Elite / Frontier Elite Frontier - Lave Station Down

Hi guys, I'm posting about a new project I'm playing with at the moment. So far, we've seen Elite Frontier from several difference perspectives, in space, flying through the atmosphere, docked in space stations and landing on planets, either at the space port, or on a world mining. But so far we've always lacked one thing. The freedom to get out of the ship, and explore the world from a closer perspective.

Lave Station Down is an attempt to explore the Elite universe from a first person perspective. It takes place on the famous Lave Station, you've been asked by the Federal Navy to investigate why the station has stopped responding to communication. Fearing a Thargoid invasion, you are contracted to explore the station, and report back to base. Due to various plot inventions you'll be forced to run for your life, desperately search for a weapon, then shoot your way to the stations control centre. I hope to add a few interesting twists, puzzles, and plot devices, as you go through the station, finding out why Lave Station went dark.

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Asp and Boa my two favorate snakes side by side in the dark mystry of Lave Station. Both these models are borrowed from FFED3D, see them from a totally different perspective.

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A close up of the Boa's massive engines. You sure wouldn't want to be behind them when they light up!

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Expect disaster, tradedgy and mayhem as you puzzle out what happened to the stations docking bay crew.

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Use advanced weapons to defend yourself. Telescopic zoom allows you to zoom in on the action from a safe vantage point.

Other features include

* fully interactive, physics driven enviroment. Pick up objects, throw them, drop them, position them to solve puzzles
* partly destructable enviroment, crates, barrels and consoles explode when hit.
* Fully light mapped enviroments
* Arena mode, fight your friends in death matches within Lave Station
* AI system, have enemies attack you!
* Movie cut scenes to help the plot along
* Music from FFED3D
* Episonic adventures, get a new chapter to the story as time goes on, and I release new levels and content.
* Fan Fiction, allowing you to see the Elite universe from your personal perspective.

Let me know what you think!
Mods, if there's an issue with this game being released please say.
 
Nice concept! the spaceships are waaaaay too small however. even the asp, which should be about 4 times the size you have it there... the boa is a gargantuan vessel in the game that here looks about the size of an f14, the effect should be more like you're standing next to a large sea ship or a really big airliner... that kind of scale. The size of the spaceship bays should also appear gigantic - they screw with the scale of the landing bays in the games however too, they always look to small to accomodate anything larger than a fighter.

other than that, maybe tone down the coloured lighting and try and use textures so they dont look so repetitive. And we need space guns, shotguns are ok, but they need to be space shotguns, those are antiques by elite times... at least maybe do what they do in films and stuff and embellish them with some new scifi pieces, a cool techy looking scope or some funky laser targeting thing and so on.

I hope the critique is welcome, looking forward to being able to explore the station.:)
 
1. Screens are freakin' dark.

2.
the spaceships are waaaaay too small however.

3.
And we need space guns, shotguns are ok, but they need to be space shotguns, those are antiques by elite times...
There is about 1200 years between Frontier and now. Picture modern military and police running around with non-hardened poor quality iron shortswords that were popular 1200 years ago as their primary weapons.
 
the spaceships are waaaaay too small however. even the asp, which should be about 4 times the size you have it there... the boa is a gargantuan vessel in the game that here looks about the size of an f14, the effect should be more like you're standing next to a large sea ship or a really big airliner...

I completely agree with you. However I am one man with a budget of £30, rather than a professional developer with a team behind him, and a Mass Effect 2 Budget. Plus the quality of the media within FFED3D isn't going to cut it, if I scaled it up to it's realistic size you'd basically see a patch of blurry hull, and not much else. Epically given the realistic rendering distances, and overall poly count I can render at once.

It's a matter of world fiction vs practicality and engine restrictions.

I would also put forward that what you visually see, as you dock in any station in Elite, isn't accurate towards the world fiction either. The perspective of an Eagle docking, is exactly the same as that of a Pantha Clipper docking. When you consider that you have a 12 ton ship, looking only slightly smaller in comparison with a 2000 ton Clipper, when docking at a station, I'm afraid FFE doesn't really represent scales that well either.

other than that, maybe tone down the coloured lighting and try and use textures so they dont look so repetitive. And we need space guns, shotguns are ok, but they need to be space shotguns, those are antiques by elite times...

