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Conflict: Arcade (shooter)


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#1 RhysAndrews

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Posted 28 December 2005 - 05:41 AM


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Version 0.71 - Created by Rhys Andrews
Download Version 0.71 | Download Trailer 3
Official CA Website | GM Tech Conflict: Arcade 0.7 Exclusive

Conflict: Arcade has been a large project of mine since August 2005. The game is another topdown shooter, based on the concept of Americas Army, Soldat, and Unreal Tournament. The final release was to be online-only (with offline training missions), with many features like ConflictED Map Editor, server-filters, account statistics, and much more. However, after GameCave has closed down and the developers are each going through their own priority commitments, we have had to make the sacrifice of taking out online gameplay.

The game was previously known as Conflict: Online and since the previous demo the name has been changed since online gameplay was cut, and so the current version and previous versions will have a different title. They are both, however, the same game

Posted Image

Conflict: Arcade Version 0.71 (May 2008)Conflict: Online Version 0.5 (March 2006)TrailersMajor Changes: 0.7 - 0.71
  • AI soldiers stand further away.
  • Slightly improved AI performance.
  • AI now starts off easy and slowly gets harder as you gain more BLUE STARS.
  • Replaced the "knife" weapon with a chainsaw.
  • Fixed bug in which respawning barrels trap soldiers.
  • Improved appearance for the plasma cannon.
  • Improved appearance for the flamethrower.
  • Improved appearance of decaying bullets.
Major Changes: 0.62c - 0.7
  • Partially restructured engine (for performance)
  • Implemented Sound Engine
  • Partially redeveloped menu
  • Implemented Account System
  • New turret 'air-strike'
  • New weapon 'laser rifle'
  • New weapon 'knife'
  • Redesigned 'incendiary grenade'
  • Implemented weapon slot system
  • Rewritten AI and soldier class system
  • Implemented scoreboard / ex-game stats
  • Implemented 'stars' system (awarded stars for accomplishments in games)
  • New video setting 'terrain rendering' (pre-rendered, realtime render, no terrain)
  • New video setting 'Region Scaling' (stretches game to fit screen)
  • Improved weather effects (look AND performance).
  • Improved Soundtrack (new tracks)
Major Changes: 0.62b - 0.62c
  • Fixed critical error(s) when starting a training mission.
  • Upgraded to GameMaker 7.0, adding lots of compatibilities and improving performance (but not load-times)
Major Changes: 0.62 - 0.62b
  • Fixed critical error(s) when observing a non-team-based game.
  • Removed HUD when observing
  • There is now a 1 second pause when changing weapons to avoid quick weapon changing/shooting.
Major Changes: 0.61 - 0.62
  • New gameplay type "Bully" - Score by killing the randomly-chosen 'victim', or by killing anyone while being the victim yourself.
  • Fixed critical error when being killed while holding the Warrior flag.
Major Changes: 0.60 - 0.61
  • New "Mansion Courtyard" Map.
  • New gameplay type 'Last Man Standing' - Deathmatch without scoring, however you have a certain number of lives (score-limit) and must be the last man standing!
  • Warrior score-methods have changed. You now score 1 point for every person you kill WHILE being the warrior - You also score a point if you kill the warrior, and another if you pick the warrior-flag up.
  • Fixed issue of going outside walls when getting out of a turret (enemies stuck in the top-left corner of hunting creek)
  • Death-Screen is now partially removed. The screen will blur alot (if surface effects is on, else the screen just goes red then quickly fades out), and instead of going black, you will be able to see the area where you died.
  • Improved performance in night-time lighting.
For all changes, click here.

Posted Image
Thankyou for Contributing to my Project!
~ Rhys Andrews ~


Edited by KC LC, 07 January 2009 - 01:26 PM.

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#2 CandyMaster!

