Game Development Community

Try out my new game demo...

by Michael Copley · in General Discussion · 10/20/2006 (5:11 pm) · 5 replies

...
I have listed it under the projects marketplace under the 'Game' category. Let me know what you guys think. My apologies if this is not the correct place to post an announcement like this.

The URL for the project is:

http://www.garagegames.com/index.php?sec=mg&mod=project&page=view.project&qid=3534

In case you decide to give a try...

System Requirements are as follows:

+ PC
+ 256 MB RAM
+ Windows 98 or higher OS
+ Mouse and keyboard
+ OpenGL 1.1 capable card or better ( if you can run Torque, you can run this )
+ 10 MB of hard disk space

The downloadable listed on the project page weighs in at 10 MB.

This demonstration version does not include the following ( which of course is available in the full version ):

+ The kicking mini-game for extra points and field goals
+ Fullscreen
+ High resolution sprite images and animations
+ AI difficulty, time, team, and gameplay options
+ Spectator mode
+ Up to 14 defensive formations and 20 offensive plays
+ Highscore tracking

Thanks again in advance to anyone who gives the game a try :)

Mike

#1
10/20/2006 (7:28 pm)
Hi Michael,

Loved it! Very nice graphics and nice gameplay and amazing AI. The players looks like 3D shapes and the movements are very smooth. Congrats!

I'm developing a Soccer Game using TGB, and i'd like that it had the same look that your game. So, can i ask you few questions?

1) Did you use TGB to do this?
2) How did you do the sprites?
3) What are you using for AI ? (FSM, Steering Behavior,etc)

Regards,

Gustavo Boni
#2
10/21/2006 (10:22 am)
Hey Gustavo,

Thank you for the kind compliments :) To answer your questions, I actually did not use TGB since the game was started about a year ago and TGB was not finalized at the time -- I probably would have otherwise. Nevertheless I went with my own homegrown 2d engine. I made the sprites from using a very old version of 3d studio MAX [ version 1 I think :) ] and prerendering all of the frames -- it took quite a little while. For the AI, and actually for the entire game code, I used my own scripting language that I made that is FSM centric. All of the game objects, the players, the AI controllers, the ball, etc. are all scripting FSMs. The AI itself uses commands like run_to_point(), etc. to accomplish their behaviors. The high level AI code uses cost functions to make its decisions.

Mike
#3
10/21/2006 (11:35 am)
Micheal,

Wow, that was cool. Nicely done.
#4
10/21/2006 (12:24 pm)
Very nice , i want more !!! its real fun :)
#5
10/21/2006 (5:43 pm)
Thanks a lot guys for the compliments. In a couple of weeks I should have a finalized version and you guys will be able to see and play a lot more :)