Sure if you want to model it all for me. I'm afraid I have to work within the confines of my £30 budget. The fact that I, you know. Work for a living :) and that I have a team of... well, me! Really does reduce the scale of this project. You can't expect Duracell performance, from the metaphoric lemon, zinc and copper battery I'm using.

I would also point out that all the stockmarket says is "hand weapons". Recent TV Series, such as Battlestar Galatica, use standard firearms. In an economically driven universe like Elite Frontier, cheap = better. Slapping gun powder into shells gives you one major advantage. You get to sell bullets. They are just as deadly as hitting someone with a particle weapon, plus the big in came co-operations get to sell clips as well.

I would also have thought, that a 1200 year time difference, as DraQ pointed out. Would mean they'd have something more advanced then missiles. Heck, if you're using missiles, why isn't everyone carrying around nuclear devices, or weapons that are many times worse? The Elite Frontier universe is largely unwritten. No one know's what the history of Elite Frontier is, we don't really know how long Elite Frontier Civilisation has lasted. Most futuristic space franchises, have some kind of devastating war, that set humanity back hundreds of years. Eve Online, Battlestar Galatica, Star Trek, and most notably, Babylon 5 set earth back to the dark ages.

But all this justification is just that. The long and short of the issue is, that I have a limited budget, no team behind me, limited technology and limited time. If anyone wants to see Lave Station Down make the light of day. I have to be practical. If someone feels they can do a better job then me, then I invite them to try, please. I'd love to play it myself!

Screens are freakin' dark.

Most FPS's are at first. By the time I'm finished you'll have the usual disaster related effects. Flickering lights, debris on the floor, battle damage on the walls. The screenshots are from version 0.0.1 alpha. I'm not claiming it's close to Beta yet. But before I proceed to put more of myself and my time into this, I need to know what the interest levels are, and if it's going to be worth my time releasing.
 
OK well, despite it being a FPS (spit) i would give it a go.

The more RPing elements it has, the better!

If you could define what your idea of RPG elements is, it would be helpful. I've been in software development long enough to know, that everyone's idea's are different.
 
-I liked the squad-based tactical element that was present in Mass Effect (but not really present in ME2), but i think this is a solo player space survival horror, so probably not relevant here.

-Being able to tinker with and upgrade weapons would be nice

-Having choices to make that have an effect on the outcome of the game

-Interaction with NPCs (if there are any), leading to relationships (I don't mean physical relationships)

-Factions that can be joined or angered

-A storyline that is more complex than just "kill everything in this room, press the switch and then move on to the next room"

-Having some kind of "base of operations". Maybe an abandoned bar or something, where you can set up defences, upgrade facilities and work on your gear.

-A tactical approach being just as (if not more) viable as typical FPS dexterity skills



But having said that, the last FPS I actually enjoyed was Doom2, so i am probably not your target audience.
 
-I liked the squad-based tactical element that was present in Mass Effect (but not really present in ME2), but i think this is a solo player space survival horror, so probably not relevant here.

-Being able to tinker with and upgrade weapons would be nice

-Having choices to make that have an effect on the outcome of the game

-Interaction with NPCs (if there are any), leading to relationships (I don't mean physical relationships)

-Factions that can be joined or angered

-A storyline that is more complex than just "kill everything in this room, press the switch and then move on to the next room"

-Having some kind of "base of operations". Maybe an abandoned bar or something, where you can set up defences, upgrade facilities and work on your gear.

-A tactical approach being just as (if not more) viable as typical FPS dexterity skills



But having said that, the last FPS I actually enjoyed was Doom2, so i am probably not your target audience.

The target audience is Elite Frontier fans. But I can see the idea isn't taking.

Sorry, but everything you've said there is well beyond my budget, time constraints, and current technology. Games like this involve complex background logic players take for granted, while I understand how it's all implemented (at least in theory), actually doing it, is another matter entirely. It's a level of social interaction, us human beings take for granted every day. But when you stop to think about the logic decision making processes and various response types that need to be taken into account. It suddenly doesn't seem so natural, at least not to a computer. You have to explain everything to a computer, as if it was less than a baby. A baby, at least, knows how to breath, when it's hungry, if something hurts, when to call for help. A computer doesn't, every little detail has to be predicted, distributed and given a method for producing a result. So what seems obvious and natural to you, is damned hard to produce in a game. Epically with a £30 budget and about 1 hour a day to work in.

What you can realistically expect is the following.

