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#1 MDave

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Posted 23 April 2009 - 05:06 PM

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Coming to Pandora ...

Is what I would like to say smile.gif

This project has been worked on for a good few years already, and recently been brought back to life for a release soon on PC/MAC/Linux. I''d LOVE to see this on the Pandora too. Infact, it should be pretty quick to see this on the Pandora because it''s based on the ioquake3 engine smile.gif

We have come pretty far, but we need some extra help with the coding side of things smile.gif If there is any quake 3 guru or game code know it all around, PM me so we can get this project finished and off the ground for the Pandora''s launch. There isn''t much we need to do. Pickle, if your reading this, I could send you the latest build to see how well it runs on the Pandora? smile.gif

#2 Pickle

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Posted 23 April 2009 - 05:25 PM

QUOTE(MDave @ Apr 23 2009, 01:06 PM) View Post

Pickle, if your reading this, I could send you the latest build to see how well it runs on the Pandora? smile.gif


I have no problem testing it out. Are you using opengl es?


#3 MDave

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Posted 23 April 2009 - 05:29 PM

QUOTE('Pickle' @ 'Apr 23 2009, 06:25 PM)

QUOTE('MDave' @ 'Apr 23 2009, 01:06 PM)

Pickle, if your reading this, I could send you the latest build to see how well it runs on the Pandora? \:\)


I have no problem testing it out. Are you using opengl es?


Awesome biggrin.gif Nahh, the renderer is pretty much identical to vanilla, stock, good old quake 3. Only a few additions to it, but nothing like GLSL shaders. Just fixed function things. I''ll PM you the SVN details smile.gif

#4 Tripmonkey_uk

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Posted 23 April 2009 - 06:39 PM

Woohoo, more work for Pickle laugh.gif
I take it that this is the ever so secret mod that you were on about the other week MDave? looks sweet.

#5 MDave

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Posted 23 April 2009 - 07:39 PM

QUOTE('Tripmonkey_uk' @ 'Apr 23 2009, 07:39 PM)

Woohoo, more work for Pickle \:lol\:
I take it that this is the ever so secret mod that you were on about the other week MDave? looks sweet.


Yeah that is the one wink.gif I was hoping to port it myself when I get my own Pandora, but my anticipation is getting to me, and thought it be great to have on launch tongue.gif

#6 MDave

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Posted 15 May 2009 - 12:33 PM

Looks like I'll be tackling this port of ZEQ2Lite on the Pandora, was hoping to get it ready on launch but it seems pickle is busy smile.gif and the ioquake3 port has some problems.

Oh yeah, the wiki has a typo with this projects name in the 'Projects under development' section tongue.gif

I'll post some more screenshots of the game some time today!

Oh yeah, anyone interested in working on this project? Drop me a PM or ask here! Quake 3 experience is favorable!

#7 Gruso

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Posted 15 May 2009 - 12:43 PM

QUOTE (MDave @ May 15 2009, 10:33 PM) <{POST_SNAPBACK}>
Oh yeah, the wiki has a typo with this projects name in the 'Projects under development' section tongue.gif
Then fix it. tongue.gif You have the powa!

#8 MDave

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Posted 15 May 2009 - 03:24 PM

QUOTE (Gruso @ May 15 2009, 01:43 PM) <{POST_SNAPBACK}>
QUOTE (MDave @ May 15 2009, 10:33 PM) <{POST_SNAPBACK}>
Oh yeah, the wiki has a typo with this projects name in the 'Projects under development' section tongue.gif
Then fix it. tongue.gif You have the powa!


There, done tongue.gif I was afraid of doing it because I've never edited a wiki article before. Hopefully I didn't break the internets in the process!

I think some things might need turned down to make the game actually playable on the pandora smile.gif If Quake 3 runs at 60, then this will run at 30-20, maybe less.

