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Steel Storm Episode I

The hour has come.. It always comes, eventually :)
We are proud to announce that the long journey of development is almost over. We have launched our official website for Steel Storm and that means only one thing – the game is ready to be shipped. Steel Storm will be delivered in episodic format, starting with Episode I, which will be released for free.
The public beta was going to be released today, but due to some showstopper bugs we postponed it as we would like to deliver the smoothest gameplay experience possible.
However, we invite you to register on our forums and join our official IRC channel and start asking questions! :)
If you like the game and want to see Episode II come to life (which will happen very soon, if there is enough interest in the game), you can pre-order Episode II right now.
While you wait on us to finalize the public beta of Episode I, we hope you will enjoy watching our new video:

Again, http://www.steel-storm.com is open for business.

posted by motorsep in cg art,game dev and have No Comments

Absolut Carnage

While you were guessing what’s going on, we have been polishing demo, tuning the code and been messing with the sounds.

I didn’t want to wait any longer and I wanted to show you what the carnage in Steel Storm looks like! If that’s not beautiful, I don’t know what else is ;)

On the other note, we got few more generous people to help us out:
Mike J. donated $10
Donald H. donated $5
Vanessa T. donated $10

Thank you, guys and gals!

posted by motorsep in cg art,game dev and have Comments (2)

Strategic planning

Finally, demo levels are polished and we have begun working on the missions.

Here are some juicy details about the upcoming demo (the content might vary slightly by the demo release, but that’s what we are looking at so far):

- 3 unique levels;
-5 unique enemies, including a mini-boss;
-3 weapons;
- 5 single player / coop missions;
-1 exclusive coop mission (very hard, almost unbeatable in single player mode);
- 2 soundtracks and 1 theme track;

Stay tuned, I will post some cool videos soon!

posted by motorsep in game dev and have No Comments

QuakeC is one of the best!

As you might know, we have been using DarkPlaces engine for Steel Storm. DarkPlaces began as Quake improvement project a while ago and within a course of years it grew into what it is now – an awesome advanced game engine.
While surfing the Net yesterday, I came upon a thread on the Indise3d forum, where DarkPlaces engine author, LordHavoc, explains why QuakeC is better than C++ for game logic support. I found it very informative and interesting. This is a full text from the thread:

“I recently received yet another email asking for C++ gamecode support, and decided to take the time to fully explain the biggest reasons that QuakeC is better than C++ for standalone Quake1-based game development, I hope this list is helpful.

(Note: I’ve had a lot of recent experience with a C-based gamecode system in my game DarkWar, and the experience has been less than pleasant)

So here’s my list of the biggest features of QuakeC over C++:

  1. binary portability (the same progs.dat file will run on any computer the engine runs on, no need to compile for multiple targets).
  2. graceful handling of crashes – the error message is printed to the console and the level can be restarted quickly for further testing (rather than having to restart the entire engine).
  3. all entity fields are exposed to map loading (this means that if you add a new field, you can immediately go in a map editor and set that field on an entity and it will work), so you don’t need a pile of glue code to expose the class fields like you would in C++.
  4. all entity fields and global variables are exposed to the savegame system (again this saves on a lot of gluecode).
  5. no dll API to maintain
  6. runtime inspection in the game console using prvm_* commands which can query or manipulate the running progs/menu/csprogs systems, for example inspecting the fields of entities, or setting the fields of entities, as well as profiling and automatic graceful cleanup after a crash. (Note: prvm_* commands are a DarkPlaces feature, Quake had other names for these commands and less advanced inspection/manipulation features) (Note2: a debugger can inspect variables in C++ gamecode but not without interrupting execution)
  7. easy to recompile the progs.dat at any time and simply restart the level or save the game and then load that savegame to see the changes take effect, this is also nice for development of code on active dedicated servers (for mini-MMORPG style games for instance, simply forcing the character files to save and then restarting the level to reload the gamecode). (Note: DarkPlaces supports FRIK_FILE for character saving and such things, Quake does not have file access builtins)
  8. native vector math (this can be done with operator overloading in C++ of course).
  9. animation state syntax allows you to easily declare a function for each animation frame of a model, which indicates the model frame to show and the next frame function to execute (and automatically prototypes that function), and sets self.nextthink to time + 0.1, and you can put in any extra behavior you want, such as self.nextthink = time + 0.05 if you want 20fps animation rather than 10, and ai calls are also very commonly used in frame functions. (Note: this can be done with the C preprocessor)
  10. easier to find and train additional programmers for a project, QuakeC is a very easy language to learn (unlike C++), even level designers can often help with the gamecode because it is so easy (and any project manager knows the value of extra coding help when trying to get a game finished).
  11. the single kind of struct (entity) enforces a design philosophy that keeps networking, savegames, and map loading simple. (Many of the proponents of C/C++ want complicated class inheritance hierarchies and nested structs, which can be difficult to serialize into savegames or load from maps, requiring more complex editing tools and more code to deal with the pointers and nesting features)

A few issues to keep in mind of course:
For existing C/C++ coders the language does require some different thinking to use effectively, for instance the use of structs and classes is generally discouraged (array, struct and class, are features of fteqcc and frikqcc compilers), instead the language mostly focuses on simple entity manipulation (where additional entities are spawned instead of using structs), so some different solutions to problems are sometimes necessary.

QuakeC is an interpreted language and as such it runs much slower (around 10-20 slower) than a native language, but a game often spends more time in collision functions, rendering, sound mixing, and other tasks than the actual game logic, so this is not a big issue (even most bots are not extraordinarily taxing).”

The original text and the discussion can be found at the forum on Inside3D website.

posted by motorsep in game coding,game dev and have No Comments

Today was teh awesome day too!

Yes, every day is better than the previous one!
Today we thank you, :
Sven – $10
Adam – $30
Chris – $1
Arturo – $15
Mike – $20

On the other note, here is a new video that show off new explosions and a little bit of action on the level called “Collector”:

posted by motorsep in cg art,game dev and have No Comments

Today is a good day!

Hurray! Today is a good day! We got 4 donations over the last couple of days! Huge thank you to Steve V. He mentioned our game on his Facebook page and we got three generous people to donate toward to game. Here they are:

Steve V. donated $75
Lee S. donated $20
Andrew H. donated $15
One person wished to remain anonymous and he donated $50

So we are up to $160 !!!

Let me quote the e-mail that I received from Steve V. :
//===========================
Hey Alex:
I put your information on my Facebook account and the feed back I got was great. I can’t wait until this game is finished, so I can play it. I love the graphics. You’re going to be famous!
Steve

//===========================

Good day indeed and people are good!

posted by motorsep in cg art,game dev and have No Comments

Steel Storm on Mac!

This morning I posted few screen shots of Steel Storm running on Mac. You can find them on our IndieDB page (click that green button with IndieDB on it right above the menu).

This week we have been working on the new GUI and I will post some new screenshots tomorrow.

posted by motorsep in cg art,game dev and have No Comments

Eve of eruption

Smoking volcanoes. Video will be coming tomorrow.

Smoking volcanoes

Smoking volcanoes

posted by motorsep in cg art,game dev and have No Comments

Small new things

Created some stalagmites for the Caves environmental theme. Small but useful :)

Stalagmites

Stalagmites

I hope I will be posting small updates every now and then, rather dumping all of them into one post once a month :)

posted by motorsep in cg art,game dev and have No Comments

Guns and glory :)

Finally I updated weapon pickups. Here they are. The music on the background is a chunk, ripped off our official game music theme.

posted by motorsep in cg art,game dev and have Comments (2)