Author Topic: AVALANCHE  (Read 13799 times)

MrAdults

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AVALANCHE
« on: 2008-06-05 14:21:17 »
Hi everyone. I registered here a while ago to post a bit in the tech forum, so I figured I might as well post and let everyone know about the project I just finished up a few days ago:
http://www.telefragged.com/thefatal/ava/index.php?content=inc_media.htm
It is a third person action game in the style of Devil May Cry, set in the FF7 universe. It also features music from the FF7: VotL project, and most of the content is brand new (some free models from turbosquid are used, and a number of character models are heavily based on original FF7 mesh designs, though not straight-ripped from FF7 itself). Pretty much everything you could want to know is (hopefully) in the online instruction manual, and there is some gameplay video on the page linked if you would like to take a look before deciding whether or not to download it. So, please enjoy.
« Last Edit: 2008-06-05 14:22:54 by MrAdults »

*:.Griever.:*

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Re: AVALANCHE
« Reply #1 on: 2008-06-05 14:43:56 »
That looks very good, I'll be sure to download it once I'm finished my current downloads. :-)

obesebear

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Re: AVALANCHE
« Reply #2 on: 2008-06-05 16:43:55 »
Wow, I'll have to wait a while for the download, but it looks very good.  Just curious, how long did it take to finish a project like this?

Synergy Blades

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Re: AVALANCHE
« Reply #3 on: 2008-06-05 17:16:26 »
A Square-Enix Cease & Desist in 3... 2...  :wink: ... well, it wouldn't surprise me if it happens, but in the meantime, I'll download it and give it a go.  :-D

Tsetra

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Re: AVALANCHE
« Reply #4 on: 2008-06-05 17:41:26 »
This is looking pretty boss, dude. Did you design the engine from scratch or are you using an existing one? I haven't played this yet but I've checked out the manual and the game play looks awesome. Even if I turn out to not like the game play, I've gotta give you credit for what I've seen thus far.

Fenrir

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Re: AVALANCHE
« Reply #5 on: 2008-06-05 18:00:19 »
do you think its possible to post mods with other characters being controlled, either on your site or this one? Great job by the way.

MrAdults

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Re: AVALANCHE
« Reply #6 on: 2008-06-06 00:10:04 »
Thanks you for all the compliments. It took about 6 months from start to finish. The tech is another story, though. The tech is all done from scratch, and it's something I've been working on, off and on, for the past 5 or so years.

Quote
do you think its possible to post mods with other characters being controlled, either on your site or this one? Great job by the way.
If anyone sends me a mod like that, I'll happily post it. You could accomplish such a thing with the SDK on the downloads page. The SDK code is all written in C/C++, and can be compiled with Microsoft Visual C++ 2005. It should also compile with the free Express Edition of MSVC++ 2005.

Lag.Com

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Re: AVALANCHE
« Reply #7 on: 2008-06-06 10:39:04 »
I've been playing it a little - it's pretty smooth, well done! It has so little to do with FF7 though, you might have been better off creating your own game world, as we all know how much big companies love to squash pet projects like this. Honestly the game is probably good enough to stand on its own rather than relying on their franchise.

MrAdults

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Re: AVALANCHE
« Reply #8 on: 2008-06-06 11:57:29 »
The story is pretty subtle in a lot of ways, but it's pretty deeply tied into FF7's, as well as, like FF7, Kabbalism in general. There are a lot of references to that even in the items and enemies, but yeah, it probably could stand on its own with a little bit of refactoring. I'm a videogame industry veteran of about 10 years now, though, and I really just wanted to make something that I could love. You kind of start to get sick of the general soullessness and lack of passion behind the work in this industry when you have to crank out enough titles under the direction of people who lack a real coherent vision of what they're making, as silly as that may sound. And the general characters, environments, and setting in FF7 stand out to me so much as one of the greatest interactive experiences I've ever had that I just decided to go with it. If Square comes down on it, that'll be a shame, but hell, it was worth it. :)

*:.Griever.:*

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Re: AVALANCHE
« Reply #9 on: 2008-06-06 12:01:35 »
If Square comes down on it, that'll be a shame, but hell, it was worth it. :)

Too true, I downlaoded this and it has kept me entertained for a while.  Well done, I think it's pretty damn awesome! :-D

Lag.Com

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Re: AVALANCHE
« Reply #10 on: 2008-06-06 18:20:19 »
Oh, absolutely, I have nothing against you choosing it as a base. Considering that the later FF (and non-FF Square) games tend to copy item/spell names and such from earlier instalments while completely changing the gameplay I don't think you've done any worse than they have, they just happen to own the property and drag it into the dumps on purpose.

