NS2-D?!

irjasonirjason Join Date: 2009-02-05 Member: 66312Members
As you are all properly a bit confused with the forums title, I would like to share with you a project i have been working on. NS2D this is very early alpha and really a lot of the stuff been done is just fundamental's after all they are the building block you need before you really get started on the game total design. The game is what it say's really natural selection 2 but in 2D, and will be released free in beta/alpha stage's ounce it's a playable release given that NS2 Dev team don't have any problem's with this.

The Reason for doing this:
Since i my self and studying game design at college i had to chose a game to do, and since NS and NS2 have all-way's been close to me. I thought i would do NS2D so i can follow a similar game building process as the NS 2 team them self's. With en countering similar problem's they have faced. Making this a very interesting build process. This actually will not be used at my college at any time though due to the restrictions on the age limit i have to apply in my course profile "pg rating" so ill be doing another project along side this for that. So this is entirely just for educational reasons and well to have a bit of fun with some of the NS2 players and hopefully anyone else who decides to try it.

Currently Implemented:
Building System for marines
Grenade launcher,Flame thrower, Rifle, Pistol, Shot Gun
Mac's
Resource system
Command Console and basic ability "Buy / Sell etc"
Mini Map
Basic Marine sprite's (different animations per weapon)
Basic Upgrade system
Lighting System
Collision System
And ALLOT of behind the scene's UN-visual coding getting thing's sorted out for fast implementation of new things.

I currently have only concentrated on getting the base of the marine's done for a start off point before starting on the aliens. This will have both a Multilayer mode and a single player mode ounce it's done. But i will more than likely keep the AI pretty basic for the single player since it's intended as a Multi-Player game.

Please feel free to post ideas,Feed back to help the progression of this "for fun game" still a lot of work to be done!

I would also like to say thanks to swalk who has been helping me with this project from the start, who improved the weapon system to be more like NS2 and helped with allot of already game play improvements to match the real game! ANYWAY enough of me typing! here are a few pre pre alpha shots!

<img src="http://i164.photobucket.com/albums/u33/irjason/preprealpha2.jpg" border="0" class="linked-image" />

<img src="http://i164.photobucket.com/albums/u33/irjason/preprealpha.jpg" border="0" class="linked-image" />


I look forward to hearing what you have to say good or bad ^^;
«13

Comments

  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    Are the gorges still super lethal in melee range? :-D

    I love NS2D!
  • irjasonirjason Join Date: 2009-02-05 Member: 66312Members
    ^^; u knows them gorge's pwnz! totally O.P!
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    Are you creating this in spark?
  • irjasonirjason Join Date: 2009-02-05 Member: 66312Members
    No this is on a stand alone engine =]
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1889604:date=Dec 10 2011, 12:48 PM:name=Argathor)--><div class='quotetop'>QUOTE (Argathor @ Dec 10 2011, 12:48 PM) <a href="index.php?act=findpost&pid=1889604"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are the gorges still super lethal in melee range? :-D

    I love NS2D!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes they are kind lethal if you collide with them :D
    At the moment alien damage is done through collision(changing later), but I added a basic armor system(also needs another pass, to become more like NS2), so you should survive a little longer now :D
    I finally got the armory buy menu working, after Jason reworked the menu and I added the remaining variables to make it work. :P
  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Members
    baby yeah :D

    so does the open beta starts??
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    nice idea!
    To create a fear for marines from above, could you add something like a FOV ?
    like this:
    <img src="http://img809.imageshack.us/img809/231/fpbh.jpg" border="0" class="linked-image" />
  • irjasonirjason Join Date: 2009-02-05 Member: 66312Members
    Price - We are actually going to be implementing at some point something similar to what you have mentioned but instead of having the area around the player as completely black it will be semi transparent. so the player can see the object's around him that we let them such as team items armory's/res nodes etc but with a FOV that the player can see the alien's with in and alien objects ^^ thanks for the suggestion! Me and swalk are heavly working on some of the core fundamentals at the moment of the marine team since these elements as much as they not be so visual to the user in the game such as building, able to place res nodes on res node spots etc are vital in how the game play will work out and the game it self.
  • irjasonirjason Join Date: 2009-02-05 Member: 66312Members
    <!--quoteo(post=1889787:date=Dec 11 2011, 05:53 PM:name=Trainee.ger)--><div class='quotetop'>QUOTE (Trainee.ger @ Dec 11 2011, 05:53 PM) <a href="index.php?act=findpost&pid=1889787"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->baby yeah :D

