Ultimatum Part 1: Beginnings | Last update: Mar.24.09

Started by suicidal pencil, Fri 20/03/2009 01:46:30

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suicidal pencil

ETA For first mission (and full demo): April 15, 2009

mission one progress
Rooms: 1/14 (7.1 %)
Characters: 20/20 (100%)
Sprites: 128/180 (71%)
Coding: 15% (anticipating from 3975 to 2250  lines of code (125-50 per room, 250-350 for 6 rep.execs, 125-50 for special actions )
*all above are estimations*


DEMO
Press 'ctrl-q' to quit at any time.
'M' brings up the menu
right click switches mouse modes (normally it would anyways, but I messed with the code to better suit what I needed)

http://www.mediafire.com/download.php?i3uxmnjw0om

Story so far...
You are Agent X4a61636f62J, a contract killer trained by the Ontario Guild of Assassins. Taking out targets around the world, you are one of the best. But after a routine mission sours and you are betrayed, you become the very thing you hunted. With the ultimatum they issued being a catch-22, your going to be lucky to survive another day.

The full game will be broken into three parts: Beginnings, Betrayal, and Climax. Currently, I'm working on 'Beginnings'. Instead of the side view of most adventure games, I decided to do a 'Birds Eye View' style game.


A few Screen shots with descriptions


The main title screen for the game. The cyan thing is the cursor


This is the home of agent X4a61636f62J in Toronto


The hospital where the first mission is located. See that small blue transparent thing just below the counter? those represent locations where the player can do stuff that help/hinder the mission (blue for talking sequence, green for action sequence, red for assassination sequence). Currently under development


The load out screen, where the player buys and chooses what they will take on the mission, which can have a huge impact on the mission itself. White represents an upgrade or weapon that hasn't been bought. Red is a weapon or upgrade that is not in use. Green is a weapon or upgrade currently in use. Currently under development

To Do:
-Add more options to the load out screen:
--9mm extended clip (9mm upgrade/Ammo)
--9mm firing mechanism upgrade (9mm upgrade, makes weapon fully automatic)
--.357 Magnum extended barrel (.357 upgrade, increases bullet velocity)
--.357 Magnum bullet holder (.357 upgrade, decrease reload time)
--Desert Eagle (handgun)
---Plastic Design (upgrade, undetectable to metal detectors)
---Silencer (upgrade)
---Armour Piercing rounds (upgrade/Ammo)
--Switchblade (Melee)
--Combat Knife (Melee)
--Garrot Wire (Melee)
--MP5 (Assault weapon)
--Lock picks (misc)
--Poison (misc)
--Sedative (misc)
--Concentrated Acid (misc)

-Work on Mission 1 Entrance
-- Speak-scene1
--Action scene1
--Rep.Exec function


Progress: About 10% done

Sounds and Music: I'm mostly ripping sounds from Counter-Strike and Half-life (1 and 2) (and yes, I own these games...), but I'm making the music myself. Progress: about 75%

Samples: http://www.mediafire.com/download.php?uiztzmmimmn
Password: FalconForty

Graphics: Mostly using GIMP 2.6.4 for the graphics. Progress: about 15%

Coding: I've noticed that I'm spending about 90% of my time actually coding the game, rather than making the graphics. Which is just as well, since I enjoy it immensely. Progress: 5%

Example code:
Code: ags

// room script file

import function Mission_load();

//The next function will take two objects, fade them in to view, and move them
//slowly to the opposite sides of the screen.  
function room_FirstLoad()
{
  Room4Mission1.Transparency = 100;
  Room4Deathbed.Transparency = 100;
  Shop.Visible = false;
  int Trans1 = 100;
  int Trans2 = 100;
  PlaySound(9);
  while(Trans1 < 101)//Just so that the loop doesn't exit prematurely
  {
    if(Trans1 != 0)
    {
      Trans1--;
      Room4Mission1.Transparency = Trans1;
      Room4Mission1.X--;
    }
    if(Trans1 <= 25)
    {
      if(Trans2 != 0)
      {
        Trans2--;
        Room4Deathbed.Transparency = Trans2;
        Room4Deathbed.X++;
      }
    }
    if(Trans1 == 0)
    {
      if(Room4Mission1.X != 0)
      {
        Room4Mission1.X--;
      }
    }
    if(Trans2 == 0)
    {
      if(Room4Deathbed.X != 230)
      {
        Room4Deathbed.X++;
      }
      else
      {
        Trans1 = 101; //Breaks the while loop
      }
    }
    Wait(1);
  }
  Trans1 = 0;
  Trans2 = 0;
  Room4Loading.Visible = true;
  while(Trans1 < 100)
  {
    Trans1++;
    Trans2++;
    Room4Mission1.Transparency = Trans1;
    Room4Deathbed.Transparency = Trans2;
    Wait(1);
  }
  Mission_load();
  Room4Loading.Visible = false;
  Protagonist.ChangeRoom(5, 402, 548);
}


I'm probably going to tighten up this section of the code later, but for now, I don't need to.

Story: I'm approaching the story from a different angle: Instead of making a story, and then shaping the game around it, I'm creating the game, and shaping the story around it. To me, this is a much better way of making a game. Progress: about 30%

Updates

March 20, 2009
- Finished Dialog between player and Secretary in Mission1
- about 80% done the coding for the rep.exec function
March 24, 2009
- Finished all possible player and guard animations
- Finished room 1 of mission 1
- starting on room 2 of 14 for mission 1

Comments and constructive criticism welcome

poc301

Looks like an interesting idea for a game, especially with it being birds eye perspective.

My only concern is that the assassins are trained in Canada?!  Oh no!  Don't put any hockey in the game, or they'll get sidetracked and forget about the mission :) heheheh

I heart my Canadian brethren :)

-Bill

suicidal pencil

#2
Actually, you just gave me an idea for one of the missions!

thanks!

edit: I set it in Canada because...well, how many games, movie, and books are set in Canada that don't involve snow in any way shape or form? Not much...

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