Plan for Joshua Arldt
by Joshua Arldt · 01/23/2005 (9:29 am) · 6 comments
"Threshold" Game In A Day
Our Game In A Day project "Threshold" was supposed to be a horror fps as you can kind of tell by the main menu.:P

We started this project at around 6:00PM Saturday, January 22 and finished at around 10:00AM Sunday, January 23. I stayed awake programming the whole time... I feel like a zombie right now.
Because of the 24hr time-limit we only got the coding done for the marines and not the monsters. The Marines are little blockish dudes lol:D
We also only got the coding done for two weapons instead of six.
These Marines are blockish to kind of mock quake in a way.:P

Don't be fooled by the way these guys look. The AI behind them is a whole lot more complex than their mesh is.:P
Main AI Features:
-Follow Nodes
-Talk
-Aim Towards their enemy
-Throw grenades into hard to reach places
-get turned into gibs when near an explosion(or if you are really good with the iron pipe)
-Reload
-drop bullet shells
-When they are shot while standing near a wall blood apears on it
Main Weapon Features:
-Muzzle flash that grows, attached to the muzzle vertex
-Reloading
-Melee attack with right mouse button(smg)
-Enemies drop clips for your weapon
-The weapons recoil
-Drop bullet shells
Other Key Features:
-Remap the keys
-in-game menu
-Audio/Video options
-Load/Save w/ five slots, name of level and system time.
-Five difficulty settings
-The player jumps and ducks
-A shader on the metal textures
-Powered by Conitec's 3D GameStudio A6
We ran into a few funny bugs durring those 24hrs.
One of those bugs was too many really oversized gibs.:|

More Screenshots:

http://voicesoffaith.com/sabbathsoftware/storage/GID/gid_screen03.JPG[/image]




I have really enjoyed creating a game in a day and plan on doing it again some time.;)
Programming
Joshua Arldt
Level Design
Justin Arldt
3D Models
Justin Arldt
Textures
Justin Arldt
Various Artists
Sounds
Joshua Arldt
Justin Arldt
Various Artists
Our Game In A Day project "Threshold" was supposed to be a horror fps as you can kind of tell by the main menu.:P
We started this project at around 6:00PM Saturday, January 22 and finished at around 10:00AM Sunday, January 23. I stayed awake programming the whole time... I feel like a zombie right now.
Because of the 24hr time-limit we only got the coding done for the marines and not the monsters. The Marines are little blockish dudes lol:D
We also only got the coding done for two weapons instead of six.
These Marines are blockish to kind of mock quake in a way.:P
Don't be fooled by the way these guys look. The AI behind them is a whole lot more complex than their mesh is.:P
Main AI Features:
-Follow Nodes
-Talk
-Aim Towards their enemy
-Throw grenades into hard to reach places
-get turned into gibs when near an explosion(or if you are really good with the iron pipe)
-Reload
-drop bullet shells
-When they are shot while standing near a wall blood apears on it
Main Weapon Features:
-Muzzle flash that grows, attached to the muzzle vertex
-Reloading
-Melee attack with right mouse button(smg)
-Enemies drop clips for your weapon
-The weapons recoil
-Drop bullet shells
Other Key Features:
-Remap the keys
-in-game menu
-Audio/Video options
-Load/Save w/ five slots, name of level and system time.
-Five difficulty settings
-The player jumps and ducks
-A shader on the metal textures
-Powered by Conitec's 3D GameStudio A6
We ran into a few funny bugs durring those 24hrs.
One of those bugs was too many really oversized gibs.:|

More Screenshots:
Programming
Joshua Arldt
Level Design
Justin Arldt
3D Models
Justin Arldt
Textures
Justin Arldt
Various Artists
Sounds
Joshua Arldt
Justin Arldt
Various Artists
#2
01/23/2005 (11:10 am)
He mentioned in his description that he used A6, but it's still quite impressive!
#3
01/23/2005 (12:54 pm)
Did you write it from scratch or use the (evil) A6 (or A5) templates? Nice job ;-)
#4
01/23/2005 (1:12 pm)
Nice :)
#5
I wrote this completely from scratch.
No templates at all. I never use templates.
Thanks for the comments guys.;)
01/23/2005 (3:55 pm)
Thx:)I wrote this completely from scratch.
No templates at all. I never use templates.
Thanks for the comments guys.;)
#6
It doesn't matter what engine you use. It's the skill that matters.;)
I just perfer gamestudio because its editors are like the half-life editors.
I used to mod Half-Life back in the day and got sick of not being able to sell what I made.
So I switched to gamestudio.;)
EDIT:**Sorry, just found the edit button:P**
01/23/2005 (4:01 pm)
"He mentioned in his description that he used A6, but it's still quite impressive!"It doesn't matter what engine you use. It's the skill that matters.;)
I just perfer gamestudio because its editors are like the half-life editors.
I used to mod Half-Life back in the day and got sick of not being able to sell what I made.
So I switched to gamestudio.;)
EDIT:**Sorry, just found the edit button:P**

Torque 3D Owner Chris "DiGi" Timberlake