Project Shadow & Roo Racers: Advancements
by Chris Byars · 07/28/2006 (8:50 am) · 3 comments
[images removed, broken links]
Well, it's been quite a while since our last update here, and quite a few advancements have occured since then. Not to mention the new content over at Ion Productions. For one, we've moved Project Shadow to TSE back in January. A lot has happened since then. From new functionality to new models, we've dove in on all fronts. Still, our focus is getting the core functionality done, then sticking in the nice artwork. So in the following screenshots, please ignore the lack of anti-aliasing (bug in TSE, it makes glow appear through all objects), lack of lighting (TSE's Milestone 4, can't wait), and overall ugliness (lack of focus on art side at the moment). We also constructed a new (revamped, actually) background storyline, as follows:
Background Storyline
"October 2009. As a part of the international War on Terrorism, the United States initiated an invasion of North Korea. While the insurgency was successful, leading the the capture of over two hundred key terrorist leaders, the remaining resistance struggled for one final strike at the superpower. With the element of surprise on their side, the battered North Korean army launched a full scale biochemical attack on the continental United States. The viral attack claimed the lives of over 6.8 million American citizens, crippling the superpower.
July 2010. Still suffering from the after-effects of the Korean biological attack, the United States turns to outside powers for assistance for its suffering people. Having had relations with an alien race, the Kiosafians, since the mid-1950s, America struck a deal with them. The alien race had always been fascinated with human warfare - Despite primitive technology, humanity had an exceptional talent at coming up with innovative and effective ways to kill each other with it. In addition, America had long possessed nuclear technology, something that had eluded the Kiosafian civilization. So America would assist in developing weapons technology for the expanding alien populace, based on their advanced technology. In exchange, the Kiosafians would begin to develop a cure for the viral infection plaguing the earthly nation. However, the aliens requested test subjects for this miracle medicine. America accepted, feeling they could sacrifice criminals, the homeless, the terminally ill, and the rest of the 'dregs of society' to what they deemed to be the greater good. This secret deal was referred to by the American government as Project Shadow, a name chosen to represent the utter secrecy that must be associated with the situation.
August 2010. The two parties begin their work to fulfill their negotiations. The American government begins to alter the advanced technology of the Kiosafians to produce weaponry and tactical equipment. Energy-based weapons and other new military equipment are rapidly developed and prototyped within the once abandoned Area 51 facility, and then are shipped off to the American military for field testing. Among the uses for this technology was for the arranged abductions. A branch of the American military, dubbed the Shadow Marines (due to their close ties with Project Shadow) are used to actually execute the kidnappings. Suspected terrorists, criminals, and other undesirables in society were captured in secret and returned to the government. They were in turn given to the Kiosafians, who used them in a series of grueling trial-and-error tests to discover a way to end the infection that had spread amongst the American people.
September 2016. The new military technology is released into general use. The American populace is outraged at the apparent priority issues among the government officials. They feel that the money spent on the military advancements should have been used for medical assistance for the suffering population. Many riots and rebellions break out, which are quickly quelled by the USST infantry and the Shadow Marines. The troublemakers are taken to Area 51, and transported as additional test subjects to the Kiosafians, as an easy way to silence them.
December 2016. The Kiosafians successfully develop the antibiotic for the American government. They request, however, that the United States deliver the technology before they deliver the antivirus. Worried about how much their already low public support would decrease if the military technology they had (apparently) spent so much money on had simply vanished, they negotiate further. They agree that a war will be staged between them. This will give the Americans a chance to deliver the technology under the guise of military strikes against the alien world ships. The aliens will then, after a time period, retreat, ending the false conflict.
January 21st, 2017. The war begins. The American soldiers are oblivious to the fact that they're being sent intentionally into a trap - Only a few select officers know the truth. Given this, the U.S. soldiers take the war seriously. In contrast to the plan, the unknowing military successfully brings down several Kiosafian capital ships. Viewing this as a deliberate move by the American government, the false battles escalate into real war. In one specific mission, a team of Shadow Marines is sent to destroy one ship's generator core. The ship, however, is due to return to Kiosaf, the alien home world, to deliver the stolen technology.