Stack the box, puzzle games
Find the Key/ Switch puzzle games
Basic AI intelligence enemies attacking (don't expect advanced tactics, this again is highly complex, something a team needs to tackle, not 1 man juggling everything)
Linear story driven events. Aka, you reach a point, get another piece of the story, no decisions to be made, other than when to fire your gun.
Maze puzzles. Find the control room!
Boss fights, something big turned up, you'll have problems killing.

This is what is realistic, if no one is interested tell me now. You certainly won't get much more than you see in Doom 3
 
Hi
Saw your screen shots and read the posts. Great idea to make Elite into an FPS, but I too would like top see some RPG elements, organised say, like the System Shock games. Oh how I wish there was a System Shock 3!

Anyways, weapons degrade with use and require maintenance, you can add cybernetic implants to yourself to improve accuracy, stealth or computer skills.

You didn't say if you have custom made the engine you are running it on. If (for example), its Unreal 1 based, you would already have access to a mountain of code you could use within the mod community, see the Nameless Mod for Deus Ex another Unreal engine based game with RPG elements already in place. The same (to a lesser extent, the RPG bits) could be said about the Quake 2 engine. Lots of content available for that. Going this route could save you alot of work.

Then again perhaps you have already put in a lot of work to a custom engine.

Also the scale of the ships, if you want to put some of the bigger ships in the game, why not park them outside and view them through port holes in the station itself? Then your scaling problems are solved at a stroke and could be possibly worked into a plot element. Just use the smaller ships in the landing bays, especially Police Vipers. No station in Elite is complete without them.

In anycase good luck with your project and yes I am (at least) interested.
 
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No one know's what the history of Elite Frontier is, we don't really know how long Elite Frontier Civilisation has lasted. Most futuristic space franchises, have some kind of devastating war, that set humanity back hundreds of years. Eve Online, Battlestar Galatica, Star Trek, and most notably, Babylon 5 set earth back to the dark ages.



First of all, good luck with your project.

But the history of Elite Frontier is well known. Haven't you read the three books that came together with Frontier? (manual, short stories, system guide) Not to forget the short stories that came together with FFE AND the journals in the game. Actually, FFE and Frontier could be one of the most "documented" games of all time (aside from games that are based on popular franchises like Trek).

Short version: Big bad "almost completely wiped out humanity"-event was WW 3, which happened in the early 2000s when humanity was still earth bound.

Long version, from:

http://www.lotf.co.uk/fe2_gazetteer.html



-----

1950s First man in space. controlled nuclear fission, transistor, start of first nuclear arms race
1960s First man on Moon, commercial fission power, integrated circuits, computers
1970s Probes in Solar system
1980s End of first nuclear arms race
1990s First serious environmental problems on Earth, controlled nuclear fusion
2000s First (minor) anned conflict between a nation and a "multi-national" corporation
2010s First serious population problems on Earth
2020s First international environmental protection enforcement agency, first commercial space station
2030s Major energy crisis, fossil fuel restrictions, religious unrest, first baby born off Earth
2040s World War III. Huge technological advancements, huge loss of life, dreadful environmental damage.
2050s War gradually abandoned due to popular rebellions. Commercial fusion power
2060s Rebuilding. Dominance of corporations increased.
2070s First man on Mars, first permanent Moon base
2080s Manned exploration of solar system, orbital cities around Earth, first interstellar probes launched.
2090s First permanent Mars base, heavy industry on the Moon.
2100s Discovery of fossils on Mars, "hyperspace" discovered. humans throughout solar system.
2110s Arrival of message from first interstellar probe to Alpha Centauri system. First pictures taken of an extra-solar planet in the Lagrange point of the two main stars.
2120s Presence of life on Tau Ceti 3 detected, first armed conflict in space over rights in the asteroid belt.
2130s Hyperspace capable probes sent to all nearby systems.
2140s Manned space craft sent to Tau Ceti.
2150s Colony established on Tau Ceti 3. Major corporations sending first private colony ships.
2160s The race for the stars. Enormous production effort to produce colony ships, and mass exodus started.
2170s First attempt to terra-form Mars started.
2180s Life on Delta Pavonis discovered and made extinct in same year from bacteriological infection.
2190s Discovery of life on Beta Hydri 4, Altair 5. Human colonials spreading out of control.
2200s Earth environmental recovery program started, terraforming of Mars abandoned.
2220s Extinctions on Tau Ceti 3 increasing. Earth threatens to send a police force if nothing is done about it
2230s Ultimatum sent to Tau Ceti ignored
2240s First interstellar battle, formation of the Federation, founder members: Earth, Tau Ceti, Delta Pavonis, Altair, Beta Hydri.
2260s Spread of Federation influence.
2270s Second attempt to terra-form Mars started.
2280s Discovery of first non-human relic in space. Origin still unknown in 3200.
2290s First man "outside" on Mars (ie breathing unaided) on completion of terraforming.
2300s Remaining indigenous life on Tau Ceti 3 preserved in special enclosures.
2310s News of elimination of a reputedly sentient race on Achenar 6d by private colonists causes outrage in the Federation. Achenar refuses to join Federation, many terra-forming projects started.
2320s Federation sends war fleet to Achenar. Resulting enormous space battle won by Achenar
2330s Spread of Empire from Achenar to surrounding worlds. War between Empire and Federation.
2340s Continuing battles between Federation and Empire.
2350s Sirius corporation founded, and grew rich supplying the war fleets.
2360s
2370s
2380s Treaty signed between Empire and Federation.

