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"The Rebel County"

veganpete
Registered User
Quote
2022-06-09 14:37:17

The Rebel County - last update 01Nov2022.

DOWNLOAD:https://veganpete.itch.io/the-re...

🔎︎


Implemented marker-point system to recycle assets.
Animated hostages wave when helicopter is close.
Hostages can be rescued by helicopter.
Car indicators blink to guide player to target.
Car tilts with acceleration/braking/steering.
Added sound FX for rockets/missile/explosions.
Armed Helicopter with rockets (Press "Q" to fire).
Animated Rocket explosions and trails.
Replaced 2D trees with 3D palm and fir trees.
Retro scanlines and bezel overlay with low-res 4:3 output.
Working animated clock-tower to control timed-events.
Compressed many textures to massively reduce filesizes.
Deleted many unused polygons to improve performance.
Animated Coppercube and VP Logo intros.
Improved helicopter movement and collision detection.
Added over 90 different car models (not enabled).
Animated Surface-to-Air missile units.
Enemy SAM (Heat-seeking missiles).
Helicopter missile-warning system.
Helicopter "Flare" system to counter-measure SAM missiles.
Enemy SAM missiles can hit buildings.
Updated suspension Bridge model.
Added 90 Different GTA2 Car models (total only 4.5MB!)
Surface to Air missile units (modeled in CCB).
Helicopter with animated rotors.
Motorbike with animated wheels/steering.
Started making "Way-point" AI path-finding.
Head-on collision detection for all vehicles/buildings.
Realistic (KHAOS) explosion animations.
Weapon/Tool selection wheel.
Added 2D art for collectibles.
Added 3D models for tools, weapons, missiles.
Animated Sea.
Weapon-selection GUI.
Animated beach coastline.
Car skid-marks
Massive City to explore (unfinished).
New buildings, fences, gates.
3D terrain with hills/inclines.
Working car front-wheels.
Vehicle-body tilt when steering (Use W,A,S,D).
Semi-permanent road skid-marks.
Semi-permanent wing vapour-trails.
Guide aeroplane with mouse.
Fire LASER-seeking missiles (Left Mouse-Button).
Line-of-sight mouse-targeting system.
Accurate/real-time missile-guidance with mouse.
Automatic "kill-cam" for accurate shots.
Damage the city - animated debris.
"Explosion" sprite animation.
"Shockwave" sprite animation.
"Blood" animation.
Game resets if player vehicle falls into sea.
Manual reset with "R" key.
Basic GUI and stats screen (Press "P")
Basic Instructions for each vehicle.
Quit: (Press "Esc")

Keys: W,A,S,D, Shift, Space, Q,E,O,P


andgameplay
Registered User
Quote
2022-06-09 19:48:06

Wow, everything is fine!

I liked the interior of the car, is very realistic!

The steer rotate much better then too many famous racing games!

The music is cool!

The hanging little tree bounce, is fantastic!

Keep doing VP!


veganpete
Registered User
Quote
2022-06-09 20:22:06

Thank you. Glad you like it! I still need to improve the car controller, it's not as good as it could be. For the interior, I just moved the camera inside the car and then added a 2D plane for the dash-board. The steering wheel is just a 2D png set to rotate on y axis. The tree was a bit of a joke but I really liked it when I saw it, lol.


just_in_case
Moderator
Quote
2022-06-12 17:42:21

I like this very much, especially the missiles, Taxi works great, but I still prefer a more better realistic physics for moving on uneven terrains, It can still be achieved with the current physics engine. But might be a lot of work and need to be scripted as well. I liked the steering wheel too. TBH, I wasn't expecting to run the game that smooth with this large city, it's a really big city, and I didn't have any frame drops for me.


veganpete
Registered User
Quote
2022-06-12 21:49:31

Thanks, that's actually great to hear just_in_case! Glad it runs smoothly - I was expecting it to be really slow too (due to the city size).

I'm quite happy with the missiles, they're great fun to guide and look half-decent. Just a few tweaks to make when they hit the tank.

I've worked a bit more on the car mechanics recently but not uploaded it until it's complete (I found one of my older projects where I'd done a lot more with the car - in terms of acceleration/deceleration (and not turning when stationary etc), still not 100% there yet but it's getting close to how I wanted it to be - the car is starting to get a little bit confusing with all the variables I'm using - so I took a break from it over the weekend - but it's nearly working, so I'll keep going with it next week and make sure I make back-ups of it regularly - ready for when I break it. I'm at the point now where (hopefully tomorrow) I can try to merge the 2 different car projects and iron out any glitches when they're imported to the map-project.

