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Some recent topics started on our forums |
Booster Trooper
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Our first indie game "Booster Trooper" is out since some time now and there was a lot of progress after the release.
Biggest complain were the missing dedicated servers which were released a few weeks later.
We have fixed and improved a lot of stuf... |
Posted July 19, 2010 11:05:16 AM
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Booster Trooper
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Hi guys,
we finally finished a publisher demo of our second complete game "Booster Trooper".
The first one was Twin Sector.
Booster Trooper is a side view action game with focus on multiplayer games.
The engine is developed inhouse... |
Posted February 3, 2010 10:42:59 AM
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Twin Sector
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Hey guys,
finally we did it[smile]. A few month ago we posted an IOTD of Bunker23. The naming changed to Twin Sector and now it will be shortly released in Europe and soon after in the US and rest of the world.
We were a team of minumum 5 peopl... |
Posted September 9, 2009 3:18:41 PM
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Bunker 23
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We are a small independent game developer and we have progressed with the game Bunker 23 very well.
Bunker 23 is a first person action adventure.
Story is set in a post-apocalyptic future, deep inside an underground shelter, called Bunker 23. P... |
Posted October 2, 2008 10:21:52 AM
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Rage Hard progress
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Hi,
after a long time of development we want to show some progress.
We did all this stuff in our spare time with mainly 3 people.
One mission was finished and engine was improved in many parts.
We did some shader-effects like blast wave of gr... |
Posted October 29, 2007 11:35:41 PM
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In game cinematics and improved physics
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We are working on a techdemo and hope to find a publisher with it soon [smile]
Here is nearly finished cinematic and a little gameplay. It needs some polishing here and there but basically it should be finished.
Cinematics
Improved ph... |
Posted January 19, 2007 1:57:08 AM
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Rage Hard Physics
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We are developing a shooter called Rage Hard. At the beginning it should just be a multiplayer shooter. But a few weeks ago we decided to insert a singleplayer campaign. Last thing we added was the physics.
The screenshots show the tech used in miss... |
Posted October 26, 2006 9:11:00 AM
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View All Topics Started By This User
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Some recent replies made on our forums |
Booster Trooper
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Thanks for all the nice comments & feedback[smile]
@sebh, Sis-Shadowman and all others who want to play it
Again, feel free to sign up for the soon coming MP beta and tell your friends if they want to play too
Sign up for Beta!!! [grin]
[Edit... |
Posted February 7, 2010 7:22:52 AM
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Bunker 23
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Thanks for all the nice comments.
@GamerDude27
We are 4 persons developing this one. Some did this beside other jobs others as fulltime-job over nearly a year.
We are reusing and expanding a lot of tech from previous projects.
The game wil... |
Posted October 5, 2008 9:27:45 AM
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Rage Hard progress
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Thanks for nice comments [smile]
We are using DX9 with SM 2.0/3.0 and engine is in house. ODE is used for physics.
@seanc
We use Lightwave for nearly everything for now and convert leveldata to an own format. Objects and other scenes are loade... |
Posted October 31, 2007 3:02:04 PM
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In game cinematics and improved physics
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Quote:Original post by sirGustav
Quote:Original post by chrisjubb
How are you scripting the sequences (camera movements, text etc.)?
2nd
I assume(hope) you got and editor of some sort, otherwise it would be a pain to do such a long scene ;)
uh... |
Posted January 23, 2007 10:47:26 AM
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In game cinematics and improved physics
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@Caste
The team is not just from germany and we want to find publishers for as many countries as possible of course(including germany) [smile]
@daniel
you can define destructionslevels for any physics object. When its health is below zero the de... |
Posted January 21, 2007 7:05:30 AM
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In game cinematics and improved physics
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We used some tool to deform voices for not having the same voice for all characters.
This should be fixed later and done by more professional guys with english as native language.
Some of the physics effects on objects are just in to show th... |
Posted January 20, 2007 3:35:32 AM
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In game cinematics and improved physics
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Thx [smile]
sorry, i could have given more infos on it.
Yes, complete engine is homebrew.
For physics we use ODE, which works pretty good and stable.
Multithreaded programming is used to use multicore CPUs best. So we put physics, render... |
Posted January 19, 2007 3:03:39 AM
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Rage Hard Physics
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Quote:Original post by cow_in_the_well
Looks cool, and pretty solid. I'm curious as to how you're going about synchronizing physics across the network (I'm in the process of creating a networking system for my engine). Do you let each client perform... |
Posted October 27, 2006 1:50:31 PM
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Rage Hard Physics
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Thanks for all the nice comments [smile]
@Bliz23 Really still too slow? I already increased speed by 20%. May be i should give it again some more. Cardboard has not yet defined and modeled destruction levels this will be inserted later [wink]
Q... |
Posted October 26, 2006 11:19:20 AM
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View All Replies Made By This User
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