Paradise Island [Gen1 Beta]

Community Forums/Showcase/Paradise Island [Gen1 Beta]

Banshee(Posted 2005) [#1]
Project: Paradise Island (Working Name)
Version: Generation 1 Beta 4


Hello, i've got my latest project up to a fully playable stage in an versus AI deathmatch mode (I plan on making the final game mission based).


Screenshot:


Download Files:
Full Install:
http://www.bansheestudios.com/games/ParadiseIsland_G1B4.zip

Features:
Reasonably large island map with Dense Animated Flora

Fauna & Ambient sound system

Day / Night Cycle with orbitting light Source & realtime terrain shadow rendering

Multiple special effect shooting for way over zealous action

Customisation options

AI path finding in patrol mode/combat mode, plots route around trees, steep slopes - hugs the lowlands for cover and tries to obscure siloeute.

Stealth system calculates movement, line of sight and cover from trees.

Vertex deformation on direct hits

Landscape scaring - scenic interactivity


SoggyP(Posted 2005) [#2]
Hello.

Dense Animated Fauna


Herds of lobotomised Bambi's?

:o)

Goodbye.


Banshee(Posted 2005) [#3]
Spelling nazi! Post fixed.


SoggyP(Posted 2005) [#4]
Hello.

Obviously lots of effort gone into this and good fun to play, but just a couple of comments:

- Well fast, decent FPS even on top settings;
- Lots of groovy particle effects;
- You can drive through an opponents tank. Bang goes any realism;
- No instructions on how to play;
- Difficult to identify where your missiles are heading both before and after you fire, and conversely difficult to see incoming before being splatted.
- Kicked me out of the game when I lost a life.

Also, not enough Bambi's to flatten :o) Enjoyed it otherwise.

Goodbye.


Banshee(Posted 2005) [#5]
Thanks for the feedback SoggiP, most of the crits you mentioned I just have not yet got around too and are planned. As for instructions: WASD+Mouse; Deathmatch versus AI. That'll all change later on but for now that's it ;).

Here's the latest version and some screenies to peruse...

http://www.bansheestudios.com/games/ParadiseIsland_G1B4.zip





EDIT: Updated to new version with a major enhancement for the reflective water, medium quality is now fast enough to be the default setting for water. The download links are updated or you can get a replacement .exe for G1B3 here: http://www.bansheestudios.com/games/ParadiseIsland_G1B4UPDATE.zip


boomboommax(Posted 2005) [#6]
the snow looks rather extream! id cut it down personally


Banshee(Posted 2005) [#7]
I already have cut it back :), although you can get close to that if you max out the option settings for weather effects. I improved the routine quite a lot since those pictures where taken and before releasing.

I've now written a more comprehensive set of instructions: http://www.bansheestudios.com/forums/viewtopic.php?t=117


xmlspy(Posted 2005) [#8]
Dang! the first thing I did was to press the left mouse button, holy crap, it scared the hell out of me! I like a lot of your work so far, getting good. I didn't play a long time, but from what I saw, I liked the transitioning of day/night, the wildlife, that voice that guided me where I should shoot... ah, and I liked the terrain texture change, was like painting the texture, hehe.

Now, things that I would suggest: a radar would be good, humans to run over... maybe even animals! a loading bar..., you could use the only Code Archive code I ever posted, teams system, different tanks! Something that could be improved is the weather system, you do have too much. There are "fake" ways to do this so it won't use as much power. clicky (email if you want code)

I must admit that at first I didn't like it, because I was destroyed by the only other tank... but then I learned to aim and had more tanks on screen, and then I kicked A!


CodeD(Posted 2005) [#9]
I can hook you up with some good tree textures iffin you want.


slenkar(Posted 2005) [#10]
The camera rotates too quickly when you move the mouse


Zenith(Posted 2005) [#11]
I had alot of fun, I'd like to be able to see whatever it is I'm shooting out though, there's was a little too much guesstimation! Unless ofcoarse that's how it really is.. :)


Banshee(Posted 2005) [#12]
Thank you for the feedback,
a radar would be good

FLIR implemented for next release, a fancy name for my 60 degree forward looking radar that sweeps left/right.
humans to run over...

I might put infantry in...
a loading bar

Done :)
teams system

Platoon badges and colour flash implemented, AI nearly done.
different tanks!

The first few are modelled and ready for implementation but it's a lot of work for new AI's and new special effects, you'll see ;)...
Something that could be improved is the weather system

Bah, I like it!
I can hook you up with some good tree textures iffin you want.

Thanks for the offer, i've got loads of flora textures but I need to buy a new hard disk before I have space to install a 3D modeller again, i've got £24 saved up so far...
The camera rotates too quickly when you move the mouse

Somebody has a seriously high dpi mouse, i'll put in a sensitivity control option.
I'd like to be able to see whatever it is I'm shooting out though, there's was a little too much guesstimation!

I am currently in the process of adding crosshair zooming camera & other internal views. It's a lot of work though so i'll be a while.


slenkar(Posted 2005) [#13]
About the turret control scheme, the mouse rotates the camera and then the turret follows, maybe itll be better when the crosshair is introduced.

Maybe you could make a demo for yourself where the mouse controls the turret and the camera follows, this may eliminate the need for a crosshair and give a greater sense of control.