    so does the open beta starts??<!--QuoteEnd--></div><!--QuoteEEnd-->

    not for a while shamefully, we are heavy concentrating on the fundamentals of the marine team then we will switch to alien team then we have to optimize it to prevent unnecessary lag, ounce this is all said and done it's time to get on with the dedicated server code. Ounce that is done to a good enough standard the beta will start. The reason we are taken this approach is due to not having to go back on our self's and saving time by doing the network part last. since we wont be tempted to test modification we do on sever and client side with each other none stop there for decreeing the amount of time it will take for the total development. Sorry about double post
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited December 2011
    So do you guys in need of help? Id be happy to help out and to brush up my skills at the same time.
    I can do some photoshop work for you and I just now started doing some sound stuff so I can maybe help with that too, PM me or write here if you are interested.
    Anyway nice little project you got going on here, keep up the good work guys!

    Jibrail
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    Is this going to have all the official Ns2 maps?

    I'd love a NS2D_tram and NS2D_summit.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1889898:date=Dec 12 2011, 08:39 AM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Dec 12 2011, 08:39 AM) <a href="index.php?act=findpost&pid=1889898"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is this going to have all the official Ns2 maps?

    I'd love a NS2D_tram and NS2D_summit.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I already thought of this, and since it's "simple" 2D, it should be possible to get a wide array of maps.
    Such as remakes of NS1/NS2 maps, and also some of our own creations.
    But first we want to get the core gameplay down, then the mapping should be alot easier.
    For now Jason made a test map(which seems decent for the gameplay aswell).
    All in all, more maps later on. :)
  • irjasonirjason Join Date: 2009-02-05 Member: 66312Members
    <!--quoteo(post=1889859:date=Dec 12 2011, 01:50 AM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Dec 12 2011, 01:50 AM) <a href="index.php?act=findpost&pid=1889859"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So do you guys in need of help? Id be happy to help out and to brush up my skills at the same time.
    I can do some photoshop work for you and I just now started doing some sound stuff so I can maybe help with that too, PM me or write here if you are interested.
    Anyway nice little project you got going on here, keep up the good work guys!

    Jibrail<!--QuoteEnd--></div><!--QuoteEEnd-->

    We would love some help's doing the sprite's and the map design's them self's since this take's us time when we could be doing the code. So we would be more than grateful for any sprites/maps done. And luckily since the method we are currently using really reply's for the max it self so to speak as a background image this can be done by anyone. What you will need to do is create a map ill post a example file here for you to look at. And then draw what you want the map to look like in Photoshop. I can do the collision mask for you ounce you are done. Also for the sprite's these do vary in size depending on the structure or object you will be doing. a ruff scaling of a image for a sprite is about 45/45. As a reference the player is 55/28 and we need allot of sprite's done we have very little done for aliens. So feel free to do all the structure's,gorge's skulks etc and for anyone else who would like to contribute in anyway feel happy to post your stuff here. And thank you for your offer.

    <a href="http://www.sendspace.com/file/78rhe7" target="_blank">http://www.sendspace.com/file/78rhe7</a>

    note that this is our example map we are currently using just for testing.

    <!--quoteo(post=1889898:date=Dec 12 2011, 07:39 AM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Dec 12 2011, 07:39 AM) <a href="index.php?act=findpost&pid=1889898"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is this going to have all the official Ns2 maps?

    I'd love a NS2D_tram and NS2D_summit.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In time we do plan to add most the official NS2 maps but due to at the moment it being just 2 of us and our main concentration is in the code and structure of the game it might take some time for that to happen. But if other people would like to contribute to help speed up this progress we would be more than happy to see there work and hopefully use it =]
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited December 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->We would love some help's doing the sprite's and the map design's them self's since this take's us time when we could be doing the code. So we would be more than grateful for any sprites/maps done. And luckily since the method we are currently using really reply's for the max it self so to speak as a background image this can be done by anyone. What you will need to do is create a map ill post a example file here for you to look at. And then draw what you want the map to look like in Photoshop. I can do the collision mask for you ounce you are done. Also for the sprite's these do vary in size depending on the structure or object you will be doing. a ruff scaling of a image for a sprite is about 45/45. As a reference the player is 55/28 and we need allot of sprite's done we have very little done for aliens. So feel free to do all the structure's,gorge's skulks etc and for anyone else who would like to contribute in anyway feel happy to post your stuff here. And thank you for your offer.