I should say that I haven't played too far yet, so I don't know how deep the plot goes.

The Pezman

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Re: AVALANCHE
« Reply #11 on: 2008-06-07 16:09:44 »
You definitely seem like someone who could benefit the Q-Gears project.  Interested?

Kuroda Masahiro

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Re: AVALANCHE
« Reply #12 on: 2008-06-07 20:13:09 »
the game looks good, but for some reason the camera angle seems to be locked where i see 'up' tifa, as well as the camera angle is spinning clockwise very quickly and the manual and messing around in the configuration doesn't seem to do anything, is it just me with that problem?

MrAdults

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Re: AVALANCHE
« Reply #13 on: 2008-06-08 01:51:41 »
Quote
You definitely seem like someone who could benefit the Q-Gears project.  Interested?
I've been following it loosely, and would be happy to contribute code to it if there's any work I've already done that would assist it. I did a lot of work in figuring out PSX format battle models and animations, but presumably Q-Gears already has a solid base for all of that. If not, I would gladly contribute anything I wrote there.

Quote
the game looks good, but for some reason the camera angle seems to be locked where i see 'up' tifa, as well as the camera angle is spinning clockwise very quickly and the manual and messing around in the configuration doesn't seem to do anything, is it just me with that problem?
It sounds like you have an input device attached to your system with an anlog stick stuck in the up position. Try disconnecting any gamepads, that will probably correct the problem.

Tsetra

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Re: AVALANCHE
« Reply #14 on: 2008-06-09 01:04:16 »
After playing a bit, about halfway through I'm guessing, some thoughts:

This has the potential to become an extremely good game. If there were "adventure" parts of the game where you could talk to people, upgrade your gloves, you know more of an RPG feel when you're not fighting, that could make it pretty sick.

Stages are monotonous. The fighting system is EXTREMELY well done and takes some attention away from this, but they're still pretty bare bones in design. Using stages that fit better into the FF7 universe would send them over the top.

The ability to play as Barret and/or Cloud would be nice. I just want to pick someone up and shoot them like Barret did in the beginning! Barret would make a neat shooter type character, Cloud of course could be a "Sword of the Berserk" style character, and Tifa is pretty much perfect as is.

I'm only nitpicking cause it's pretty obvious what all the good points are. Graphics are just right. Not over the top, but they all fit together and that's what counts to me. Intuitive controls, good HUD, I'm loving the combat, and the forge system is pretty cool. It all just seemed mashed together so it can be what it is. As I mentioned, if you somehow scrapped the church and gave non-combat time more of an adventure feel with shops and such, wow. If nothing else, this would blow Dirge of Cerberus out of the water with some work.

A little easier with I suppose would be some materia. Unless they're hidden items I just haven't forged yet, using some actual magic would be fun.

Anyways, great job. I was expecting a lot less than this when I played. I'm a streets of rage/dynasty warriors person so this is a treat so far.

MrAdults

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Re: AVALANCHE
« Reply #15 on: 2008-06-09 04:02:05 »
Yeah, repetitive level design and a lack of non-combat interludes is completely a decision made due to a lack of resources and time constraints. I'm only one man, and to be honest, I only started mapping at the beginning of this project, so I'm still relatively slow in getting things done. So I had to play up the strengths instead, which meant a focus on the combat. I really wanted to do a lot of that differently, but I couldn't afford to stretch this thing out another 3 months.

The good news is that it's extremely moddable, and other people can easily make new missions that invovle non-combat and tons of interaction. The scripting system is pretty robust and has functionality to make all sorts of cinematic sequences and NPC interactions without touching a line of real code. You can even make new inventory items and weapons without touching any code, and do inventory checks in NPC interactions or have NPC's provide you with new inventory items or anything else you could possibly want. But the bad news is that no one has shown an interest in that yet.

I wanted non-Tifa player characters as well, but the problem there was animations. Tifa has something around 800 frames of animation, and I also hadn't done any work as an animator before the start of this project, so that was a whole lot of work for me as well. A typical enemy can get away with maybe 100-200 frames and a lot of duplicated frames to fill in the gaps, but you just can't really get away with that on the player, and you need a lot of variation in moves and abilities to make it a worthwhile experience. That's another thing that someone could easily add in with the AVALANCHE SDK, though.

