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Devblog - "Piracy: The Game" [Updated]


venomai

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PIRACY: THE GAME

 

(working title)

 

 

 

 

 

Design

 

The game is set in the near future, where illegal peer-to-peer sharing, or "piracy," has become a widespread problem for copyright holders. Some of the larger corporations have created bots, known as 'freebots' (play on freebooter), to harvest hundreds of shared files from secured locations across the web.

 

 

 

In PIRACY, you lead the life of a young freebot, fighting your way past secured network channels, "copyright police," and many dangerous traps (e.g. firewalls) in order to acquire the "loot" (the files).

 

 

 

The game will be in third-person and will be mostly focused on ranged combat (pistols). Enemies will consist of wall turrets, network traps and the slow-witted "copyright police." Rendering will be cartoonish, perhaps even cel-shaded. The environment will be extremely simple, consisting of little more than a maze of gray cubes (the "network channels").

 

piracylevel1aq6.jpg

 

 

 

Subtle quirks will be added to create an element of humour. Instead of a life bar, for example, the user will be concerned with their "Connection Strength." Enemies will attempt to disconnect you from the channel by weakening your signal strength. In later levels you will be able to improve your signal strength by signing on with better wireless providers.

 

piracygui1kf4.jpg

 

 

 

The game will be programmed in Python. GUI will be created with Flash and ActionScript. OGRE will be used for the rendering engine.

 

 

 

Concept Art

 

Some of the sketches that started the idea. Background and logo are temporary placeholders.

 

piracy1mj8.png

 

 

 

piracy2iy5.png

 

 

 

Clean reference for character modeling. (With Polly The Dead Parrot?)

 

piracychar1oo4.jpg

 

 

 

Modeling

 

A real-time screenshot of a simple knife (skinned). Still trying to figure out the lighting for the real-time viewport...

 

piracymodel1tp9.jpg

 

 

 

Level Design

 

The game's level editor will be very easy to work with. Users will be able to create their own levels and share them with others.

 

 

 

Although the levels will be maze-like, an "objective trail" will be (optionally) visible to guide you to the finish point (aka. "X marks the spot"). Dead-ends can be skipped, but they are useful for acquiring bonus points, unlockable content, pickups, etc. Here is a quick sketch to give you a feel of a miniature level:

 

piracylevel2xk0.jpg

 

 

 

Legend:

 

piracylegend1zy4.jpg

 

 

 

License

 

The source code will be provided under Creative Commons Attribution-Noncommercial 2.5 license.

 

88x31.png

 

 

 

Feel free to leave comments, ideas, suggestions, criticism, etc.

 

 

 

 

 

EDIT:

 

 

 

Progress

 

Currently working on a simple level editor:

 

piracyedit1dq9.png

 

 

 

Currently done:

 

  • [*:25rgoemv]Camera work
     
    • [*:25rgoemv]Marker movement, selecting different tiles
       
      [*:25rgoemv]Top-down view that can be toggled
       
      [*:25rgoemv]An editor window for camera elevation, offset, etc.

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That looks sweet, I can't wait for the finished version :thumbup:

My relaxation method involves a bottle of lotion, beautiful women, and partial nudity. Yes I get massages.

 

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1. Did you start coding or just made a title and concepts?

 

2. What lenguage do you use? (C++, AS, Java?)

 

3. Erm... Screenshot of knife cannot be 'real-life'. Real-life means its beeing updated every few seconds...

 

4. I dont like walls, but pirate is nice ;)

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----TheLair Game!----

"Game isn't dead... You wish!"

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Lol, did I start Games on Gallery? xD

 

 

 

We've had other programing projects (including games) here before...

 

 

 

I wasn't here forever, but since 2006 I cannot remember any ;) But nvm :P

mysig2.png

----TheLair Game!----

"Game isn't dead... You wish!"

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Picto was awesome, anyone remember that?

 

 

 

The game looks pretty random. You should put CC in there somewhere. (That's Creative Commons, not Constructive Criticism :P )

 

picto was awsome yeah ::' that was another vanomai production i thought :geek:

 

 

 

This game sounds awsome and I think that everybody in here would like to test the betà (if you ever get there :P I hope so... :) )

 

Hope to see some more updates on this soon ::'

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Get this and put it at the bottom of your post http://creativecommons.org/license/.

 

 

 

Looks nice can wait to try it.

 

 

 

3. Erm... Screenshot of knife cannot be 'real-life'. Real-life means its beeing updated every few seconds...

 

 

 

He said real-time... Meaning that thats how it will look in game.

I Support TET!| If you want bunny PM Me.|Click For My DevArt

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^ Cowboy is the Best ^

IT'S A TRAP SHINY JUST WANTS TO STALK YOU.

Hell yeah I do. Whats your msn?

That's how it all starts.

 

Next he's going to ask you what flavor of candy you enjoy and whats your favorite color van.

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Get this and put it at the bottom of your post http://creativecommons.org/license/.

 

 

 

Looks nice can wait to try it.

 

 

 

pomar1 wrote:

 

3. Erm... Screenshot of knife cannot be 'real-life'. Real-life means its beeing updated every few seconds...

 

 

 

 

 

He said real-time... Meaning that thats how it will look in game.

 

 

 

Sorry, I for mistake, I meant of course 'real-time'. And thats the meaning of real-time. ;)

mysig2.png

----TheLair Game!----

"Game isn't dead... You wish!"

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Thanks guys. Added licensing information. :)

 

 

 

1. Did you start coding or just made a title and concepts?

 

2. What lenguage do you use? (C++, AS, Java?)

 

3. Erm... Screenshot of knife cannot be 'real-life'. Real-life means its beeing updated every few seconds...

 

4. I dont like walls, but pirate is nice ;)

 

1. This is just a pitch, so there's no code yet.

 

 

 

2. Like I said, I'm planning on using Python and OGRE. For GUI I would be using Flash and ActionScript.

 

 

 

But I may end up writing the game in Java instead.

 

 

 

3. The screenshot depicts what it looks like in real-time, i.e. "in game."

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