First FreeVector Game
Posted: Wed Oct 24, 2007 8:58 pm
http://www.bookshock.com/xvidtrailer01.avi
(Requires Xvid codec)
Here is the Trailer (without audio) for the first game to be released using FreeVector. I would compare it to Sons of Mars, if anyone remembers that. I know, I know, the videos on the side look terribly, terribly slow. That is because the trailer was made in FLash and I (like an idiot) used a 12 fps setting. I should have made it 30 fps. The general consensus though is to 'not worry about it.' Anyways, all the levels (4) were built in RF and then exported to the engine. It supports:
Per pixel lighting
A dynamic and endless terrain system
Bumpmapping for skinned meshes
No vertex locking at runtime
Automatic LOD.
Super simple scripting language.
Built in combat AI
Easy to use physics.
Dynamic scriptable HUD.
Scriptable menu system. build any menu with just 5 commands.
Scripted fixed funtion interface
Advanced particle system.
Full control over the renderer using FX files. This game has bump mapping, shadow mapping, pp lighting, environment mappping, glare and glow. (I'd love to remake Op Spyrewolf using true Cel shading and a B&W cross hatched game of some sort.)
No compiler required. (Just like RF)
Mulitple control schemes including dual shock analog controller.
This version only makes first person shooters the next version will be for driving games (since those are most popular) first I'll make a few more first person shooters before I release them. Because FreeVector was modeled after RF, it makes games super fast as well.
The plan is to sell the games for a very modest price, under $10, and sell a book that describes step by step how to mod the games. Sort of like the Valve model, but allowing the user to use there own selection of tools.
Anyways, the release date is now less then 90 days away so keep your eyes open. Here is a next gen engine that costs less then $10 and needs no compiling. I'll see you all in another 3 months with Planet Jammer, Kumajutsu and Operation SpyerWolf.
Cheers
(Requires Xvid codec)
Here is the Trailer (without audio) for the first game to be released using FreeVector. I would compare it to Sons of Mars, if anyone remembers that. I know, I know, the videos on the side look terribly, terribly slow. That is because the trailer was made in FLash and I (like an idiot) used a 12 fps setting. I should have made it 30 fps. The general consensus though is to 'not worry about it.' Anyways, all the levels (4) were built in RF and then exported to the engine. It supports:
Per pixel lighting
A dynamic and endless terrain system
Bumpmapping for skinned meshes
No vertex locking at runtime
Automatic LOD.
Super simple scripting language.
Built in combat AI
Easy to use physics.
Dynamic scriptable HUD.
Scriptable menu system. build any menu with just 5 commands.
Scripted fixed funtion interface
Advanced particle system.
Full control over the renderer using FX files. This game has bump mapping, shadow mapping, pp lighting, environment mappping, glare and glow. (I'd love to remake Op Spyrewolf using true Cel shading and a B&W cross hatched game of some sort.)
No compiler required. (Just like RF)
Mulitple control schemes including dual shock analog controller.
This version only makes first person shooters the next version will be for driving games (since those are most popular) first I'll make a few more first person shooters before I release them. Because FreeVector was modeled after RF, it makes games super fast as well.
The plan is to sell the games for a very modest price, under $10, and sell a book that describes step by step how to mod the games. Sort of like the Valve model, but allowing the user to use there own selection of tools.
Anyways, the release date is now less then 90 days away so keep your eyes open. Here is a next gen engine that costs less then $10 and needs no compiling. I'll see you all in another 3 months with Planet Jammer, Kumajutsu and Operation SpyerWolf.
Cheers