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-   -   Battletank 1942 (https://novahq.net/forum/showthread.php?t=49113)

Guest001 07-03-2018 03:44 PM

Battletank 1942
 
It's the future and it's 1942...

http://gardenshedproductionsinc.com/...2_screen01.jpg

Scott 07-03-2018 06:46 PM

I dont get it? Model of tank wasn't present in 1942?

Guest001 07-05-2018 12:16 AM

Quote:

Originally Posted by Scott (Post 389918)
I dont get it? Model of tank wasn't present in 1942?

The paradox is invoked through a quantum anomaly caused by scientific research.

Guest001 07-05-2018 02:37 AM

Physics & Rendering...
  • DX9
  • PhysX

In the pipeline...
  • Single Player
  • Multiplayer
  • Dedicated server
  • Integrated lobby
  • Map Editor
  • Controller Support
  • Joystick Support
  • Wheel Support

Guest001 07-09-2018 01:25 PM

Development screens of User Interface and Map Editor.


http://gardenshedproductionsinc.com/...e_screen01.jpg


http://gardenshedproductionsinc.com/...een01sized.jpg

Scott 07-09-2018 01:27 PM

Looks pretty simple :clap2:

Guest001 07-09-2018 02:00 PM

Quote:

Originally Posted by Scott (Post 389939)
Looks pretty simple :clap2:

Here's a shortlist of the capabilities.

Drag and drop interface with live simulation
Set AI attributes without scripting
Way-points, zones and regions
Auto doors and other occluder based objects
Various items like vehicles weapons ammo health and explosives etc
Editing and importing of the terrain
Painting textures and vegetation
Transferring of scene objects from one map to the other...

More to come...

Guest001 10-01-2018 02:16 PM

Update: BattleTank1942 will now be a level in the main game, the name of which is yet to be released.

GUI: HUD

Operative Unit - Development well underway.

http://www.gardenshedproductionsinc....eenshot024.png

Android Unit - Early stages weapon positioning and texture development.

http://www.gardenshedproductionsinc....eenshot026.png

Guest001 10-01-2018 03:17 PM

AI Classes added so far.

Mechs Tanks AVs Drones Droids Cyborgs Andriods Creatures....

http://www.gardenshedproductionsinc....eenshot800.png

Guest001 10-01-2018 03:28 PM

Musical theme development will evolve around the original concept developed for the BattleTank 1942 menu.


Scott 10-02-2018 08:21 AM

Nice work stomp!

Guest001 10-08-2018 07:16 AM

Update:
GUI: HUD Color

Testing HUD color changes in relation to general ambience especially during weapon firing.

Weapon Position

Muzzle fire position check

http://www.gardenshedproductionsinc....eenshot036.png

Steve 10-08-2018 12:57 PM

:gj:

Tiger Kiwi 10-10-2018 01:40 PM

That looks neat!

Guest001 10-11-2018 03:40 PM

Update: 64bit Engine
Render Test: Water plane and skybox


http://www.gardenshedproductionsinc....eenshot062.png

Guest001 11-16-2018 08:35 AM

Update:
Design-time screenshots

http://www.gardenshedproductionsinc....shot080web.png

Scott 11-16-2018 08:44 AM

When is the demo? :read:

Guest001 11-16-2018 12:40 PM

Quote:

Originally Posted by Scott (Post 390531)
When is the demo? :read:

LOL I'd love to say yes, coming soon Scott but it would probably be quite hard to secure with distribution also a problem at the moment.

Guest001 03-24-2019 07:09 PM

Quote:

Originally Posted by Scott (Post 390531)
When is the demo? :read:
Quote:

Originally Posted by stompem (Post 390535)
LOL I'd love to say yes, coming soon Scott but it would probably be quite hard to secure with distribution also a problem at the moment.


Looks like there will be a demo.

Scott 03-25-2019 08:38 AM

What are your distribution problems stomp?

Guest001 03-28-2019 02:50 AM

Quote:

Originally Posted by Scott (Post 391160)
What are your distribution problems stomp?

Hi Scott, thanks for asking because so far I can't find a way for the engine to read encrypted assets (like a pff) so the game has to be shipped in it's entirety with unprotected content.

Guest001 04-21-2019 10:27 PM

UPDATE: Web Installer Stub

The aim of this solution will be a standalone exe that will download and run the beta, demo and release installers remotely without having to change the 4MB Stub executable itself.

