy Planets
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Post by KungFooMasta »

MP == Magic Points or MP == Multi Player? I thought the latter.. :lol:
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Post by Night Elf »

Oh! Then, no, unfortunately no MP :lol:
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NEW! Elemental Rage - metroidvania-style adventure platformer
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Post by Mystiqq »

Night Elf wrote:Oh! Then, no, unfortunately no MP :lol:
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