As Lieutenant Joseph Liberator, second-in-command of your Shadow Marines squad, you board the Kiosafian ship to take down the core. Unfortunately, your team is unaware of the ship's recent course change to liftoff. No longer is it necessary to destroy the vessel. Now you must fight for your life, the lives of many, and acquire the antivirus that lead you there in the first place. "
Advancements
Nifty storyline. There's so much more, we've already even outlined the missions in Campaign mode. We can't wait until the single player is ready to fall into place. :) Down below, you'll notice just a tiny bit of the advancements in functionality we've accomplished since our last update, not to mention many, many bugfixes. Closer and closer we get to the time to focus on our content. By the way, the level in the screenshots is just a little map I whipped up, inspired by that warehouse one on Leadwerks. Makes for a good temporary filler.
- Head, Torso, Leg damage modifiers
- Shield pulsation if low
- Numeric health indicator
- VMPlayer Support
- Zoom toggle, rather than hold button down
- Ability to swap weapons during reload (cancels reload without flaw)
- Revision of Ammo/Reload System
- GUI changes depending on weapon
- Weapon Image HUD fade away after displaying
- Auto-scrolling container for credits
- Pick up weapon, get ammo for that weapon
- Complete revising inventory system
- Respawn countdown
- Chat message entry hud fix
- Sorting by map type
- Scope HUD fade in/out
- Accuracy System Revision
- Another Revision of weapon inventory system
- Updated chat HUD
- Handgun ironsights, XM8 polycarbonatesights ;)
- Sniper rifle zoom gradually in as you hold the button down
- WARNING flash under shield bar when low/gone
- Re-oriented HUD to work with all resolutions
- Radar show moving players only
- Player only spawn if spawn point is clear
- Auto Reload on Empty
Screenshots
We also have brand new renders, with a few new models, too.
Then we head over to the Roo Racers front, and.. there's not been much change. :) Most of our efforts have been focused into Project Shadow as of late, however we do have some nice things to show you. We've revised our gameplay information, as follows:
[center]Background
Roo Racers is a game centered around kangaroo racing. In single player, players work their way to get to the top in circuit and sprint style racing. In multiplayer, players are able to not only hop against their friends in racing modes, but also in Capture the Flag, King of the Hill, Free for All, and Team Free for All modes.
Customization
In choosing a kangaroo for race or non-team style gametypes, players are able to choose a variety of colored hoodies for their 'roo's wearing. There is also a no-hoodie option. In team play, players are forced to be part of the red or blue hoodie team.
Powerups
1. Boost
Increases speed for 8 seconds.
2. Power Jump
Single, powerfully high jump.
3. Shielding
Puts an aura around you that cannot be broken by attacks, lasts 20 seconds.
4. White Trail Boomerang (3x)
Throws a fast hunting boomerang which follows the terrain in the direction the user is facing. Makes player fall down and stop temporarily.
5. Red Trail Boomerang (1x)
Throws a slower hunting boomerang which follows the terrain as well as locks onto the next player in front of the user. Makes player fall down and stop temporarily.
6. Mine (3x)
Drops a mine behind the user, causes explosion if you or enemy are close to it, causes player to fall down and stop temporarily.
7. Cloaking
Cloaks the user for 30 seconds. 20% opacity when in motion, 5% opacity at rest.
More powerups are in concepts development.
Gametypes
1. CTF
Retrieve flag from enemy team's base. Offensive powerups increase bounce factor and cause the player to drop the flag. The higher the bounce factor, the farther they get knocked back by attacks. If the points get up past 4x, the player is KOed, falls over, and respawns.
2. Circuit
Race other players in a lap-style format. No bounce factor.
3. Sprint
Race other players in a first-to-the-finish format. No bounce factor.
4. Free for All
Players attack other players with powerups. First to hit KO limit wins, or player with the most KOs when time is called wins.
5. Team Free for All
Players attack other players with powerups and gain points for their team for each KO they cause. First team to hit KO limit wins, or team with the most KOs when time is called wins.
6. King of the Hill
Players battle for dominance and try to be the only person on the specified "hill" area. Players receive one point per second that they remain alone in the area. First player to hit the point limit, or the player with the most points when time is called wins.
More gametypes are in concepts development.