Guest001 04-30-2019 01:13 PM

Update:
Design-time screenshots

Arrival.
http://www.gardenshedproductionsinc....rrivalx960.jpg

Guest001 04-30-2019 04:12 PM

Update:
Design-time screenshots

No Traffic Lights Here...
http://www.gardenshedproductionsinc....LightsHere.jpg

Scott 05-01-2019 08:12 AM

:clap2:

Guest001 05-02-2019 08:43 AM

Update:
Design-time screenshots

Anybody Home?
http://www.gardenshedproductionsinc....nybodyHome.png

Guest001 05-05-2019 04:05 PM

Update:
Design-time screenshots

Still testing and building assets, installer system &c...
http://www.gardenshedproductionsinc....MPPtest800.jpg

Guest001 06-02-2019 07:32 PM

Update:
Multiplayer LAN Test - Finally Successful :hail: :thud:

Test made with 3 PC's in LAN

Device 1 : Cable PC core i5 Win10 High Powered with SSD
Device 2 : WiFi Laptop core i5 Win10 Medium to Low Powered with SSD
Device 3 : Cable Laptop core i3 Win7 Very Low Powered no SSD


Network discovery must be turned on first, then once in the game the user can host in a few clicks or play by entering the host IP address.

The configuration used is probably a very common one, as set out below.

Router IP Address: 192.168.0.1
LAN IP Address: 192.168.0.2 (First PC in LAN - Usually the host PC)
LAN IP Address: 192.168.0.3 (Next PC in LAN)
LAN IP Address: 192.168.0.4 (Next PC in LAN)
etc...

Guest001 07-13-2019 02:53 AM

POLL: Vote for weapon preferences in multiplayer maps.

I thought it would be usefull to create a series of polls regarding preferences for various aspects of the game, starting with weapon types in multiplayer maps.

If you would like to vote please go to the beginging of the thread...


Poll: Main Weapon For Multiplayer Maps

Guest001 07-15-2019 12:27 PM

Rifle 7.62mm - Auto / Grenade Launcher
http://www.gardenshedproductionsinc....5f13/ar1-7.png

Guest001 08-11-2019 12:37 PM

Update:
Interior Meshes
http://www.gardenshedproductionsinc....oncepts001.jpg

Guest001 10-22-2019 05:41 PM

3 Attachment(s)
Update: HUD & Environment Concepts

Guest001 12-11-2019 10:07 AM

Update: Steam partnership agreement and new game title official.

Guest001 01-17-2020 12:07 AM

Update: Developing Signatures

http://www.gardenshedproductionsinc...._Insig_001.png

Guest001 01-26-2020 01:25 PM

Update: Launcher

There are many ways the user experience is influenced in a game and I've noticed that presentation in Menus is very important and comes in various forms.

After some carefull consideration I've decided to follow what some AAA titles have done by ditching the Fullscreen GUI in favour of a Launch Window.

Of course the game runs in Fullscreen but the launcher allows for the opening of the editors without having a full blown GUI in the way. :wave:

http://www.gardenshedproductionsinc....ncher_v006.png

Guest001 02-05-2020 10:25 AM

Update: Launcher

Minor design changes - spanning subwindows

http://www.gardenshedproductionsinc....cher_v006a.png

Scott 02-05-2020 10:47 AM

Looking good stomp!

Guest001 02-24-2020 05:38 AM

Thanks, I'm glad you like the design.

Here's an update on the Front End of the Game Package

Either the launcher or GUI (Full Screen Menu) will load according to the last mode used - Create or Play.

Update: GUI 1

http://gardenshedproductionsinc.com/..._GUI_v6005.png

Scott 02-24-2020 09:52 AM

Nice work on the GUI, looks more refined than the previous ones.

Guest001 02-24-2020 06:45 PM

Quote:

Originally Posted by Scott (Post 393732)
Nice work on the GUI, looks more refined than the previous ones.

Thank's again Scott.

As I've said before I think the GUI is a very important aspect that shouldn't be taken lightly.

So now that I have the design I want the outstanding problem is initial size.



Q. I hope I can ask for a bit of advise or opinion about the following subject without contravening ethics or legalities.

At the moment the GUI is built at a per pixel resolution of 1600x900, so it scales up on a Full HD screen.

A predictable issue for the future is average screen sizes may increase to the point where image quality degrades.


So do I build it 1920x1080 or higher and down scale for now?


The current situation regarding average or legacy hardware complicates things in that retro fitting to smaller screens could be compromised.

Some of the issues could be incorrect scaling, loss of window focus, off screen elements like not being able to reach the exit button, object crowding etc.

:dontknow:


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