Plan for Peter Khojasteh
by Peter Kojesta · 11/22/2004 (3:53 pm) · 24 comments
Some teams work together and notice that as time goes by, people slowly drift away from the project, or get tired of working on it. I'm quite happy to say the exact opposite is the case for the Exileworks team. As each week goes by, we are more and more excited to be working with each other and on the Poacher Project. This .plan is a basic update of what we've been doing these last few weeks.
First and foremost is the technology update. Our lead Programmer has created reflective water surfaces that display a host of properties found in more mainstream engines. The image below was taken in our Congo level, and as you can see, the water fully reflects the environment. The great thing about the method created to do the water is that it does not have a performance hit.

Justin Boswell has created some rather impressive code to handle our vehicle classes. The last few weeks have seen an amazing improvement in our helicopters. The heli's now have a very powerful control scheme that allows us to give each vehicle its own distinct personality. I've included some screenshots of a few of the vehicles we have been working on. I should note that the actual game has many more. More choppers, More trucks, underwater craft, ships, and an ATV. Many of these are player controllable and if you're able to steal from the wardens, you could get your hands on some powerful military tech.
An Mi-28 Havok in flight:

An Mi-28 Havok at rest:

An Mi-24 Hind at rest:

An Oh-6 LittleBird at rest:

here is a lightweight cargo truck, its excellent for quick traval in the African plains. The vehicle physics are greatly improved as well. We've been working to give them a sense of power and control. The vehicles play a vital role in Poacher, so its been a priority for us to develop them properly.

Below you will find a few of the weapons we have in Poacher. The game has too many weapons for me to post screenshots of, so I've included a few of my favorites. You will find that its important to master your weapons as you play Poacher, each weapon has its own use. Its also important to know what weapons can be useful in which situations.





lastly, I've included a few animal renders. As you may know, Poacher has underwater locations/environments as well. The Dolphin is just one of many underwater creatures you'll find in Poacher. The dogs are used by the wardens. Rather than explain how that works out I'll just say, see it in the game.



the greatest thing about this project is the people I get to work with. I love doing art , Nick loves doing levels, and our coders love to code. We all work together very well, and I am happy to be working on this project with them.
First and foremost is the technology update. Our lead Programmer has created reflective water surfaces that display a host of properties found in more mainstream engines. The image below was taken in our Congo level, and as you can see, the water fully reflects the environment. The great thing about the method created to do the water is that it does not have a performance hit.

Justin Boswell has created some rather impressive code to handle our vehicle classes. The last few weeks have seen an amazing improvement in our helicopters. The heli's now have a very powerful control scheme that allows us to give each vehicle its own distinct personality. I've included some screenshots of a few of the vehicles we have been working on. I should note that the actual game has many more. More choppers, More trucks, underwater craft, ships, and an ATV. Many of these are player controllable and if you're able to steal from the wardens, you could get your hands on some powerful military tech.
An Mi-28 Havok in flight:

An Mi-28 Havok at rest:

An Mi-24 Hind at rest:

An Oh-6 LittleBird at rest:

here is a lightweight cargo truck, its excellent for quick traval in the African plains. The vehicle physics are greatly improved as well. We've been working to give them a sense of power and control. The vehicles play a vital role in Poacher, so its been a priority for us to develop them properly.

Below you will find a few of the weapons we have in Poacher. The game has too many weapons for me to post screenshots of, so I've included a few of my favorites. You will find that its important to master your weapons as you play Poacher, each weapon has its own use. Its also important to know what weapons can be useful in which situations.





lastly, I've included a few animal renders. As you may know, Poacher has underwater locations/environments as well. The Dolphin is just one of many underwater creatures you'll find in Poacher. The dogs are used by the wardens. Rather than explain how that works out I'll just say, see it in the game.