    <a href="http://www.sendspace.com/file/78rhe7" target="_blank">http://www.sendspace.com/file/78rhe7</a>

    note that this is our example map we are currently using just for testing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    can you give more info, are the sprits you are using animated? what format would you like them to be in?
    Ill give it a shot and see what I can come up with.
    How much of the current map is done texture wise? and allso does these maps have vents?

    Jibrail
  • irjasonirjason Join Date: 2009-02-05 Member: 66312Members
    edited December 2011
    <!--quoteo(post=1889967:date=Dec 12 2011, 06:36 PM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Dec 12 2011, 06:36 PM) <a href="index.php?act=findpost&pid=1889967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->can you give more info, are the sprits you are using animated? what format would you like them to be in?
    Ill give it a shot and see what I can come up with.
    allso does these maps have vents?

    Jibrail<!--QuoteEnd--></div><!--QuoteEEnd-->

    I am thinking of some kinda of vent system that can be used. but haven't progressed to far on that front since i am looking more in to the game player it self and game design as said before. here is a example of a sprite i have done of the Command chair closing showing how the files should be and also the file's should be in a .png format and transparency for place's you do not want to be shown.

    <img src="http://i164.photobucket.com/albums/u33/irjason/closeanimation1.png" border="0" class="linked-image" /><img src="http://i164.photobucket.com/albums/u33/irjason/closeanimation2.png" border="0" class="linked-image" /><img src="http://i164.photobucket.com/albums/u33/irjason/closeanimation3.png" border="0" class="linked-image" /><img src="http://i164.photobucket.com/albums/u33/irjason/closeanimation4.png" border="0" class="linked-image" /><img src="http://i164.photobucket.com/albums/u33/irjason/closeanimation5.png" border="0" class="linked-image" />

    hope this helps you with your questions ^^
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited December 2011
    I was thinking of something like a vent system for only skulks and gorges ( vents in red color ), in that case what should the width of the vents be?
    Allso are there any plans for DI?
  • irjasonirjason Join Date: 2009-02-05 Member: 66312Members
    edited December 2011
    <!--quoteo(post=1889982:date=Dec 12 2011, 07:43 PM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Dec 12 2011, 07:43 PM) <a href="index.php?act=findpost&pid=1889982"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was thinking of something like a vent system for only skulks and gorges ( vents in red color ), in that case what should the width of the vents be?
    Allso are there any plans for DI?<!--QuoteEnd--></div><!--QuoteEEnd-->

    We will be in the long run adding a vent system and will prob use your idea but with the red for vent's that marine's can not access without a jet pack. Also we will be adding DI you will be pleased to hear ^^ (or disappointed!) but thought since i am posting and i am working my way threw our new lighting system i would share a image with you guys "keep in mind i am testing! so ignore hive ^^;"

    <img src="http://i164.photobucket.com/albums/u33/irjason/lightingtesting.png" border="0" class="linked-image" />
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    ok so I made a bunch of stuff, here is a WIP map, what ya guys think?

    <img src="http://i.imgur.com/Vqejn.jpg" border="0" class="linked-image" />
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Looks cool, looking forward to see it more finalized :)
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    <!--quoteo(post=1890083:date=Dec 13 2011, 12:55 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Dec 13 2011, 12:55 PM) <a href="index.php?act=findpost&pid=1890083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks cool, looking forward to see it more finalized :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    thanks I actully send it to irjason, I will be working on adding detail at a later point I want to make sure that it plays right and all that, it might need some changes.

