As a member of the 1st World Nuremberg Code Enforcement Battalion you have been detached to a mission on an uncharted island, where internationally wanted war criminals, terrorists, mad scientists and cleptocratic megalomaniacs have taken their last stand in order to escape Justice.

Soldier, arrest and detain their leaders by any means necessary.

Controls:

Cursor keys and mouse to steer, Left Mousebutton: fire. Space: jump.

Please note: this is an early draft for an NPC handling code. This is not yet a full game, but you can already fight against the NPCs and get an idea about how playable such a system could be, given it is refined a bit more. This release is also a milestone in my fps case study for CopperCube, as, while still rudimentary and imperfect, it uses every feature required for a serious fps and therefor proofs CopperCube is indeed capable of producing fps etc. games for the WebGL target.

I also add the CCB project for download, so you can see and use the scrips. The NPC system however loads a number of waypoint files that were recorded by a feature of the current version of fancy terrain generator that's not yet released, but the format is simple so you could make your own recorder easily. It's in test ascii format, each file consists of:

number of waypoints

path index  (0 to number of NPCs)

waypoint X

Y

Z

Yaw angle

timestamp  (this is ignored so far)

X

Y

Z

Yaw

timestamp

X

,,,,


The recorder records the current player position once every second and makes it a waypoint. If the player is idle, the NPC will also be idle, except for when in attack/panic mode. However I'm looking forward to release the latest generator version ASAP, even tho, in order to be able to record tracks that can utilize meshes that were added in CopperCunbe to the terrain (eg. buildings), one should better  implement the recorder in CopperCube, which seems too trivial. To adjust the walking speed, you may have to use a sampling frequency slightly higher or lower than 1 second, or you may alter the speed values for walk and run in the game script.

StatusPrototype
PlatformsHTML5
Rating
Rated 3.5 out of 5 stars
(2 total ratings)
AuthorjfkEO1010etc
GenreShooter, Action
Tags3D, coppercube, copperlicht, csp, FPS

Download

Download
ouchee_ramification_ccb.zip 75 MB

Development log

Comments

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(+1)

hey man! i used to play your fps Secret of Manes when i was little, it was on a Czech CD with games distributed by a magazine. i managed to find a copy of th egame online, but cant manage to run it on w10. is there a way?

Sorry I missed this one. Maybe it works when you have latest DirectX9 support, and legacy support for directPlay, and a way to disable DEP for a particular EXE. (Data Execution Prevention was added with Windows 2000 I guess, causing Blitz3D EXEs to crash when they were compiled before BlitzResearch released an updated Compiler.)

You know, in Windows 10, it often says "Your operating system cannot run this program. Talk to the company who made the program ". But it's a lie! Can you believe that? So then you run the same program with Admin rights, and confirm "yes, I really want to run this." Then it works, and from then on it works even without admin mode.

I tried a batch (.bat file) that would simply redirect a textfile to a COM port (type test.txt > COM3:)  and Win10 said "Sorry pal, this OS cannot run this program, talk to the company who sold you this crap" but you know what? Microsoft sold me MSDOS that it said, doesn't run under Win10... they are crazy lol.

Had fun exploring, maybe a couple more npcs in the finished version would be nice and limited ammo?

Thanks! This "game" is mostly to show the output of the "fancy terrain generator". Pity tho, with an island that size, I'm getting a low framerate if I add too much NPCs and additional meshes like buildings.

However, making the terrain/ island only about 1/4 of the size, would be the way to go. All the other things like Ammo, medipack etc. pickups would then be simple additions. But the trees still need a proper LOD handler, right now only the ultra-low-poly version is shown, regardless of distance (4 triangles per tree). Also, I have to find a way to get smooth seams on alpha-masked, yet correctly z-sorted geometry, such as the trees. Also, fog causes a white seam problem with these alpha-masked textures, so I use a fog substitute made out of a  couple of add-blended cubes around the camera - far from elegant.

What  I really like here however, is how the grass adapts to the ground color, like the shade under trees, which is just individual vertex-color on the actual terrain mesh. And also, how the grass grows perpendicular to the  ground angle, and not just aligned to  the Y axis.

(+1)

For a procedurally generated terrain that's pretty fancy i'd say, I'm learning about procedural generation in class today, hopefully well see some more fancy terrain generation such as this one. 

Thanks. I had some engine limits. Like the outlines of masked textures are sharp and clumping, ruining the horizon unnecessarily. But generally speaking, yes, procedural can do a lot. You invest a lot of time in finetuning the procedure, hence a quick testing option is required. Once it is nicely tuned, it will take you just a click for a whole new world. Well, that's a bit of an exaggeration ^^ Trees are originally procedural as well, see my procedural pine tree thing. Here I render those trees from 4 different angles, and cover 4 intersecting triangles with these renders. These ultra-lowpoly trees were meant as distant LOD trees, and on close distance they were meant to be switched with a higher poly version. But the thing became slow already, so I never added that.

(+1)

You should definitely join and add this or the Shambala game in the game jam.

Good game, but a little boring. But it's already excellent for coppercube. I like your scene. You can also take a look at my game, which is also made with coppercube, but it is still a little inferior to you

Thanks.      Yes, it's not a full game. However some spots I like there, certain bays.

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Thanks. There's a problem with plants and fog mixed in WebGL (bright seams, as bright as the skybox), so right now I use a fog substitute, but it's just a little bit of fog at a distance, using a cascade of add-blended big boxes around the camera. I'd love to add bloom, but I also want to see what's possible with the free version of CopperCube. Frankly, Niko should add postprocessing to the free version. Well, I still want to see whether I can use the underlaying functions using Copperlicht syntax directly - it can render to texture, which is half the rent for Bloom.

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Note: despite the fact that I have added to this game the necessary tabindex zero script thingy to make keys work on itch.io, a step that worked reliably so far, I just now had again unresponsive cursor keys, which is weird. I then hit ctrl-r to reload the page, then it worked again. But still.. well just so you know. Try reload if keys don't work.