-----

That's it so far. What happened in the next 800 years? The short stories and the Gazeteer give hints. Wars and all happened, but no big bad super event.

Pretty realistic actually, in the last 2000 years humanity has seen much evill, but there were no space demons that wanted to nuke the earth.


*There are some inconsistencies however, according to the Elite Frontier lore there were absolutely no contacts with intelligent alien life forms, it is said so explicitly in the Gazeteer.

Thus, the thargoid war NEVER happened in Frontier.

Elite and Frontier are different universes, they retconned that in FFE.




*Quote from the Gazeteer:

At the time Laedla was explored and developed, there was serious concern amongst humanity in general that there was a belligerent extra-terrestrial race waging war on new planets. Many ships were disappearing near Zelada, Ququve and Aymiay and the Federation was keen to expand in a different region in case the fears of non-human encounters were verified.

To this day, the loss of thirteen exploration vessels within a single sector in three months remains unexplained, but similar bursts of losses have occurred on different occasions, at the edges of expanding human space. The threat of alien invasion or warfare has diminished however, since no active encounter has ever been recorded and no trace of non-human civilisation has been reliably confirmed on any planet.

from: http://www.lotf.co.uk/fe2_gazetteer.html
 
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I completely agree with you. However I am one man with a budget of £30....

You've got a good idea, if some things are beyond you and you care about that, get more people on board to help. You'll learn more from others and get things done faster, get to play it sooner. i just dont see what it would cost to find some new gun models from somewhere..ask around existing mod communities and i'm sure you'll find people are willing to help you for nothing.

You need *some* spaceguns in a space fps game at least right? I mean guns are a big focus of the game... the guns in an FPS are important... more so than a space opera like nuBSG or firefly. dont hide your reasoning behind cheap tv shows - which is partly lazy, but also probably down to stuff like health and safety and things driving up budgets and preventing more unique looking weapons, which have to still in most cases be practical and fire blanks, which is dangerous for the actors and crew.

you dont have to worry about someone having their hand blown off from a 3d gun so it can look like whatever you want... and its just as easy (if not more so) to make a beam weapon in a game than it is a kinetic weapon. whereas in tv youd need a whole other layer of post production effects. and i dont care about missiles since you're not going to be firing those huge weapons inside the station away... but you could possibly have a bit where you rig one to blow for some reason and run away. pretty much any missile, even one from 50 years ago looks more advanced than a basic shotgun anyway..

And yes i work full time too, i'm employed as a 3d artist and i've worked on big budget titles as well as stuff that i've given away for free, a couple of things to this very community, i know a little bit about what i'm talking about at least. most people i know who work on mods have busy lives too... and make stuff because they have a passion for it, not just to get attention or a pat on the back. the stuff i made for FFED3D, i made for myself first of all, so i could enjoy it a little more. it is of course nice to be thanked however.