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Posted 28 December 2005 - 06:23 AM

Knowing CM, I am not very nice when it comes to rating GMC games. I'm kind of mean about it, but this ones looks promising. Almost worthy of downloading it and testing, but not quiet.

Graphics look nice. How about a story-line?

-cm
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#3 devilgoku

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Posted 28 December 2005 - 06:27 AM

wow, this was truly worth the look. This game has to be another GM limit pusher that we all dont see so often. The FX are great and so is the idea. i didnt quit get what happend though..none of th guys shot at me..and when i got near the car and clicked it..i went all blury and was like i was high or panicing in game..then i died of gradule health reduction..maybe you were testing something?..explain why i died o_o. other then that im sure this game will do great, the only thing i could think of that oculd make this better is if you could buy/wear armor..that way users have something to compete with..other then blasting each other away. =D 10/10 on engine though. congrats and keep it up gamecave
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*edit*
candy it dosent need a storyline..its online multiplayer<to be..> itslike maple story or endless online..its just senceless fun!! =D and why are you mean torward cavegames...they seem to show some of the greater games out there..

Edited by devilgoku, 28 December 2005 - 06:30 AM.

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#4 CandyMaster!

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Posted 28 December 2005 - 08:24 AM

Well, I think all games should have story-line, that way the actually feel like you're role-playing.
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#5 devilgoku

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Posted 28 December 2005 - 08:43 AM

its hard to make a online game have a story, because several players are playing..to have several players fighting for the same cause and yet killing each other wouldnt make to much sence. anyways, thanks for your explanation in the pm andrew.
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#6 FredFredrickson

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Posted 28 December 2005 - 09:14 AM

This game has to be another GM limit pusher that we all dont see so often. The FX are great and so is the idea.

<{POST_SNAPBACK}>


Okay, how much were you paid to say that? :D

This game could be good when finished, but for now, I don't see too much that I haven't seen in other games like Battlefront, or whichever one it is (since there's like, 2-3 of them now, hehe). The effects are cool, but the blur effect has a kind of weird refresh every 30-60 frames (maybe it was vsync acting up or something), and the flamethrower flames are in desperate need of some additive blending. And if you run whilst using said flamethrower, it actually looks like you walk into your own flames.

No offense to Rhys or GC, but everything else so far is just bleh, aside from the effects. Most of it has been done hundreds of times already, with varying success. I expect games that push GM to it's limits to be something revolutionary... not something derivative.
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#7 devilgoku

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Posted 28 December 2005 - 09:34 AM

I stand by what i said earlier, true top downs are pretty popular among gm, but how many with multi weps, good graphics, great effects, a map editor, veichles, and accounts all in one? sure this game could use some prepping..but what game dosnt? thats why we call it a W.I.P. lol, and i wasnt paid to say it :D..*cough* i wish i was
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#8 LauriP

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Posted 28 December 2005 - 11:05 AM

I dont know where to start ;)
Well, the grafics were nice, the footprints on the ground were a nice touch,
when you shoot the enemys, the blood looks fantastic,
I like the flash granade and the gas granade effects, those are well made,
also the hit shellshock is good and the dieing bloodburst looked nice too.

This is a promising w.i.p, just get the music and the online version up ;)
Then it will rule the GM topdown games :D

Also i noticed some bugs. But i cant tell where i got those exatly.
It had something to do with the ammo system. ::lmao::

But just continue the making of this game, itll be great ;)

I have no suggestions but you should do the walking in the water a little better,
now it looks that he's flying over the water :D
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#9 ChaoMaster

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Posted 29 December 2005 - 04:31 AM

WOW! THAT WAS AMAZING!

