View Full Version : Metal Dogs
Fengol
20-03-2009, 03:32 PM
I've been working on game which I want to be on showcase at rAge 2009 if Game.Dev has a stand. It's a fan remake of Chromehounds, probably the best Mech game to date.
External Link http://metaldogs.greatgamesexperiment.com
Version 0.01 http://mailowl.co.za/Downloads/QuadCamera001.rar (The VS2008 solution, requires XNA Framework)
Version 0.02 http://mailowl.co.za/Downloads/QuadCamera002.rar
Version 0.03 http://mailowl.co.za/Downloads/QuadCamera003.rar
Version 0.04 http://mailowl.co.za/unity/garage00.html (requires Unity Web Player)
Version 0.05 http://mailowl.co.za/unity/garage01.html
Controls
Test Drive - W,A,S,D
Changelog
Unity Version
* Added different types of components (Tracks, Chassis, Spacer, Gun)
* Created test area where you can take your new mech for a spin!
XNA Version
* Added Terrain and simple height checking
* Ambient Lighting
* Added better map (although terrain collision still sucky)
* Added crappy sounds!
* Added a skybox so it looks a little better
TODO
* LOTS!!!
http://i139.photobucket.com/albums/q312/Fengol/screenie005.jpg
http://i139.photobucket.com/albums/q312/Fengol/garage00.png
http://i139.photobucket.com/albums/q312/Fengol/garage01.png
Kensei
20-03-2009, 05:10 PM
Weee!
Glad to see that you got your collision detection working, Fengol :)
You might want to add that you use WASD to move and mouse to aim and left click to fire :P
Gazza_N
20-03-2009, 07:56 PM
^______________________________^
Fengol
21-03-2009, 07:50 AM
Yes! Community-based mech combat is not far away. Aeq and D tried to convince me last night to get terrain working so that's next.
Fengol
23-03-2009, 08:48 AM
http://i139.photobucket.com/albums/q312/Fengol/screenie02.jpg
Version 0.02 available on the first post
Kensei
25-03-2009, 01:54 PM
^_^ Clipping issues FTW
I like the textures, Fengol, now, er, you might want to consider a better method to calculating the height - I know it is a prototype and I am interested to see how you will pull this off. Perhaps Ziggyware has a tutorial on it?
Fengol
27-03-2009, 01:49 PM
There's a new version of Metal Dogs on the first post as well as a change log
Fengol
16-07-2010, 09:00 PM
The whole point of the Game.Dev forums is that all your ideas, projects and prototypes are in one place to be commented on and reviewed by others. It also means you have a central place to work on a project.
Metal Dogs has never left my heart and I've discussed it at length with D, Aeq and Gazza (to the point of boredom I fear).
In any case, I've started playing with Unity and I've managed to get the start of the mech garage working and available online for you to play (see first post, version 0.04).
Component placement is very broken at the moment, and there are only blocks to place; but while I write this Blender is busy downloading in the background so you can expect an arsenal and fixes soon.
Fengol
18-07-2010, 08:11 PM
Version 0.05 is up which includes multiple mech components and a test drive area!
BlackShipsFillt
18-07-2010, 11:37 PM
Hehehe...
So I didn't quite understand the garage part and built an enormous mech with it's tracks on top of it's head. doh.
I'm sure there are a lot of things on your list, but making the garage part of the game use the mouse and drag and drop interface would be really swell... Also maybe give some indication that the Mech is being looked at straight on and not from above like I assumed (because I have played a lot of Captain Forever)
If the add component bit was more intelligent, eg. not adding tracks on the head, and if the components could be added on the fly, it would be really cool to canabalize enemy corpses, like Captain Forever... Though I'm not certain what your plans are here (apparently they are very ellaborate). I haven't played Chrome Hounds so my vision is probably impaired.
Do the guns shoot yet?
Fengol
19-07-2010, 12:09 AM
I'm still learning Unity so I'm sticking to "simple" controls for now while I get the over arching gameplay working; but I'll add mouse controls when I learn them.
There is a TONNE of work to do and I'm still focusing on the garage because I've seen how easy it is to get a 3rd person shooter working in Unity3D; yes, I've already got "component types" and build restrictions/required started which should help building and after that I'll update the test drive with shooting for you to try it out.
My next prototype will hopefully be a network shooter though to test the API. It's really important to me that this game is multiplayer.
BlackShipsFillt
19-07-2010, 12:20 AM
Cool, multiplayer!
I tried the Network unity demo a while back (there may be better resources)... getting a LAN game working seemed pretty easy, but I didn't test for an internet one because it required a online server thing set up... probably isn't that hard to do, but more fiddle than I was willing to go through to test Unity networking. (it would be really awesome if the web player version allows you to do proper networking, I'm not certain if this is extra tricky, but the result would be extra cool)
Gazza_N
19-07-2010, 06:18 PM
Speaking as someone who HAS played Chrome Hounds (albeit only recently), I can say you're definitely on the right track. The Garage feels familiar (although I notice that you can position parts at joint positions), and taking my custom-designed blocky behemoth for a trundle through those palm trees was fun. Looking forward to seeing what you do from here, especially given the kind of flexibility Unity3D offers you.
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