View Full Version : Online 'cave flyer' games (like Thrust, Gravity Force 2) - One now in development :)
bluescrn
20-04-2004, 20:27
Does such a game exist?
I've played Subspace, and whilst good fun, it's just not the same thing without gravity...
So is there a Thrust/Gravity Force 2 style game out there with online multiplayer? I'm sure that CTF team games, towing the 'flag' around like the orbs in Thrust could be far more fun than most modern online FPS's....
I'm thinking about developing one as a spare-time project... I started one about 6 years ago (in DOS)... but my coding skills have improved rather a lot since then :). But I don't want to be wasting my time if there's a good one out there already....
Maxamillion
20-04-2004, 23:21
Dont know one, but can I also mention Oids. A classic of Thrust type games. May help as a good influence.
Sounds like a good idea though. Best of luck.
There is an online shooter based in 2D caves. Cant remember its name though. Maybe someone else does...
Maxamillion
21-04-2004, 10:38
I remembered the 2D shooter, its called Soldat (http://www.soldat.prv.pl/).
bluescrn
25-05-2004, 07:17
I eventually played Soldat, and was quite surprised by it's popularity, despite it's rough graphics/UI. Looks like there is a demand for simple, fun, 2D online games :)
Which has motivated me to keep going on my project, currently called 'Caveflighters'. So far I've got a fully-functional server browser and lobby screen with chat, ship selection, ping display, and 'ready' lights.... and it's looking something like this:
http://www.bluescrn.net/lobby.png
The first networked test-flight (around a blank screen) should take place this weekend - bank holiday == good coding weekend.... but for an idea of what it might look like, here's a screenshot similar game that I wrote in 48hrs a couple of months ago (the new version is a complete rewrite, designed from the start for multiplayer and variable-framerate gameplay/physics):
http://www.bluescrn.net/ld48/screen4.jpg
looks good!
one thing though...is a maze really needed? I've played some modern versions using that idea and tbh they weren't great fun.
how about more of a lunar surface like the original.
Blu3Flame
25-05-2004, 09:58
Wow that does look nice :) I don't think anything will take me away from Bomberman Online though..... must ....play....more.
bluescrn
25-05-2004, 12:15
Originally posted by cjb110
looks good!
one thing though...is a maze really needed? I've played some modern versions using that idea and tbh they weren't great fun.
how about more of a lunar surface like the original.
If you mean the original Lunar Lander, that didn't even have guns... :)
This version will be based mostly on the best elements of Thrust (towing objects around the level - pickups/upgrades, and the flag in CTF games) and the best elements Gravity Force 2 (multiplayer, varied weapons, bases), taking place in levels that could vary from very open spaces, to very tight maze-like levels. I think the key to getting it to play well will be getting the thrust/air resistance/gravity right - some games like this seem to let the ships accelerate far too fast for the tight levels that they're flying around.
It won't be instant death if you hit a wall, there will be a shield, and you'll bounce off - but shield strength will probably be an option controlled by the game host, so 'instagib' games will be possible :)
If you want to play something similar in more open environments, give Subspace a try - it's a similar sort of thing, but without gravity... which of course makes it completely different :)
bluescrn
25-05-2004, 12:17
Originally posted by randz
Wheres bomberman online?
I was going to ask that, too... but decided I didn't want another distraction from my coding :)
Is it an official bomberman game? The only one I've seen on the PC only had LAN play (which was still great fun!)
Where's bomberman online? :D
ben.bayliss
25-05-2004, 22:58
Drop Ship on the Archimedes was great :D Dunno if it ever got ported / emulated.
B
Blu3Flame
26-05-2004, 09:15
Apologies about dragging this thread off topic, but its an official Bomberman game and its freeware while its beta, buts its been in beta for like 2 years now.
www.bomberman-online.com
Its unfortunately only for Japanese BUT its easy peasy to get around that.
http://brpatches.alturl.com/
^ check out that site for a guide to getting an account, takes literally 3 minutes to sign up. Also for the patch to allow it to run on non windows PC's.
If anyone needs any help email me and I'll talk them through signing up and maybe even play a game :)
I did mention it and go into a little detail in the most recent article on my site, see link below.
llololloy
26-05-2004, 20:40
Gravity Force 2 was one of the best games ever on the Amiga.
That, Speedball 2 and Sensible Soccer were just pure class.
If you finish the GF2 type game, I'd love a copy.
Or you could try Bomberman on Mame with the Kaillera online addin.
A mate of mine is currently developing a flash version of Thrust, with a few twists. It's been put on hold for a bit as he's working on some paid games, but it will be finished.
I've been designing most of the levels for the game, and there's some pretty nasty ones!
Your Cavefighters game is looking very nice, what's it coded in?
bluescrn
26-05-2004, 21:33
Originally posted by Vex
A mate of mine is currently developing a flash version of Thrust, with a few twists. It's been put on hold for a bit as he's working on some paid games, but it will be finished.
I've been designing most of the levels for the game, and there's some pretty nasty ones!
Your Cavefighters game is looking very nice, what's it coded in?
Mostly C, with a bit of C++, using SDL, OpenGL, DevIL (image loader), RakNet (reliable UDP networking lib), and maybe FMod for audio. (OpenGL for 2D is great for things like lighting and particle effects, as will as alpha-blending for antialiased sprite edges)
I'm undecided on whether to stick to tilemaps, or do something vector-based for the levels...
If/when I finish it, it'll probably be released as freeware, maybe open source (although I'll have to put a lot more effort into anti-cheating systems if the source is readily available... would be very easy to mess with things like acceleration/rate of fire/gravity strength, as most player movement is likely to be client-authoratative....)
If anyone wants to help out with graphics or audio, or have a go at a Mac/Linux port, email me. But it's still in the fairly early stages at the moment...
Sounds really cool.
I'd love to help out with the graphics side of things but to be honest I doubt I'd have the time unfortunately. If you go down the tilebased route (or even vector based I guess), and want a hand with designing levels then I'm sure I can find some time for that. :)
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