But all that said, glad you like it so far. Do feel free to help spread the word and get other developers interested if you have time, I would love to see and assist other people in making content for this. But then, that's probably obvious with that gigantic modding section I wrote on the web site. :)

Tsetra

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Re: AVALANCHE
« Reply #16 on: 2008-10-20 10:19:35 »
Before this drops TOO far down, I gotta ask how this is going. I noticed you've updated to a 4th version with some new features. I must confess I'm tied up already too much to help out, and I can't make heads or tails of how to make mods for this haha. Anyone working on anything special?

Admittedly, I'm also trying to just shed more light on this. I still say this engine has enormous potential to turn into one HELL of an action/RPG based in the FF7 universe.
« Last Edit: 2008-10-20 10:23:18 by Tsetra »

Rufus95

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Re: AVALANCHE
« Reply #17 on: 2008-11-03 19:47:11 »
great game.

MrAdults

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Re: AVALANCHE
« Reply #18 on: 2008-11-19 01:09:29 »
Hey, sorry for taking a month to reply. :) I have been doing iPhone contract stuff and traveling, so it's taken me this long to get around to looking at this forum again. I'm going to be going back to AVALANCHE after this current contract project is wrapped up, though. Would love to hear any late feedback or mod ideas anyone has on the game, I will probably be focussing more as I return on implementing new tech features and making mods that branch off of the main game with new gameplay ideas and experiments.

As a side note, the engine is also running on the iPhone in vertex-lit mode. I actually managed to get some native AVALANCHE content up and running on it, and had Tifa running around at a solid 30fps on hardware. Unfortunately, being all FF7-based, I'm pretty sure Apple would never allow it on the app store. ;)

Izban

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Re: AVALANCHE
« Reply #19 on: 2008-11-19 20:12:10 »
just from looking at the gameplay it looks like you could set up magic system one button uses one cycles through the magic you have

you could also intoduce a party system 3 people that you can switch between one button cycles threw different characters and you change whos in your group in the hub the Ai would be similar to the enemys only slightly better and each charater being better at different things tifa being the all round barret like a tank more health less damage gets attacked first cause he should hit first being ranged cloud being more damage orentated less health.

by the way looks good

MrAdults

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Re: AVALANCHE
« Reply #20 on: 2008-11-19 20:34:01 »
Thanks for the interest, though I'm rather looking for concrete suggestions of changes or extensions to existing systems, and technology feature requests. What you're talking about is more of a departure from the core gameplay, which could be implemented by just about anyone (who has some level of programming ability) using the SDK. And to that end, I wish more power to you. :)

Tsetra

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Re: AVALANCHE
« Reply #21 on: 2008-11-20 06:06:55 »
I'm glad you haven't forgotten about it, that'd just be abysmal!
I spread the gospel about this to people on MSN and forums when it's timely  :lol: I just think it's such a cool project for being what I understand to be a one-man job.

If you're looking for simple suggestions, why not improve on Tifa's move set by adding/replacing some of her old specials with her Limit moves from the game? i.e. Beat Rush, Dolphin Blow, Final Heaven, etc. Many of the current moves are similar, and it would make the experience slightly more authentic.

To offset the new power, perhaps some of the enemies could have varied attacks - i.e. the guards at the beginning and their later counterparts have the ability to use their beam guns?

Instead of using swords, which should stay a feature of Cloud, how about a mesh of my older idea of updating gloves and the sword attacks? Some of Tifa's gloves in the game had claws on them. Maybe she could use these as a weapon type item instead.

Eh just some ideas to keep the discussion going.

MrAdults

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Re: AVALANCHE
« Reply #22 on: 2008-11-20 13:14:50 »
Yeah, would be hard-pressed to let it just sit idle forever, after investing half a year of my life into it (not counting prior development of the tech and tools). I have a habit of jumping around between projects like this though. Particularly when one is a free project, and the other is a commercial contract project.

New glove weapons is something I considered, though there is not a great deal to be done there in terms of true variety, if the goal is some level of authenticity in respect to their role in FF7. Tifa's weapon upgrades in FF7 were primarily just damage increases, without a lot of thought to differing effects, so it's a bit of a redundant system when coupled with the underlying stats. That is why I went with swords, rather than simple gloves with added damage effects. In addition to the added effects, the swords allow increased range and are ideal for dispatching large groups of enemies, giving them their own place in the tactical array. I've never gone for gameplay authenticity, but rather done what I felt would mesh most interestingly with a Devil May Cry sort of gameplay, combined with action RPG elements. The same goes for the choice in moves, and not wanting to over-complicate the chain table and general moveset.