the greatest thing about this project is the people I get to work with. I love doing art , Nick loves doing levels, and our coders love to code. We all work together very well, and I am happy to be working on this project with them.
About the author
#2
11/22/2004 (4:11 pm)
sweet. looking beautiful
#3
Good to see it is still kicking and up there..
11/22/2004 (4:17 pm)
I was wondering what had had happened to Poacher...Good to see it is still kicking and up there..
#4
11/22/2004 (4:19 pm)
Nice water.. it has shadows too? :o
#5
11/22/2004 (4:21 pm)
Moist and delicious!
#6
Either way. Tech looks amazing. The ingame models are superb. Love that water :)
Keep it up
11/22/2004 (4:31 pm)
Hind helicopters and litte birds to poach animals ? Must be some BIGGGGGGGGGGGGGGGGGGGGG animals.Either way. Tech looks amazing. The ingame models are superb. Love that water :)
Keep it up
#7
Keep up the great work.
Edit: This should of been a Dev Snapshot. ;-)
11/22/2004 (5:41 pm)
I was waiting for some new screenshots. Looks 3x better than your last .plan! You guys should think about a vehicle code pack(or more) after you release Poacher. I'm sure twice as many people would pay for good helicopter code pack than the tank pack(just because choppers are cooler).Keep up the great work.
Edit: This should of been a Dev Snapshot. ;-)
#8
I personally would pay to have a more natural water look.
Really great stuff you guys are doing!
11/22/2004 (8:37 pm)
Is there any chance that you will release some of these improvements to the comunity?I personally would pay to have a more natural water look.
Really great stuff you guys are doing!
#9
Oh be nice and share that vehicle-code with the Community!... :P
11/22/2004 (9:12 pm)
*Jaw Drops*Oh be nice and share that vehicle-code with the Community!... :P
#10
11/22/2004 (11:12 pm)
what sort of machines are you taking those snapshots on? those models look gorgeous but they look pretty high-poly...
#11
Its not my kind of game but the enviroments are really nice.
So for the content pack that all loves, make one with the water reflection.
I think you can fund your game with it :)
But basicly i think this kind of water effect should be in the base engine already !
11/23/2004 (1:35 am)
This looks really good !Its not my kind of game but the enviroments are really nice.
So for the content pack that all loves, make one with the water reflection.
I think you can fund your game with it :)
But basicly i think this kind of water effect should be in the base engine already !
#12
11/23/2004 (2:44 am)
I love you guys :) That's all I can say. This is truly beautiful.
#13
11/23/2004 (3:09 am)
Fantastic. I love the glass on the Hind.
#14
I cant see any bumps, or specular on the water-surface. Is there will be any ?
Nice update in the technology, solid, good enough gfx quality, but my opinion on the gameplay still the same, and it is > "What a f* idea to kill mammals with a minigun"
Keep up the good work, change the game !
11/23/2004 (5:01 am)
The long leaf plant at the left side of the great tree not reflecting in the water, looks like the technologz needs a little bit more polishing.I cant see any bumps, or specular on the water-surface. Is there will be any ?
Nice update in the technology, solid, good enough gfx quality, but my opinion on the gameplay still the same, and it is > "What a f* idea to kill mammals with a minigun"
Keep up the good work, change the game !
#15
11/23/2004 (11:48 am)
The game is looking amazing, keep up the good work Peter!
#16
11/23/2004 (3:26 pm)
Looking good! Looking very good! Well done Exileworks!
#17
http://www.hardwired.hu/forum/forum.phtml?area=comment&id=12927
Im translating the last line of the article, before maybe its help to thinking about :
"We are just wrote a few times before about this opprobrious, damnable, "shame of the games"
A conclusion of all of the forum members said : ITS STILL A SHAME ON THE DEVELOPERS.
11/24/2004 (5:25 am)
It is a link about your game at Hardwired, which is a leading media in my countryhttp://www.hardwired.hu/forum/forum.phtml?area=comment&id=12927
Im translating the last line of the article, before maybe its help to thinking about :
"We are just wrote a few times before about this opprobrious, damnable, "shame of the games"
A conclusion of all of the forum members said : ITS STILL A SHAME ON THE DEVELOPERS.
#18
11/24/2004 (4:16 pm)
I'd like to thank everyone for the wonderful encouragement. In regards to the questions about vehicle content packs; we are considering it. As of now we're fully dedicated to working on Poacher, but content packs for the community are an important thing to us as well. We've also considered doing something along these lines with the shadow mapping and water effects as well. Again, thank you all for the great comments.
#19
If you're interested in doing a content or tech pack, please contact me: joshw_AT_garagegames. At IGC, we discussed the fact that teams can take the work they're already doing with games and leverage it to create helpful packs or kits, creating diverse streams of income from one base, and benefiting the community at the same time. So, good stuff all 'round. Please contact me at your convenience and we can figure out the best potential projects.
11/26/2004 (7:18 pm)
Wow, some impressive shots there Peter.If you're interested in doing a content or tech pack, please contact me: joshw_AT_garagegames. At IGC, we discussed the fact that teams can take the work they're already doing with games and leverage it to create helpful packs or kits, creating diverse streams of income from one base, and benefiting the community at the same time. So, good stuff all 'round. Please contact me at your convenience and we can figure out the best potential projects.
#20
Niiiicceness...it'd be awesome hunting from a helicopter
11/29/2004 (10:25 am)
....Wow....are you sure those aren't photos?? Niiiicceness...it'd be awesome hunting from a helicopter

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