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Rad Alert


Code_Man

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Every day is prosponed release date, im working on ditching the demo and still quadposting here, il try to not do that in the future now that i have a page to post blogs on and stuff.

Finally my game page has been approved so i will be posting more content and solid updates there, in here i will post work in progress updates and stuff like that.

Also yesterday i got a hold of a great russian military van model, so that means there will be one more extra vehicle!

There still some issues with the new van, but i got the truck almost decently working, i think its just lack of engine torque now.

Im still on the lookout for a soviet truck model to use, im sure theres some about but i just have to find it.

Also worked on a clean implementation for the strategy mode that eventually all other game modes will derive of, i will do the build placing algorithm later, but im confident i can get things to work well.

 

Here is a little extra screenshot i wont feature on the games page, it showcases the skin system usable on the truck, which im quite happy with.

Also on the side i work on a red alert engine for microcontrollers in c++, im quite excited for that take on shape too.

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Code_Man , I'm very impressed by your tenacity , its been fun following this developing playset , if you will , especially seeing that you are so capable with many different aspects of the production . now , it seems that you are planning a strategy with first person element . Any pics of your strategy mode camera/s then ?

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No pics of the strategy mode yet, i used to have a rts camera mode and stuff but it didnt work well nor was it flexible and overviewable so im making a new one, im just using spectator cam for now.

There is still much work to be done, the building placement logic being probably the most difficult one followed by economy system, im leaving gui and stuff for the end.

The barrackses and war factory work in the basic sense, integrating the resourcing aspect is the tough one needed for proper strategy.

Most buildings will be easy to make workable, im confident i can have each structure be useful and functional.

Speaking of structures, i decided to make a power grid system where energy from powerplants will be relayed trough structures, it was a early idea for the original red alert, but devs decided it was too much work, but since t3d has such a system out of the box i will bring it back, which will make the strategic aspects much more interesting.

 

Post demo i will mostly work in infantry/weapons/npc gamecode that will improve the gameplay by miles, but i dont want to accidentally break things in a rush.

Also im working on a new method to remake all the red alert maps, i hope it will work out efficient, so there will be lots of maps for the rts mode once everything is ready.

 

Heres a screenshot of the new uaz van, its far from done as you can see, but its there.

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Posted (edited)

Once again i double post, but its my own thread and its a special occasion.

Finally the cat is out of the bag and i can present to you all the demo/early access of Rad Alert.

 

Its been a very long ride, over 2.5 years of production time over all for this, i feel quite tired hence i wanted this demo out.

This demo features sadly only one map and vehicles should be considered broken, the ranger is quite good tho and the infantry combat is pretty decent.

 

I will keep working toward a better version, a unified sole survivor and strategy game mode is already prototyped and will be deployed as soon as its ready.

Building on the better parts of the game, infantry combat will see a radical overhaul, making things much more realistic, with bot code support to integrate that for the bots.

Graphics and vehicles will take a while until they take shape, meanwhile i will work on maps and do the balancing on the side, it takes a lot out of me.

I expect an updated version around the end of the year to be ready, with quite a few maps and much improved gameplay.

Edited by Code_Man
URL is broken(ACAB)
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  • 1 month later...

Its been a hot summer end and i was rather busy too so i didnt get to work much.

I upgraded the structure materials with pbr and got to prototype the rts elements so i think i can have many of the full game elements running.

Heres some screens of the structures with pbr, once i have the new terrains in im gonna post a lot more highres stuff.

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  • 1 month later...

The last few weeks i did the strategy mode, it came out well so far, there are still interface issues that make it unpleasent to use but it mostly works.

Also came round working a bit on the singleplayer/coop commando mode, a bunch of missions would be a nice feature, i will try to whip up a prototype.

Since i spent myself doing the required programming work i will be doing level design and balancing mostly, so there will be lots of new stuff to show.

Pbr materials are mostly done, im mostly missing textures for doors, but if need be i can reuse the ones i have, but i prefer every structure having unique textures.
The games gotten a lot prettier but also laggier since pbr was introduced, but not so badly that it would hinder my development efforts, got to upgrade my box either way.
On other note i did update the game page(https://torque3d.org/forums/forum/70-status-updates/) and i intend to use it a lot more in the future.

I plan to make a release towards winter that is more polished in terms of gameplay at the very least and lots of maps.

 

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Well for another update, turns out the site i hosted the demo on was abused and the feds took it down, maybe they got to try my game.

Sorry if anyone got a nasty scare of it, i removed the link, but i dont think anyone clicked on it after it was compromised, i had people try the game when it came out, no problems then.

Which means i need to push for another asap, since the game is over 1gb now i need to find a suitble file host.

I work on the interface stuff, which is driving me more mad than the usual stuff, but i think its making progress, hopefully soon it will be usable.

Making things work in an rts setting on a fps engine is quite a lot of work, the fact that i use different gamemodes makes it even harder.

Also keep an eye on the games page, i will be making regular updates and improvements.

 

Now for the eye candy, i did work with terrain textures a bit, the desert ones are going well but the temprate materials look odd still.

I had to tune down the settings even further cuz of pbr, so you see less lights than in the older shots.

Level design will also be worked on so i hope when the terrains and props are ready there will be lots to show off.

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  • 3 weeks later...

Hope you had a happy haloween, i know im late and all but it took me a while to get just this far, this here speical edition haloween demo, that i sorta decided to make on a whim.

There are still the issues that plagued the last demo, such as the lack of chat functionality and vehicles being broken and useless plus a lot more.

Only one map is included since its the only one sorta properly working and themed for this release.

Its a pretty rushed release, but its about good enough for playing for like half an hour.

I was lucky to find a filehost to ditch it on, contains both linux and windows binaries, here is the link, but beware the spiders: https://big.fileditchstuff.me/b45/hDDuVkZHzPjhyMPIRmfh.zip

 

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Very entertaining Code_Man . Your work has a certain flair that I find interesting and I've bee enjoying this thread . when you speak of problems with vehicles and chat are they related to multi-player or do you have issues playing alone . the vehicles and chat have been working as I would expect for me (and lots o' fun at the cost of very little effort) but , I haven't tried anything multi-player so far . I request that you elaborate on the multi player aspects and multi-player - coding Code_man . really cool hang in there please 👍

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Well the chat was always effed cuz somehow binds in the window thingie dont work and cause a lockdown, i dunno how to fix it and the interface code itself isnt better.

Havent really worked on the vehicles other than the truck, i might get to, but for now i will keep on working the strategy mode and the demo mission.

In theory multiplayer should work fine, but there is little to no interace and most functionaly like scoreboard, chat, player status and such sort is missing, this is messy stuff.

 

Feeling quite limp from all of the work, but i keep pushing on, right now the interface and small stuff is mostly whats in the way.

Also i start to play with some aircraft stuff on the side im curious how that will work out.

 

Its very amazing to think that almost 30 years ago these kinds of graphics took a rendering farm to make now we can experience this "universe" in full at home almost like real.

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