If its progressing well i might help you out with some stuff, maybe a couple of guns or something if i can find the time. I made a viper defense craft http://www.redelijah.com/images/ffed3d_viper.jpg with a highly detailed skin for FFED3D which would look better close up at their true scale than either of those craft... even more so if i gave you the full detail skin. you could have a bay full of them in their police skin and i'll say now that you're welcome to use it for that purpose. maybe have a look through the other ships and see if there's something that might hold up better at full scale... why not integrate them into the game so we can go inside them? My viper has a cargo ramp and inner door, but nothing behind it. its begging for an interior which would be large enough to be a map in its own right i should think.

whatever you decide i hope you keep up with it... i just wonder though, wont people need doom3 to be able to play it?
 
You've got a good idea, if some things are beyond you and you care about that, get more people on board to help.

I've run a couple of projects in the past, or at least attempted too. The biggest problem is getting people to help reliabily. I'm known in other modding communities, but not this one. So no one is realistically going to put alot of time in this. In order to get something actually made. I'm going to start small scale. The main focus is going to be telling the story I've got to tell. Then if people see potential in this, and want to help with the next story. It will be great. But the first thing I need to prove to people in the community, is that I'll get the project, produced, done, released. Even if it's bad, it's a start.

i just dont see what it would cost to find some new gun models from somewhere

For now, I'll stick with professionally made stock models. It's not ideal, it's not very elite I agree. But it's nothing that can't be replaced at a later date. The same is true for all the models in game.

If anyone is interested in having a go at modelling guns, coming up with textures and sounds for it, please feel free to pm me. I'll send you the modelling standards, animation requirements, and anything else you might need.

You need *some* spaceguns in a space fps game at least right? I mean guns are a big focus of the game... the guns in an FPS are important...

I'm thinking of Lave Station Down, as more of a concept test. As I say, guns can be replaced, that's easy. I'll release this game, as an alpha. Then, if there's enough support and interest, it can be taken into beta with better media and a bigger Elite feel.

whatever you decide i hope you keep up with it... i just wonder though, wont people need doom3 to be able to play it?

Nope, it's not a mod. It's a completely legal, stand alone engine based on DarkBASIC Professional, which you can download from www.darkbasicpro.com I'm afraid I was brought up programming on the BBC Master. While C++ is more efficant, in my free time I enjoy going back to my teenage years. Hacking away in basic commands, dreaming of producing something as sucessful as Elite.

I'm older now lol, and there's enough guys recreating Elite. I hope to provide a different perspective on a popular universe.

P.S. the Viper looks great. I'll look into converting it, when I've stopped messing around in Blender. If it's ok with you, I'd like to render a CGI Introduction movie using it. Nothing fansy, just a basic docking sequence.
 
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Nope, it's not a mod. It's a completely legal, stand alone engine based on DarkBASIC Professional, which you can download from www.darkbasicpro.com I'm afraid I was brought up programming on the BBC Master. While C++ is more efficant, in my free time I enjoy going back to my teenage years. Hacking away in basic commands, dreaming of producing something as sucessful as Elite.

How do you find that DarkBASIC? I have a computer game inside me I'm sure, but very limited programming knowledge (I have an A Level in Pascal and that's about it - and a few years ago now).

I've been looking at the new unreal engine which epic have released for free(!) that looks pretty good/powerful/simple-ish. www.udk.com is the link, you'll probably have a better idea as to whether it's any good or not. It certainly looks the part.
 
How do you find that DarkBASIC? I have a computer game inside me I'm sure, but very limited programming knowledge (I have an A Level in Pascal and that's about it - and a few years ago now).

I've been looking at the new unreal engine which epic have released for free(!) that looks pretty good/powerful/simple-ish. www.udk.com is the link, you'll probably have a better idea as to whether it's any good or not. It certainly looks the part.

I've not used the unreal engine so I honestly wouldn't know.

DarkBASIC Professional is based on the BASIC standard if you've learned pascal in the past you won't have any problems with it.

The biggest advantage of DarkBASIC Professional over the Unreal Engine, is that of licensing. For a full royalty free license you just pay £29.99 and that's it. You can then legally sell games. I have no idea what Unreal charge, but I bet it isn't cheap. I might be wrong. If you want to release free games then the unreal engine is likely a better choice, if you are smart enough to use it.

I write a number of video tutorials for DarkBASIC Professional at www.dcforeman.co.uk you're welcome to check them out, it's entry level stuff, 3d spinning cubes, pong, frogger, collision detection, that kind of thing. there's also a foundation tutorial course on the site designed to get users up to speed.

But as with any project, before you start worrying about programming, you have to design your game, set out the rules, write the story if there is one, most users fail when they just try to hack out code without really planning.