Conclusion Well, that pretty much wraps up the news for us. You'll be seeing some very nice things in the near future from Ion Productions.
Well, it's been quite a while since our last update here, and quite a few advancements have occured since then. Not to mention the new content over at Ion Productions. For one, we've moved Project Shadow to TSE back in January. A lot has happened since then. From new functionality to new models, we've dove in on all fronts. Still, our focus is getting the core functionality done, then sticking in the nice artwork. So in the following screenshots, please ignore the lack of anti-aliasing (bug in TSE, it makes glow appear through all objects), lack of lighting (TSE's Milestone 4, can't wait), and overall ugliness (lack of focus on art side at the moment). We also constructed a new (revamped, actually) background storyline, as follows:
"October 2009. As a part of the international War on Terrorism, the United States initiated an invasion of North Korea. While the insurgency was successful, leading the the capture of over two hundred key terrorist leaders, the remaining resistance struggled for one final strike at the superpower. With the element of surprise on their side, the battered North Korean army launched a full scale biochemical attack on the continental United States. The viral attack claimed the lives of over 6.8 million American citizens, crippling the superpower.
July 2010. Still suffering from the after-effects of the Korean biological attack, the United States turns to outside powers for assistance for its suffering people. Having had relations with an alien race, the Kiosafians, since the mid-1950s, America struck a deal with them. The alien race had always been fascinated with human warfare - Despite primitive technology, humanity had an exceptional talent at coming up with innovative and effective ways to kill each other with it. In addition, America had long possessed nuclear technology, something that had eluded the Kiosafian civilization. So America would assist in developing weapons technology for the expanding alien populace, based on their advanced technology. In exchange, the Kiosafians would begin to develop a cure for the viral infection plaguing the earthly nation. However, the aliens requested test subjects for this miracle medicine. America accepted, feeling they could sacrifice criminals, the homeless, the terminally ill, and the rest of the 'dregs of society' to what they deemed to be the greater good. This secret deal was referred to by the American government as Project Shadow, a name chosen to represent the utter secrecy that must be associated with the situation.
August 2010. The two parties begin their work to fulfill their negotiations. The American government begins to alter the advanced technology of the Kiosafians to produce weaponry and tactical equipment. Energy-based weapons and other new military equipment are rapidly developed and prototyped within the once abandoned Area 51 facility, and then are shipped off to the American military for field testing. Among the uses for this technology was for the arranged abductions. A branch of the American military, dubbed the Shadow Marines (due to their close ties with Project Shadow) are used to actually execute the kidnappings. Suspected terrorists, criminals, and other undesirables in society were captured in secret and returned to the government. They were in turn given to the Kiosafians, who used them in a series of grueling trial-and-error tests to discover a way to end the infection that had spread amongst the American people.
September 2016. The new military technology is released into general use. The American populace is outraged at the apparent priority issues among the government officials. They feel that the money spent on the military advancements should have been used for medical assistance for the suffering population. Many riots and rebellions break out, which are quickly quelled by the USST infantry and the Shadow Marines. The troublemakers are taken to Area 51, and transported as additional test subjects to the Kiosafians, as an easy way to silence them.
December 2016. The Kiosafians successfully develop the antibiotic for the American government. They request, however, that the United States deliver the technology before they deliver the antivirus. Worried about how much their already low public support would decrease if the military technology they had (apparently) spent so much money on had simply vanished, they negotiate further. They agree that a war will be staged between them. This will give the Americans a chance to deliver the technology under the guise of military strikes against the alien world ships. The aliens will then, after a time period, retreat, ending the false conflict.
January 21st, 2017. The war begins. The American soldiers are oblivious to the fact that they're being sent intentionally into a trap - Only a few select officers know the truth. Given this, the U.S. soldiers take the war seriously. In contrast to the plan, the unknowing military successfully brings down several Kiosafian capital ships. Viewing this as a deliberate move by the American government, the false battles escalate into real war. In one specific mission, a team of Shadow Marines is sent to destroy one ship's generator core. The ship, however, is due to return to Kiosaf, the alien home world, to deliver the stolen technology.
