What's going on right now...
Posted by JavaMan at March 4, 2009
So in my previous post, I said I would be starting on a new shooter. After some more thought I decided that I would bring back Conflict. It was just too much work to throw away. For an entire month or two I worked on it constantly. Ask anyone in my high school CS class, they played my game since day one when we were all little circles. And the networking was glitchy as hell.
So since my last post, I have been working on a few things. First, I decompiled my last buggy Conflict version. I took almost all the src code back but the additional comments I wrote are all gone. Next I have successfully made the Conflict engine work again and also ported the rendering to use opengl. The advantage of doing this was not apparent at first but last week when I finally finished the porting I had 1000 nade explosions and the FPS stayed at the max screen refresh rate 60 FPS. Compared to before, I was lucky to stay at 30 fps with 10 nade explosions. This means that if you can run a fps game decently, Conflict has the potential to run 100x faster.
You can try the demo at: http://www.pendulumlabs.com/conflict/conflict.jnlp
There is still work to be done for it to actually go up again.
I've listed here the steps to reach that goal.
~ *Finished* Port the lobby, I've got the engine but the lobby still needs to be brought back.
~ *Finished* Port the login Screen where the awesome music would start playing...
~ *Finished* Networking, I have the src for the old networking but I don't like it any more. I've learned a few new tricks to implement for the final release. This new method will make game-play have less bandwidth and improve the latency. (UPDATE: i decided not to implement the faster/robust net engine because it will take a lot more time, the current engine works fine as it is)
~ *Finished* Decompile latest lobby server (UPDATE2: good news I found a gmail sentmail archive that contains the attachment.)
~ *Working on* New features. Explore things opengl has to offer like lightning effects, distortion, IDK. I can't release this without some new features. Some new weapons? It's gonna be faster at both rendering and networking but I know you guys like eye candy better. lol (UPDATE: me and SourceOfPain were able to get opacity images working. Which means see thru tiles... You can check it out in the demo)
~ Beta testing (email me if you're interested) javaman22 at gmail dot com
~ Final touches with the website (sync stats to be viewable online)
~ "MAKE LOBBY GO UP" taken from the words of season
I'll edit this post when I finish each step K? Until next time then PEACE!
About Conflict Online
Conflict Online is a fast paced online third person shooter. Players join a lobby where they can then host or join games. The goal is to make the game simple but addictive. The game is still being developed, but it is completely playable now. :)
Features
- 4 Gametypes
- Different weapons to kill your opponent
- Different suits to give you an edge
- Action packed!