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Developmental Momentum

by Chris Byars · 07/17/2010 (1:13 am) · 12 comments

ion-productions.net/blog/07162010/prelude.jpg
Over at Ion Productions, we've been working on Project Shadow, a futuristic first person shooter. After several lapses in development over the years, momentum gains as we prepare for a surge in developmental speed as the core functions of our codebase near completion and optimization. I find it very interesting to discover bugs/inconsistencies that exist in mainstream commercially published games that we've already experienced and fixed in our own project, or at least made a note to never let go unfinished. Regardless, we've been making some serious functionality progress; keep in mind, the graphical nature of our project is barely scraping the edge of where it will be on launch day.


ion-productions.net/blog/07162010/visual.jpg

ion-productions.net/blog/07162010/video.jpg
Click to see a basic technical demo.


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ion-productions.net/blog/07162010/3.jpg


ion-productions.net/blog/07162010/4.jpg


ion-productions.net/blog/07162010/5.jpg


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The Torque BoomBot works well as a fun AI target. :)

ion-productions.net/blog/07162010/outlook.jpg
Overall, there's a significantly large, constantly evolving list of functions, features, bugs, and other issues that we have on our plate to take care of. There are only two things we can say for sure:

  • In the end, the game will be absolutely spectacular.
  • The release date is slated for: Relatively Soon�
We're finally getting very deep into this project, and when we come out, I know everything will be worth the countless hours and immeasurable effort put in. Wish us luck.

#1
07/17/2010 (2:46 am)
Good luck!

Looks really nice, are you using TGEA?
#2
07/17/2010 (3:02 am)
Thanks. TGEA, for a little while longer.
#3
07/17/2010 (5:07 am)
good screenshoots, content packs?
#4
07/17/2010 (5:25 am)
Quote: Thanks. TGEA, for a little while longer.

Are you sticking with TEGA for the duration of the project? I would recommend sticking with it and not upgrading techs to T3D. Remember Duke Nukem Never--I mean forever?

The game looks amazing--especially the models. My only complain is that the grass texture(s) in the 2nd last picture look a bit to low res, compared to the models.
#5
07/17/2010 (11:00 am)
There's issues in the TGEA version we're using that make terrain and world editing a huge pain, and is preventing the terrain texture from displaying properly. It used to be very crisp. As stated, this is not at all meant to represent the final product.

T3D has some fixes and features that we require to make this what it should be, quicker. It's not going to be fun porting (I've ported through every engine since TGE 1.2), but it's likely something we're going to do.
#6
07/17/2010 (5:14 pm)
Is looking good! I especially like the nice clean HUD.
#7
07/20/2010 (1:12 pm)
My only complaint is the blood spatter around the HUD on the 5th screen :] Games that do that are a personal pet peeve of mine, but I'm glad yours doesn't obstruct so much of the player's view.

Exhibit A:
img3.imageshack.us/img3/6291/mw2a.jpg
Instead of shooting you, the clever AI in Modern Warfare 2 throws jam in your eyes.
And how perfect that there's a "RAMIREZ!" meme at the bottom of that image...

Your work looks absolutely fantastic, video?
#8
07/20/2010 (3:50 pm)
The blood was a preliminary test to get things working the way they should; the effect will be more refined.

You can see an old video, with the old HUD, depicting the action of the shotgun here.

A new video will be put up today.
#9
07/20/2010 (6:03 pm)
Yep. That was beautiful.
#10
07/21/2010 (8:37 pm)
Technical demonstration video added.
#11
07/26/2010 (1:26 pm)
Great stuff C2, good to see some old tge projects revised , Gun model looks fantastic as well.
#12
08/01/2010 (9:32 pm)
Is there any way you could e-mail me and talk to me about how you set up your first person system? I am working with T3d.