I loved the graphics, the range of weapons was great and movement was solid. THis game could easily make staffs choice and become a really popular online game. It needs sound but thats easily fixed. Lots of different gameplay modes would be cool, like capture the flag and conquest mode (From UT2004) which would make this game amazing. Add some vehicles as there is enough weapons for any game, and the smoke bombs were awesome, there are some major tactical actions you could perform with those. I also liked the health display, but Id make it higher so its harder to die, maybe lower damage from weapons so it becomes more of a dodging clicking firefight. Enemy AI isnt a worry as this will have som many players using it it wont be a problem. I think Fred Fredrickson is being a but harsh, this game rocks. Good luck adding online as whgen you do it will dominate this community. One thing you could add is health and armor pickups as they make any game more enjoyable, or at least health regen while standing still. I'd also add a home base to defend cos this game is awesome. Good luck with this and dont listen to the guys who dislike the game, keep working on this as it has potential.

Overall - Awesome Game that is gonna rock teh GMCs world.



*EDIT* Did I just read that top post right? Did you say stat building, like improving damage and runspeed from combat etc? THAT WOULD MAKE THIS GAME AWESOME! A RPG Shooter would really make an impact, as it has a lot of cool features that could be added. If that is done, there would be 50x more people playing, RPG Fans and shooter fans.


GOOD LUCK WITH THIS! IT ROCKS!!! SUCH A GOOD ENGINE!!!

Edited by ChaoMaster, 29 December 2005 - 04:35 AM.


#10 FredFredrickson

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Posted 29 December 2005 - 04:54 AM

I think by stats he meant kills, deaths, etc... not strength, agility, etc.
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#11 pythonpoole

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Posted 29 December 2005 - 05:28 AM

This is a pretty amazing work in progress, I must say the game has some spactacular effects and the overal graphics and engine are of high quality.

On a side note.... the game is quite processor and memory consuming... I don't suggest any body play it on less than:
512mb ram
64mb video ram
2.5 ghz processor

However GameCave realizes this and will have user-friendly options available to turn of processor-hungry video effects in future versions.

Overall its an excellent start, its obvious tons of effort was put into this game and I hope to see it a a finished creation and Staff Choice soon :medieval:

- Ben
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#12 devilgoku

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Posted 29 December 2005 - 05:42 AM

Okay, how much were you paid to say that? 

This game could be good when finished, but for now, I don't see too much that I haven't seen in other games like Battlefront, or whichever one it is (since there's like, 2-3 of them now, hehe). The effects are cool, but the blur effect has a kind of weird refresh every 30-60 frames (maybe it was vsync acting up or something), and the flamethrower flames are in desperate need of some additive blending. And if you run whilst using said flamethrower, it actually looks like you walk into your own flames.

No offense to Rhys or GC, but everything else so far is just bleh, aside from the effects. Most of it has been done hundreds of times already, with varying success. I expect games that push GM to it's limits to be something revolutionary... not something derivative.

*points and laughs at only negative post in the topic*
lol j/k fred..we all know you were being supportive xD anyways, cant wait for a next version to be released! i want to drive the veichles, etc.
dont forget what i mentioned in the PM though..not everyone has a mid mouse button or scroller..so we cant all switch weps D= . congrats on your new feat..all of the people here seem to like it.

"Great graphics! Nice weapons! This is awesome!"-Phil
"WOW VERY COOL LURRVE IT"-kr default
"WOW! THAT WAS AMAZING!"-ChaoMaster
"This is a pretty amazing work in progress"-PythonPoole
"wow, this was truly worth the look"-Devilgoku

Edited by devilgoku, 29 December 2005 - 05:46 AM.

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#13 FredFredrickson

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Posted 29 December 2005 - 07:35 AM

Hey, I wasn't trying to be negative... I just find it strange that people are already saying this game is staff choice material, when games like Dread, Battlegrounds: Callisto Wars, and Borek's Unamed Multiplayer TDS have already gone above and beyond what this game has done. Each of these games has gotten it's fair share of compliments, but none of them seem to get the responses that this game has... And so far, I believe that all three of them are of superior quality than this.