    looking forward for more updates guys, maybe your WIP on my map :D

    btw map name is ns2d_Switch
  • irjasonirjason Join Date: 2009-02-05 Member: 66312Members
    Yeh thanks for them sprite's and map file rammaj we will implement them asap, we are currently working on the marine's upgrade system and also working on getting some nice sounds in game thanks to tek! and the ns2 sound guy for helping tech access the ns2 files! big thanks there! ^^; Then ounce this has been done we will have most the marine's fundamental's down and we can move on to the alien side's fundamentals! ^^ finally! so that's gonna be a lot of fun to do. So hopefully you will see some new graphical update's soon with thing's like infestation! ^^; me and swalk will keep slaving at this till it's done so we can all run around n play "shoot the swalk!" should be fun
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1890260:date=Dec 14 2011, 06:00 PM:name=irjason)--><div class='quotetop'>QUOTE (irjason @ Dec 14 2011, 06:00 PM) <a href="index.php?act=findpost&pid=1890260"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeh thanks for them sprite's and map file rammaj we will implement them asap, we are currently working on the marine's upgrade system and also working on getting some nice sounds in game thanks to tek! and the ns2 sound guy for helping tech access the ns2 files! big thanks there! ^^; Then ounce this has been done we will have most the marine's fundamental's down and we can move on to the alien side's fundamentals! ^^ finally! so that's gonna be a lot of fun to do. So hopefully you will see some new graphical update's soon with thing's like infestation! ^^; me and swalk will keep slaving at this till it's done so we can all run around n play "shoot the swalk!" should be fun<!--QuoteEnd--></div><!--QuoteEEnd-->
    HEY YOU!
  • irjasonirjason Join Date: 2009-02-05 Member: 66312Members
    edited December 2011
    rammaj i been putting your images in to work btw ^^ here is a little preview

    <a href="http://i164.photobucket.com/albums/u33/irjason/lolzfade.gif" target="_blank">http://i164.photobucket.com/albums/u33/irjason/lolzfade.gif</a>
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited December 2011
    nice preview, looking forward to the other stuff being animated :D and to see what you guys are doing with the DI.

    Allso I though of how the fade blink could work, how about have the fade blink ns1 style with trails kinda like the mouse trails in windows.
    <img src="http://i.imgur.com/0KYqP.jpg" border="0" class="linked-image" />

    Allso like this one <a href="http://www.youtube.com/watch?feature=player_detailpage&v=NaHvO2ijwlI#t=38s" target="_blank">HERE</a>
  • irjasonirjason Join Date: 2009-02-05 Member: 66312Members
    I like that idea allot, will implement it shamefully we been caught up trying to rebuild the building system so it's nice for us to use in the long run so swalk has been working hard on doing that. And i been lacking coding since i been really waiting upon his huge implementation and don't want to do allot of things and have to merge the copy's at a later date since it will get very confusing for us both! so ounce swalk has fished implementing a good building system we can get to work on the aliens finally
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited December 2011
    <!--quoteo(post=1890411:date=Dec 16 2011, 02:01 AM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Dec 16 2011, 02:01 AM) <a href="index.php?act=findpost&pid=1890411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->nice preview, looking forward to the other stuff being animated :D and to see what you guys are doing with the DI.

    Allso I though of how the fade blink could work, how about have the fade blink ns1 style with trails kinda like the mouse trails in windows.
    <img src="http://i.imgur.com/0KYqP.jpg" border="0" class="linked-image" />

    Allso like this one <a href="http://www.youtube.com/watch?feature=player_detailpage&v=NaHvO2ijwlI#t=38s" target="_blank">HERE</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    I had another idea of the how our fade blink would work, it would basicly be somewhere between ns1 and ns2 blink.
    Very much like this mod:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115631" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115631</a>
    So when you hold mouse2, you go into etheral, and drain energy(faster than the mod drains).
    When you come out of blink we apply some friction and keep the momentum.
    So the result would be something like the mod. And make fades not be in etheral all the time(like they currently do with the ns2 blink).
    In etheral we could have some particle effect that trails the fade.
  • irjasonirjason Join Date: 2009-02-05 Member: 66312Members
    ^^ today we are starting on the marine side multi player code just a little update ^^; should be .. fun XD
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    We're done with the basics of the server, and the chat works!
    Now we need to make the rest of the game multiplayer :P
  • irjasonirjason Join Date: 2009-02-05 Member: 66312Members
    Just a little update, we are changing over our multi player system to a better supported version and there for will be less lagy and easier for us to set up. also we got a new guy helping out who is a close friend of mine who will be doing allot of coding so progress now should go even faster since he is a experienced coder, hopefully by new year a youtube video of the game in its current state will be shown for you all to view =]
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1891529:date=Dec 24 2011, 03:44 PM:name=irjason)--><div class='quotetop'>QUOTE (irjason @ Dec 24 2011, 03:44 PM) <a href="index.php?act=findpost&pid=1891529"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just a little update, we are changing over our multi player system to a better supported version and there for will be less lagy and easier for us to set up. also we got a new guy helping out who is a close friend of mine who will be doing allot of coding so progress now should go even faster since he is a experienced coder, hopefully by new year a youtube video of the game in its current state will be shown for you all to view =]<!--QuoteEnd--></div><!--QuoteEEnd-->
    Finally someone who makes up for my total incompetence :D
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