Anyway, some screen shots as promised:







#9 Gruso

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Posted 16 May 2009 - 12:50 AM

They look great! Is there a website with more info? Or can you give us more of a rundown on the game?

#10 MDave

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Posted 16 May 2009 - 04:14 PM

QUOTE (Gruso @ May 16 2009, 01:50 AM) <{POST_SNAPBACK}>
They look great! Is there a website with more info? Or can you give us more of a rundown on the game?


Cheers! We do have a website but the information on this particular project doesn't really exist yet tongue.gif

I'll explain it as if you are not aware of the dragon ball z series, and it's mechanics.

It's based on the dragon ball z franchise, as a third person fighting/shooting game smile.gif

It's a very fast paced twitch multi player game, including your average death match and team death match modes although we plan to make it very unlike your typical death match style game wink.gif

The health and ki (ammo for your shooting attacks) are all based on one variable called Power Level, so everything you do effects this variable (it's the only bar you can see in the HUD in the above screenshots). When it goes down to zero, you die. Getting hurt or over exerting yourself with a large attack drains this, as well as light speed movement (basically teleport, it's called zanzoken) smile.gif

You can increase your total maximum power level by fighting other players, or by charging it up (although you will be left stationary when you do this). Transformations become available after you reach a certain Power Level, and these can increase some stats like melee and ki strength and defense, although at a cost of constant power level drain, depending on how powerful the transformation is.

There is a lot of strategy to the game, mainly on how you control your power level and the tactics you use depending on the scenario, like close range fighting or long distance shooting smile.gif

The fighting system itself is also going to be something you would see straight from the show, with the fast speed melee when two players are locked on within a close range, and power melee with knocks the other player away (if you can land the hit!).

Characters have their signature ki attacks like the ones from the show.

Fights are meant to last for more then a few minutes against other players, although of course this depends on how much power level they have to play with before they die. smile.gif

There will only be a couple of characters to play with when we release, and a few maps too. Eventually this will increase once we have finished the core game code smile.gif

#11 devhace

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Posted 16 May 2009 - 07:08 PM

Looks incredible!

#12 Xian Long

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Posted 16 May 2009 - 07:49 PM

looks awesome =D. i look forward to this on the pandora.

PS. people haven't heard of dbz? blasphemy?

#13 Ayla

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Posted 17 May 2009 - 09:45 AM

Really nice !!

#14 fusion_power

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Posted 17 May 2009 - 01:12 PM

QUOTE (MDave @ May 15 2009, 05:24 PM) <{POST_SNAPBACK}>
I think some things might need turned down to make the game actually playable on the pandora smile.gif If Quake 3 runs at 60, then this will run at 30-20, maybe less.

The graphic looks more simple than Q3, maybe we are in Luck and it will run FASTER onto the Pandora? smile.gif However, I'm sure such a game will still look good enough when if runs for example in 400x240 (half the res of the Pandora Screen)

The game remembers me onto "BID FOR POWER" a very nice Q3 Mod (someone should test, if BFP works with the Pandora Q3 Version wink.gif ). I had the whole Dragonball-Chara version and it was quite fun. Big advantage was, you was able to play offline against bots, I hope, this "Zeq2lite" also has some kind of Single Player. happy.gif

KA-ME-HA-ME-HAAAA! biggrin.gif


#15 MDave

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Posted 17 May 2009 - 06:02 PM

Hehe, the graphics may seem not as detailed as quake 3's, but the maps are hundreds of times larger then your typical quake 3 map smile.gif The character models are also a lot more detailed, using much higher polycounts and texture sizes too. The first post in this thread, that picture was taken ingame wink.gif The map thats in that screenshot is about 35000 triangles alone tongue.gif I don't think that map will run at an acceptable frame rate at all on the pandora. So I think we will need to make some smaller, more pandora friendly maps for the pandora wink.gif

Yeah we plan to have bots in, although don't expect much from them initially, nothing much more then standing still (at least to test the combat and other things on them) tongue.gif