Of course, that may change (and I hope it does, I like to see people making quality games with GM), but come on... what we have here is a basic top-down movement and shooting engine. It's a great start, but it doesn't excite me much, yet. :medieval:
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#14 devilgoku

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Posted 29 December 2005 - 07:53 AM

i was kidding fred, dont feel hurt xD. lol..
anyways i agree that other games are just as good as this if not better..but we shouldnt compare this to anything else it is its own game, and has much more to come..dont be all down because its only movements. get excited for whats to come<veichles, new maps, level editors, accounts, etc.> ohnestly i think this gamecould become the new SOLDAT<http://www.soldat.com> or even better..soldat is much less then this[dosent have cars, etc.] and has 100's of members. i think once he gets this online and maybe a game selection[capture the flag and such] up then this game would be great..id spend many a day playin it :)
-----
although i DO think that saying this could easily make staffs choice went a bit far :medieval: lol.
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#15 RhysAndrews

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Posted 29 December 2005 - 08:21 AM

Hi all.
Firstly, thankyou all very much for your comments; they were very nice. FredFredricksons comments were fine, and I have put all his comments in consideration to effect the game as he suggested.

Stat-Building will NOT be speed/agility, etc, but rather unlockables. You will have an experience level, and as that rises, you may have more complex, and interesting maps to play with, and possibly more features in the map editor, too. Your experience level will also raise your "weapon points". All weapons are rated by a certain number of weapon points, according to the overall performance of the weapons. At the start of every round, players will be able to pick as many weapons as want, so long as the total weapon points is under the maximum points you can have (which as i stated, raises as you get more experience). Of course, you can also see your total kills, total deaths, wins, losses, and more.

Like Pythonpoole (my good friend) stated, we'll allow for a lot of video options to make sure your copy of OnlineSkirmish will work smoothly on your machine. In fact, i did PM Runescape_hater some instructions on changing the settings with the copy currently downloadable. The instructions are below.

The next demo will (currently) include:
* 2 new weapons; Shotgun, Pistol
* A few weapon fixes; bullets are their speed + players speed (to avoid standing on bullets, like with the flamethrower), and knife looks/works better.
* A few new weapon sprites; musket, machine gun, minigun, sniper, pistol, shotgun, a few others.
* "HOPEFULLY" the first vehicle (a jeep); Just trying to find the problem with the current code.
* Footprint fixes
Probably more, as i come across them after this post.

Hi.
Firstly, thanks for the comments to the "OnlineSkirmish" topic.
You asked why everything was so laggy; Please tell me your system specs.
The game is actually quite CPU-Hungry, yet there are already "hiddenfeatures" (which will later be options in the menus) to turn off video parts of the game. This includes gore effects, special effects, resolution, etc..

With the GameCave console, you can change the settings manually. But it takes a bit of time and it reverts back next time you run the game.

If you want to do it, firstly open the console by pressing F12, and type in "gcc_password" (without quotes). This unlocks debug mode for the console. Now, type in:
0 <variablename> = <value>
Not that, exactly, replace <variablename> and <value> with whatever you want to change, here is the list:

<variablename> global.antialias <value> 0 for off, 1 for on (on is default)
<variablename> global.fullscreen <value> 0 for windowed, 1 for fullscreen (fullscreen is default)
<variablename> global.resolution <value> "640" for 640x480, "800" for 800X600, "1024" for 1024X768 (your current resolution is default)
<variablename> global.coldepth <value> 16 for 16-bit, 32 for 32-bit (your current is default)
<variablename> global.gore <value> 0 for no gore, 1 for light gore, 2 for heavy gore (2 is default)
<variablename> global.specialfx <value> 0 for low fx, 1 for high fx (high is default, it shouldn't make too much different on speed)
<variablename> global.blendfx <value> 0 for no, 1 for yes (yes is default)

Hope that helps
-Rhys


Thankyou all very much for your comments
Regards
-RhysAndrews
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#16 FredFredrickson

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Posted 29 December 2005 - 04:20 PM

Your experience level will also raise your "weapon points". All weapons are rated by a certain number of weapon points, according to the overall performance of the weapons. At the start of every round, players will be able to pick as many weapons as want, so long as the total weapon points is under the maximum points you can have (which as i stated, raises as you get more experience).

