Author Topic: DOA - Dead on Arrival  (Read 8651 times)

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ATG

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DOA - Dead on Arrival
« on: February 01, 2008, 05:48:00 pm »
I decided I should start a thread about my newest calc project DOA, for the 68k series. It is another FAT engine based game, this would be my third... Anywho here's the open to the story:

You are part of the I.G.I.A, the InterGalactic Intelligence Agency. You have been sent to Titan, one of saturn's moons to investigate the disappearance of weapons, plutonium and some soldiers. The IGSA, the InterGalactic Security Agency runs and funds this base, so uncovering the reasons for the disappearing weapons and soldiers is of the highest importance.

After being briefed, fed and dismissed, you spend some time reading in your quarters. Some time in the early hours of the day, you hear a crash. You grab your weapon and dash towards the direction the sound came in. The T1000 has gone berserk. It appears that this prototype defense robot has killed a soldier. You draw your weapon, find a weak spot and fire. After the thing has been disabled and the body of the soldier is taken care of, the T1000 is taken in for diagnostics to find out why this happened.

In the morning you hear a commotion coming from the administrative quarters. "What now?", you think as you rub the last remnants of sleep from your eyes. You make your way to the commander's office and find out that during the night, the diagnostics lab technician has been murdered.
 
And here's a neefty little kleep I decided to create as a kind of showcase of the game.

DOA Showcase

Offline DJ Omnimaga

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« Reply #1 on: February 01, 2008, 06:07:00 pm »
wow awesome, this seems even better than Doom :)

I like how the enemies look 3D and all, nice job on the graphics. Nice intro as well :)

Only suggestion would be to make the gameplay area a bit wider, preferably the same width than the heigh :)

Keep up the good work on this!

Offline Netham45

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« Reply #2 on: February 01, 2008, 07:21:00 pm »
wow, this looks amazing. But, I noticed that in certain places, there were words such as "like" that were split over 2 lines, "li
ke"
You might want to try to fix this, as it makes it much harder to read.
Also, would it be possible to move the radar below the status? Then you could use more of the screen for the game view, which would be awesome!
Other than this, this game looks amazing. Bravo!
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Liazon

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DOA - Dead on Arrival
« Reply #3 on: February 01, 2008, 09:49:00 pm »
o.o nice!  I love the cutscenes a lot!

ATG

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DOA - Dead on Arrival
« Reply #4 on: February 02, 2008, 02:40:00 pm »
Thanks for the complements! :)

The viewing area is set to 96 pixels by 96 pixels, and I can't do anything about that. That's because this is a FAT powered game and the viewing area is standard. The movie maker thing made the screenshots look squished width wise, so it appears to be a vertical rectangle, instead of the square viewing area as in real life.

As for the text being split by the screen, I am going to work on this, but it's not on the top of my list currently. There are a lot of things that aren't even close to being done, and I need to work on those first. Then comes the touch ups and minor things like the word wrapping.

It is being worked on however :)

Liazon

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DOA - Dead on Arrival
« Reply #5 on: February 02, 2008, 07:06:00 pm »
96x96 is already more than the number of pixels available on z80s, not to mention it's gs, so it's all good!

Offline DJ Omnimaga

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« Reply #6 on: February 02, 2008, 07:09:00 pm »
oh thats why it looked so small, i thought it was like 48x64. I guess it's Youtube compresion that is to blame, i was sure the vid was taken from a TI-89

ATG

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DOA - Dead on Arrival
« Reply #7 on: February 03, 2008, 12:32:00 am »
Actually the screens are taken from a Voyage 200, because it's my favorite calc. :) The Ti-89 version has all the stats and radar on one side, and the HUD is a little less intricate because of the screen size of the 89.

So, generally I take screenshots of the 92+/Voyage 200 version. But the game play and all that is the same.

Offline DJ Omnimaga

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« Reply #8 on: February 03, 2008, 01:04:00 am »
cool, I wish they would do a full screen FAT engine, but i guess that would be much slower.


Btw question: Why is there so few non-grayscale ASM/C  games on 68k calcs? On the 83+ almost all games are monochrome and people love them

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DOA - Dead on Arrival
« Reply #9 on: February 03, 2008, 10:19:00 am »
the libs, whether it be TIGCC's stuff or extgraph or FAT, make it way too easy to do gs.  The available functions are exactly the same as their b/w counterparts, except about twice as many arguments for the extra layer.

and even if the game was starting to slow down, I don't think people would back down from gs.  They'd start optimizing in ASM just to squeeze out more cycles.  I guess gs has become a norm/expectation for the 68ks.  Though Phoenix for 89 has never been converted though.  The version I have is still b/w and it's still fun ^^

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« Reply #10 on: February 03, 2008, 03:53:00 pm »
thanks for clarifying things up :)

I was just wondering, i was afraid that most 68k ppl hated b/w graphics with passion, no matter how good they were x.x

ATG

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DOA - Dead on Arrival
« Reply #11 on: February 03, 2008, 10:20:00 pm »
No, most 68k guys don't hate b/w, we just prefer gs. :) Or at least that applies to me.

I think that if SM68k had been black and white, it wouldn't have turned as many heads. Some things you just can't do in b/w. Plus I've noticed that the b/w raycasters, with the exception of the maze 3d and Gemini, tend to be difficult to see.

The full screen FAT engine would be impossible to get any real speed out of, even in your best case scenario, the 160*100 pixels of the 89 would still mean you would have to check on/update 1600 pixels.

Plus, the textures would have to be scaled a lot more, adding more clock cycles. And throw in gs, and you've got an unplayable game/engine.

I imagine it would be around 2 fps. So that would kind of suck. :p

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« Reply #12 on: February 05, 2008, 03:17:00 am »
yeah quite a big pb i see -.- I guess it's better to let things as they are now ^^

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DOA - Dead on Arrival
« Reply #13 on: February 05, 2008, 07:00:00 pm »
would 160x100 b/w be playable?

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« Reply #14 on: February 05, 2008, 07:18:00 pm »
I'm sure it would, but maybe people wouldn't like the graphics since it's hard to see, even in Gemini it was. I think it would be very nice in a RPG style game with few texture details though