As Lieutenant Joseph Liberator, second-in-command of your Shadow Marines squad, you board the Kiosafian ship to take down the core. Unfortunately, your team is unaware of the ship's recent course change to liftoff. No longer is it necessary to destroy the vessel. Now you must fight for your life, the lives of many, and acquire the antivirus that lead you there in the first place. "
Nifty storyline. There's so much more, we've already even outlined the missions in Campaign mode. We can't wait until the single player is ready to fall into place. :) Down below, you'll notice just a tiny bit of the advancements in functionality we've accomplished since our last update, not to mention many, many bugfixes. Closer and closer we get to the time to focus on our content. By the way, the level in the screenshots is just a little map I whipped up, inspired by that warehouse one on Leadwerks. Makes for a good temporary filler.
- * Advanced Weapon Recoil System
* Cone of Fire Increases on Rapid Fire
* Delay shield regen 5 seconds if damage taken
- Head, Torso, Leg damage modifiers
- Shield pulsation if low
- Numeric health indicator
- VMPlayer Support
- Zoom toggle, rather than hold button down
- Ability to swap weapons during reload (cancels reload without flaw)
- Revision of Ammo/Reload System
- GUI changes depending on weapon
- Weapon Image HUD fade away after displaying
- Auto-scrolling container for credits
- Pick up weapon, get ammo for that weapon
- Complete revising inventory system
- Respawn countdown
- Chat message entry hud fix
- Sorting by map type
- Scope HUD fade in/out
- Accuracy System Revision
- Another Revision of weapon inventory system
- Updated chat HUD
- Handgun ironsights, XM8 polycarbonatesights ;)
- Sniper rifle zoom gradually in as you hold the button down
- WARNING flash under shield bar when low/gone
- Re-oriented HUD to work with all resolutions
- Radar show moving players only
- Player only spawn if spawn point is clear
- Auto Reload on Empty
We also have brand new renders, with a few new models, too.
Then we head over to the Roo Racers front, and.. there's not been much change. :) Most of our efforts have been focused into Project Shadow as of late, however we do have some nice things to show you. We've revised our gameplay information, as follows:
[center]Background
Roo Racers is a game centered around kangaroo racing. In single player, players work their way to get to the top in circuit and sprint style racing. In multiplayer, players are able to not only hop against their friends in racing modes, but also in Capture the Flag, King of the Hill, Free for All, and Team Free for All modes.
In choosing a kangaroo for race or non-team style gametypes, players are able to choose a variety of colored hoodies for their 'roo's wearing. There is also a no-hoodie option. In team play, players are forced to be part of the red or blue hoodie team.
1. Boost
Increases speed for 8 seconds.
2. Power Jump
Single, powerfully high jump.
3. Shielding
Puts an aura around you that cannot be broken by attacks, lasts 20 seconds.
4. White Trail Boomerang (3x)
Throws a fast hunting boomerang which follows the terrain in the direction the user is facing. Makes player fall down and stop temporarily.
5. Red Trail Boomerang (1x)
Throws a slower hunting boomerang which follows the terrain as well as locks onto the next player in front of the user. Makes player fall down and stop temporarily.
6. Mine (3x)
Drops a mine behind the user, causes explosion if you or enemy are close to it, causes player to fall down and stop temporarily.
7. Cloaking
Cloaks the user for 30 seconds. 20% opacity when in motion, 5% opacity at rest.
More powerups are in concepts development.
1. CTF
Retrieve flag from enemy team's base. Offensive powerups increase bounce factor and cause the player to drop the flag. The higher the bounce factor, the farther they get knocked back by attacks. If the points get up past 4x, the player is KOed, falls over, and respawns.
2. Circuit
Race other players in a lap-style format. No bounce factor.
3. Sprint
Race other players in a first-to-the-finish format. No bounce factor.
4. Free for All
Players attack other players with powerups. First to hit KO limit wins, or player with the most KOs when time is called wins.
5. Team Free for All
Players attack other players with powerups and gain points for their team for each KO they cause. First team to hit KO limit wins, or team with the most KOs when time is called wins.
6. King of the Hill
Players battle for dominance and try to be the only person on the specified "hill" area. Players receive one point per second that they remain alone in the area. First player to hit the point limit, or the player with the most points when time is called wins.
More gametypes are in concepts development.

Torque Owner Steve Adamson
Take care.