I've also replaced the entire city with a new one which has less inclines - the car drives a lot better and is less jerky and doesn't trap in the geometry any more.

I deleted the dynamic lighting (and fog) for performance and made a single shadow map for the city. I've also tested reducing the individual textures and it does give quite a big performance boost without making any noticeable difference to the city detail. I'm manually detecting and fixing any double/conflicting texture planes/surfaces in the city to reduce the poly count a bit.

Lastly, I've got a little bit of testing left to do with splitting the city and using a terrain for culling, grass and animate-static-object collision. It will take a while to manually split/child/align all the individual city parts - but I should do that first before I continue trying to add new features - then I will finally know if it improves performance or not.

The final version should run a lot smoother than this one - so I'll upload it once all that is done. Then it's just a case of adding new content - vehicles, buildings, interiors, weapons, characters etc. and figure out the best way to move them all around the map (paths, random-patrols, move-AI-to-nodes etc).

The interesting thing with this project is that I can pool all the ideas fro other projects into this one - so my previous unfinished works will not be wasted.

I do plan to finish this one (or at least not abandon it), lol.

It will hopefully be a never-ending project with constant updates where I can consolidate all my previous ideas and mini-games into one open-world game with building-interiors - possibly multi-city with a huge collection of missions/stories across different styles/genres and puzzle elements such as the old point-and click style puzzles. I will split the mission across many ccb files, rather than trying to bottleneck everything into a single project file.

I've managed to do everything so far using just the built-in actions/behaviours and variables (mainly: "game character", "do every few seconds", "do later" and "shoot") plus one external plugin/script (actually, I think you wrote it?) the "move_A.I.-towards_a_node" plugin, which is invaluable to me - I use it all the time and none of my projects would work without it.


VP
Guest
Quote
2022-07-19 23:28:44

Added quite a few new things to the game - several vehicles, a player character, an animated coastline, animated water and this is todays - the beginings of a weapon selection wheel...

🔎︎



DouweDabbe
Guest
Quote
2022-07-20 02:51:24

SLICK that weapon selection wheel


just_in_case
Moderator
Quote
2022-07-20 07:22:52

Man, that's weapon selection is DOPE. Amazing work, Also the environment looks good. Looking forward towards it.


VP
Guest
Quote
2022-07-20 14:00:37

Thank you! I'm really pleased with how it loos so far.

So easy to make in coppercube - just a plane with some weapon png images as vertical billboards - 2 variables control rotation (left/right) and a simple "change 2D overlay" on proximity to camera (for changing the weapon name). I've made it so the wheel appears when button is pressed and disappears (also selects weapon) after a 1 seconds delay.

If anyone wants a copy, I can upload the weapon wheel separately as a ccb.


andgameplay
Registered User
Quote
2022-07-20 18:29:08

Amazing VP! Congratulations! Your work is really professional!


coa
Registered User
Quote
2022-07-20 20:28:49

the weapon selection looks really good dont remember seeing this kind before


VP
Guest
Quote
2022-07-21 07:30:00

Thank you andgameplay glad you like it!
Thank you coa I got the idea from Playstation's "Tomb Raider" 1 - main menu...

https://www.youtube.com/watch?v=...


VP
Guest
Quote
2022-07-27 23:25:32

Quick video of the animated sea and coastline I made for my city...

https://www.youtube.com/watch?v=...


Arcanjo
Guest
Quote
2022-07-28 00:34:22

@VP, add traffic of vehicles and peds.


veganpete
Registered User
Quote
2022-08-20 11:40:12

So far there are cars, bikes and planes - here's a new addition to the game - the helicopter part - will add a few different helicopter models in the final game.

@Arcanjo - Thanks, I'll add peds soon but I'm working on their clothing textures and a path-finding system first.

Controls are WASD, Shift (Lift), Space (Land).

Copter accelerates, will drop slowly from hover, will raise slowly when moving, will warn of potential collision with buildings, will explode with head-on collision.

No scripting used.
Not optimised yet so expect problems with smoothness.

This is the full game (hence large file-size) - everything else has been disabled - just to test the helicopter.

https://veganpete.itch.io/the-re...


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