That said, more moves is generally not a bad thing, as long as they intelligently mesh with a given chain. But I could continue implementing new moves endlessly, so I'm not sure it's really the best use of my time. Stuff like that is so simple to implement, but it takes time to craft new animations and tweak the timing and feel of them. Which is why I would love to see modders implementing stuff like this. There has been a lot of that in previous commercial titles I've worked on (particularly Jedi Knight 2), but unfortunately I can't garnish that sort of audience for a personal project like this. So I do primarily have to rely on word of mouth, spreading through development communities. I have had a few people pick up on modding the game, but almost all have quietly disappeared before releasing anything. The exception being an Italian translation mod.

So this is why I'm primarily working on features that extend existing systems/technology (or change existing mechanics for the better, without disrupting the overall gameplay), rather than just supplying more content. Some things on the current todo list for when I go back to the project include:

-main rcube engine rdm quadtree support
 [The model import tool can partition into quadtrees, but the current R-Cube revision in AVALANCHE does not make use of them, only bsptrees. Quadtrees are useful for contained partitioning for rendering extremely segmented models, or more usually, clipping against highly complex, dynamically transforming models]

-support for model mesh objects to tie to a bone as a transform matrix in hardware,
 rather than having to go through boneweight path if there are no weights
 [Allows easy animation of scenes compatible with lesser hardware rendering paths, with reliable clipmodel transforms]

-export ase animations as rda, creating bone containers for animated objects in ase scene
 [Support in the model import tool to handle animations in ASE (3DSMax Ascii Scene Export) format, which can be used to animate scenes in the form of moving interactive geometry, or even create massive Colossus-type creatures that the player can jump around and climb on while they animate]

-possibly do main engine clip link system. in-model nodes, or a global quadtree
[Optimization to global clipping, to allow multiple thousands of game objects with less overhead]

-fbo msaa support
[Need to get the hardware to support this, but it's just a prettiness option - fullscreen antialiasing for the framebuffer object (HDR/shadowmaps) rendering path]

I suppose you really need to be a modder to give good suggestions here. But, unfortunately, I'm not really looking for "Give Tifa a super move which lets her paralyze opponents" sort of suggestions. :) I am looking for people who would like to have a go at that sort of thing themselves, on the other hand.

Izban

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Re: AVALANCHE
« Reply #23 on: 2008-11-20 22:09:36 »
Oh so thats what your after things that can be used by modders to make it a more flexable game from my experience things that help modders are

*mapping tools to create there own maps is almost always the first thing people start to play with includes (map maker, texture editor and a simple script writer)

*people tend to want to make there own enemys by way of chopping and changing you want it to be moddible it is but the majority of people who want to mod games are technicly challenged so a gui based enemy/asset tool so you can make your enemys from existing models

*i'll say it again a magic system or rather a customisable attack/battle system so if people want to slow down or speed up gameplay they can

above all else they need to be easy to use so drop down boxes with what at current can be done modding it time consuming so if you make it simple with the abillity to make your own command for the more advanced people and make it quick you should have a hit on your hands when it comes to modding the hardest part will be dumbing it down
 

MrAdults

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Re: AVALANCHE
« Reply #24 on: 2008-11-20 23:38:20 »
There is already a level editor, a rather powerful but simplistic scripting system, and external files to define all manner of game objects, items, and weapons (as detailed in the modding section of the AVALANCHE web site). There's a powerful texture shader system to defiine your own materials, and allow you to use per-material pixel/vertex shaders if so desired, external data files to allow you to make your own particle systems, and a whole bunch of other things that let you create content without having to touch a line of code. There is even a character animator built into the level editor.

If you really wanted to, you could pretty easily make a magic system as a branch of the inventory system. Inventory is pretty flexible, and there are all kinds of item behaviors already.

Dumbing the tools down even more is always a possibility, though, I suppose. As for making a full-on geometry editor, I think that's a bit pointless, as people would just need to learn another proprietary piece of software. For real geometric modeling, it's much better to use 3D Studio Max, GTKRadiant, Lightwave, or any of the other versatile tools already in existence. The model import tool accepts models in tons of formats, from 3ds to Quake3 bsp. All you have to do is make a model, import it (which automatically processes and optimizes the model), load up the level editor, and place it. You can then place instances of the model together visually in the level editor, add other dynamic map objects and script triggers, and all of the usual stuff you'd expect.