The other advantage of DarkBASIC Professional is that it has a C++ version as well, DarkGDK it's hosted on the microsoft website, right next to Visual C++ Express 2008, so they seem to like it! Plus if you go for DarkGDK, you can purchase a commerical license for just £20, rediculously low prices all things considered.
 
From the UDK website
license terms for this arrangement are US $99 (Ninety Nine US Dollars) up-front, and a 0% royalty on you or your company's first $5,000 (US) in UDK related revenue, and a 25% royalty on UDK related revenue above $5,000 (US).
· A team creates a game with UDK that they intend to sell. After six months of development, they release the game through digital distribution and they earn €15,000 in the first calendar quarter after release. Their use of UDK during development requires no fee. Upon release they would pay US $99.99 for a Royalty Bearing license. After earning €15,000, they would be required to pay Epic €2,500 (€0 on the first €5,000 in revenue, and €2,500 on the next €10,000 in revenue). On subsequent revenue, they are required to pay the 25% royalty.

That doesn't seem too bad, considering the software is free. From the screenshots it looks pretty powerful and user friendly. But I'm going to have a look at your video tutorials for DarkBasic too.
One minor note: As for a Frontier based FPS, you wouldn't be able to sell it anyway.
 
From the UDK website



That doesn't seem too bad, considering the software is free. From the screenshots it looks pretty powerful and user friendly. But I'm going to have a look at your video tutorials for DarkBasic too.
One minor note: As for a Frontier based FPS, you wouldn't be able to sell it anyway.

I have no intention too, I've already rendered videos specifically stating if anyone paid for the game they need to demand a refund. Usual notices, Elite Frontier is owned by Frontier, etc etc.

This is just a bit of fun. I used this engine a few weeks ago, to produce a virtual art simulation. A company wanted to be able to show off their CGI and Artist concept work in a 3D Environment. So I modelled a museum, linked several 3D plains to artwork links on the companies website, now every time a user walks around the museum once, it downloads the next set of images. Clicking on images they want to purchase, took customers to their website. I got a few hundred for that job, which isn't too bad for a small time freelancer.

But anyway there's definitely NO intention of selling Lave Station down. It's not my intent to steal from the Frontier franchise, merely to illustrate it doesn't all have to be spaceship flights. Being able to walk about stations would be a big boon. Even taking part in ground missions.
 
Tech Demo Upload 1

http://www.filefront.com/15822495/tech demo.zip

Features

  • Direct X 10.1 engine upgrade
  • Working FPS Engine
  • Working Physics
  • Working Enemy AI
  • Working Light Mapping
  • Working Fog
  • Working Water and Water Shaders
  • Working model shaders
  • Larger Game area's
  • Breakable glass for destructive enviroments
  • Stackable barrels for stacking puzzles
  • New Sci-Fi gun
  • Pick up weapons from dead AI
  • Ragdoll
  • Blood effects
  • Reflective surfaces
  • Bloom Shader
  • New Particle engine
  • Player death system
  • Music System
  • working audio

System Requirements

nVidia 8600GT or better graphics card
2Gb RAM
2.0 Ghz CPU (Core Duo recommended)
1Gb free Hard drive space
Windows Vista/ Windows 7 only

This basically marks the engine complete. All I need to do now is produce the levels. Multiplayer version of this game coming shortly.
 

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Tech Demo Upload 1

http://www.filefront.com/15822495/tech demo.zip

Features

  • Direct X 10.1 engine upgrade
  • Working FPS Engine
  • Working Physics
  • Working Enemy AI
  • Working Light Mapping
  • Working Fog
  • Working Water and Water Shaders
  • Working model shaders
  • Larger Game area's
  • Breakable glass for destructive enviroments
  • Stackable barrels for stacking puzzles
  • New Sci-Fi gun
  • Pick up weapons from dead AI
  • Ragdoll
  • Blood effects
  • Reflective surfaces
  • Bloom Shader
  • New Particle engine
  • Player death system
  • Music System
  • working audio

System Requirements

nVidia 8600GT or better graphics card
2Gb RAM
2.0 Ghz CPU (Core Duo recommended)
1Gb free Hard drive space
Windows Vista/ Windows 7 only

This basically marks the engine complete. All I need to do now is produce the levels. Multiplayer version of this game coming shortly.

Downloading now, will have a look tomorrow :)
 
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