Microwavable Fury PCGame

Microwavable Fury PCGame
There's no REAL title yet. :(

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Welcome! Get the latest demo right here, or read about updates below.

Here it is. The new game so far written with the torque source development kit. Soon it will shape up into a very playable game. Right now you can fight a couple orcs and cruise around in a few vehicles. You can switch between weapons in the inventory screen ( tap I ). Each weapon is also bound to a number key. Check the options for a fuller list of controls. The options can be accessed from the main menu or using Control O. Built in level-editor activates with f11.

Last Updated:  7/15/07
File Size:  63.9 MB
Download 0.2 here:  http://www.mediafire.com/?4onylsqz115
Note:  Vehicles and music aren't in any of the missions currently. Only one AI model and it ignores the player and fights other AI's.

Last Updated:  4/5/07 
File Size: 52.3 MB
Download 0.1 here:  http://www.mediafire.com/?2tgz4vztmjy
Note:  Example mission is the test mission and has lots of stuff in it. The other levels are just pretty.



I've got the programming covered on my own if necessary. It still need lots of art. In particular it needs 3d models and animations. I already have a couple people interested in helping with music. Anyone who thinks being involved in making a computer game might be fun and has anything to contribute can shoot me an email.
This includes:
-3d art and animation
-2d artwork (any fantasy themed stuff will probably be useful somewhere, also ground textures, and 2d sprites like tiny plants and plant parts, particle effects like fire and lightning)
- programming (yes I'll share source code, only with a limited number of people for now, haven't decided to open source this yet)
- Music ( especially music that works well looped or has a strong emotional theme... you know movie score type music)
- level design ( not really enough content or solidified gameplay elements to do this yet )
- Ideas (anything that can build upon the existing gameplay in the demo is an open possibility)
- investments (yeah you'd have to be pretty crazy to invest in this already, maybe if I become more ambitious and I'm closer to something that can achieve commercial success, still I've been working on this almost full time the past week in addition to studying an equal amount, any money will give me more time to program, more motivation to produce results, and in my reserved estimate, very slight possibility of a substantial return on that money)
- contacts (if you know someone else who might be interested in helping send them along)
- webserver/webdesign (if this eventually generates money it will likely be a through generating significant webtraffic and I am not great at or particularly fond of webdesign)

This project is just for fun, and possibly practice and credentials for a future in this field. I don't expect commercial success with this project. I plan to make an enjoyable free game and hopefully generate a tiny bit of cash from web traffic, but I doubt I'll ever recover more than a few dollars per manhour I've invested in this. Future games or sequals might build on previous resources and obtain greater marketability, but that's just speculation. Everyone involved will get profit shares if any significant revenue is generated.

email:    animatedream@gmail.com

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Update 7/15/07

So I've finally worked out networkable numeric damage popups exactly like I wanted them. Take a look below to see what I mean. Or better yet, check it out for yourself in the new demo I'm finally posting.



Update 7/10/07

I've been inspired to work on the graphics a bit. I'm very close to having shader support but I've put that on hold because my old computer can barely handle my game's present performance. Instead I implemented a linear tone mapper. Its kind of like being able to photoshop each frame on the fly. Check out the image below. On the right side you can see the effects of the LTM.



Update 7/9/07

The game has had some major overhauls.

Firstly random items can now be dropped by slain enemies as in many rpgs. Random item's can be spawned with random prefixes and suffixes that modify not only their name but the items properties. The inventory has been completely redone from scratch with a different approach to everything. Half of the item code had to be rewritten, so that items could store unique properties while in inventory. I think the results are worth it though. Have a look.






Additionally AI has been redone from scratch except for a couple functions borrowed from the old ai. There's a lot to be done in expanding this ai, but it's moved from a simple state machine to a goal oriented ai. A* pathfinding can be seen below as the bot's navigation renders a little brown path across the terrain.




I'll post another demo once a couple remaining bugs get worked out, and some old features are re-enabled.

Update 4/06/07

I did a bunch of internal modifications, and speedups so I haven't updated the demo yet. I decided to give a couple screen shots I took during testing though.







Update 4/5/07

- Ai functionality based on the character body has been shifted over primarily to the ai's functions so that I can easily add new "bodies" for the ai's
- oh yeah and that's just what i did, new elf enemies now appear. They run faster but have less health and only use ranged weapons.

Update 4/04/07

4/01/07 first demo posted
- inventory system
- you can switch between a sword and a crossbow
- you can fight a couple orcs with crossbows
- you can drive some vehicles
- multiplayer support (if you can configure it, its not yet userfriendly)
- ai's are very evasive but still otherwise strategically dumb still

Ok some updates:
4/04/07:
- ai now has built in data its for weapon and how to handle it effectively rather than global variables, so now each bot can easily be assigned different weapons and know how to use them
- snazzy music
- music volume slider in the audio settings
- tweaked sound effects
- new playtesting weapon: blue rifle thingy
- better aim for ai's
- ai's respawn again
- fixed ai spawn locations too
- most known bugs fixed (a couple internal bugs that won't effect gameplay and a few minor ai glitches need to be ironed out)
- ai's kind of mull about one area until they see something interesting

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Completely New Game From Scratch

The entire game below developed in DarkBasic has been abandoned. If you would like the darkbasic source code though feel free to email me at animatedream@gmail.com .

However there is a brand new game being developed in the Torque Game Engine that promises more modern graphics, better physics, and great multiplayer support.

Ok so freewebs templates are nice. Brand new site with no effort.

 http://home.comcast.net/~zerto/demo_self_extract.exe

That's the 4mb self-extractor for the tech demo of my rpg. It is currently very interactive, but not yet fun to play unless you enjoy wandering around an infinite world. The battle system and rpg attributes are about 50% coded but only about 10% of the functionality is enabled.
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