<{POST_SNAPBACK}>


The problem with this system is that the only way to get your weapons points up is to play against people... and once a few people wind up with a lot of points, they will have a big advantage over the others, since they'll have access to bigger / better guns, making it hard for lower levels to gain experience.

You might want to consider giving less experience for killing less experienced players... or something. This problem has plagued pvp rpg games for a long time, so it's nothing new. Just something to look out for. :medieval:
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#17 Deadheat

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Posted 29 December 2005 - 05:12 PM

Yeah I agree there. If your a regular player and you come across a group of begginers it's going to be time for a big massacre, which would still be fun if you were the one doing the killing ofcourse :medieval:
It's a nice start but at the moment it is nothing special. Once you add some of the things you have on your list it will start to take shape and probably be one hell of a game. I didn't have any problems with it, except when I attacked a car with my knife and died...
Posted Image
So yeah that bit wasn't much fun. The effects so far were pretty sweet, I hope that the engine allows for hosting behind routers though. Or if not, a dedicated server in which we can join and play against other people on. Looks promising though and I'm sure it will be fun online. You should have team matches where you have to defend your base and you can use stationed machineguns and turrets, adding things like that would be cool.
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#18 devilgoku

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Posted 29 December 2005 - 09:50 PM

Btw i know this isnt completly on topic but im sure you read this topic more then your messages, i do havea friend who can suply UNLIMITED space, with a Cpanel/php/etc. all for free! youll have to make your own tk because th eunlimited space will be a http://www.myfriends.../onlineskermish <-- this is just a bit of info for yah. :medieval: [you will need your own webmaster, etc. they do not supply one for you and/or make layouts for your liking.
-------------------------------------------
Anyways, whens the next update coming out? lol..im psyched up about this game!
*edit*
i just reopened OS and wtf? it was raining! great effect..maybe it was random? it never rained before o_o

Edited by devilgoku, 29 December 2005 - 09:52 PM.

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#19 ChaoMaster

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Posted 29 December 2005 - 10:09 PM

I think a dedicated server is whats needed for this game with a world map image with the world shown and you click on a marker to fight on that map. As for the experience problems, I'd make it so its sorted by level, like lv1-5 in one combat and level 5-10 in another, that way you get stronger and can still fight at the same level. That poses some problems but its better than a free for all.

#20 RhysAndrews

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Posted 29 December 2005 - 11:52 PM

Hi.
@FredFredrickson- I guess you're right here. However, they'll never have access to bigger/better guns, they'll have access to more guns at one time. Noting, they can still only shoot with one at a time.

@Deadheat- The error is when you hit yourself with the knife (pressing space once when you open the game makes it so all weapons hurt yourself), it causes some sort of loop or something; however in the real game you won't be able to stab yourself so i'm assuming this is okay.

@devilgoku- Thanks for the offer... I may or may not want it, however i don't need .TK (tk sucks, use .co.nr if you want a free one), i'd rather buy my own domain. As for the weather effects, yes, there is desert, grass/raining, muddy, and snowy/snowing in the demo, random each time you run.

@ChaoMaster- I think thats making it too RPG style. I only want for people to join the server of their choice and play with their own soldier. Dedicated servers, yes, i'm going to be looking around to get some of them going.

As for progress on the next demo.. I've finally got the car running, being able to get in and out. I really want to perfect the effects in the car before i release it in a new demo, so i may be another day or two. Collisions are going to be a major problem for me, however i should be okay. I'll also be adding inceniary grenades, thanks to ChaoMaster.

Regards
-RhysAndrews

Edited by RhysAndrews, 29 December 2005 - 11:52 PM.

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