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ForumsShowcase → LoG
LoG
2009-05-13, 11:06 PM #1
Now for Jedi Knight. Potentially MP Co-op so you can play with your friends.

[http://www.jkhub.net/project/screens/project-9-QrgJ4T0v9p.jpg]
A sense of scale.

[http://www.jkhub.net/project/screens/project-9-vMZqsvC9PI.jpg]
JK Sim City!

[http://www.jkhub.net/project/screens/project-9-04hAncTXO7.jpg]
The higher adjoin limit really helps.

More details here: http://www.jkhub.net/project/show.php?projid=9
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-05-14, 12:27 AM #2
Lookin nice. Just need some street lines and a nice skybox and a Japanese B-movie monster.
Lyrics are highly overrated.
2009-05-14, 5:25 AM #3
I demand to see a Grismath-shaped figure running away from that truck... ;)
And when the moment is right, I'm gonna fly a kite.
2009-05-14, 7:23 AM #4
If you make this MP I demand a Massassi oldskool JK game, for old times!

2009-05-14, 12:28 PM #5
Oh cool. I like that you can explore those buildings...really cool.
2009-05-14, 12:29 PM #6
Will this mod feature playable Massassians? :P

Looking spanky-great!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-05-15, 1:16 PM #7
mmm LoG, how I missed it. :awesomelon:
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2009-05-18, 10:38 AM #8
Happy SOTD. :v:

Will there be NPCs populating the open spaces?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2009-05-18, 1:31 PM #9
I'm still deciding how I'd like to handle that. Certainly civilian NPCs add a sense of life and realism to urban areas; however, if this were MP, I can only feasibly sync so many NPCs. There are a variety of factors to be considered. I hope to showcase some more screens and info soon.

Thanks for the SotD! :D
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-05-18, 2:16 PM #10
Keep in mind that stationary NPCs need not be synched. Two women standing having a conversation can be entirely client side.

You can also synch an NPC while they are walking, then stop when they stop. Thus you can have a great many as long as only a few of them are walking at once.

Or you could just synch everything and not worry about it, because it will probably work just fine.
2009-05-18, 6:48 PM #11
Or just only sync NPCs that are in areas that the players can see.

2009-05-18, 7:41 PM #12
That's probably the most complex of the possibilities and fails if the players spread themselves out.
2009-05-18, 7:54 PM #13
It wouldn't fail, it would just have to sync more NPCs, which it would be doing anyway...

2009-05-18, 8:00 PM #14
Which is what we are trying to avoid.

Hence. Failure.
2009-05-18, 8:11 PM #15
looks nice, would love to try it out
"Nulla tenaci invia est via"
2009-05-18, 8:12 PM #16
[http://www.jkhub.net/project/screens/project-9-V80tfeBUWd.jpg]

[http://www.jkhub.net/project/screens/project-9-G09fZ213nC.jpg]

. Players will be able to and will not be penalized for spreading out and pursuing objectives independently.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-05-19, 3:08 AM #17
Whee!
The Plothole: a home for amateur, inclusive, collaborative stories
http://forums.theplothole.net
2009-05-20, 8:53 AM #18
[quote=JKHub page]You and your friends play as characters from the LoG series who have banded together in the quest for booty to become SPACE PIRATES.

Players begin in the interior of their pirate ship, which is a single map area distinct from all “planetary surface” areas. The virtual location of the ship is tracked by the host, which determines which planetary surface area players will teleport to when using the ship’s airlock portal.

At the beginning of the game, the ship is docked on Terra (Earth) for supplies and aid. Players are tasked with roaming the spacelanes in search of the Argemitis Galacticus, a legendary artifact, hidden somewhere in this area of the galaxy. No one knows what, exactly, the AG is or where to find it.

Players command various functions of the ship, and it may be useful for players to establish responsibilities for each crew member.

The most important function on the ship is navigation. From the helm area, players can pick their desired destination from a simple map. Only certain planets are accessible from others at first, but once a planet has been visited, it can be “fast traveled” to again. The “distance” between planets determines the length of time spent in transit, and the interior of the ship will be large and interactive enough to ensure that long voyages are not boring; the longest trip, from the most distant planets, should take 2-3 minutes.

Any voyage, and especially with voyages on certain routes, runs the risk of interruption. The crew may randomly happen upon a potential target for piracy, which they can choose to attack or ignore.

There will be little in the form of ship combat (e.g. missiles firing, flying around); the focus should be on boarding actions, so if the pirate ship is conceptually stronger it can choose to board; if it is weaker, it is boarded.[/quote]

Stay tuned here.
What do you think?
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-05-20, 9:46 AM #19
It sounds awesome!

I'm worried the concept may be a little too ambitious though and end up suffering the same fate as most TCs; death by loss of interest/lack of freetime/reallife/etc.
Lyrics are highly overrated.
2009-05-20, 10:23 AM #20
Originally posted by MrRavenX:
I'm worried the concept may be a little too ambitious though and end up suffering the same fate as most TCs; death by loss of interest/lack of freetime/reallife/etc.


How right you are. That's why almost no new map areas are going to be created. I'm essentially recycling map content that I've already made but never released into a coherent game.

In terms of gameplay aspects, I am certainly open to cutting features to ensure release. I'm starting a job that involves software specification/design this summer, so this is, for me, an exercise in battling feature creep and making and executing a realistic plan.

Right now, I'm focusing only on finishing the map areas. I had to establish a general plan for gameplay to guide some aspects of these map areas. Once I start coding the MP co-op aspects, I'll start with only the bare bones features (i.e. a spaceship that can travel from map to map) and then add on from there as time allows.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-05-21, 8:17 AM #21
Syncing everything (at all times) will not work. Trust me on this.

:)
2009-05-24, 9:11 PM #22
[http://jkhub.net/project/screens/project-9-4x7z8luChh.jpg]

Syncing a few enemies works pretty well for now. :D

Taken from the POV of a client; player on the left is host; AK-47-toting orc on the right is AI. AI moves and fires as expected instead of shooting at each player on that player's computer.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-05-25, 12:52 AM #23
Neat!

Did you fix the invisible wall :p
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-05-25, 6:20 AM #24
Haha, yes. :D
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-05-29, 9:04 AM #25
Cross-posting from the Hub, but I just couldn't help myself... :D

[http://www.jkhub.net/project/screens/project-9-rY5vWxp3bi.jpg]

Each playable character has unique, balanced perks to suit different play styles and encourage teamwork.

Like Left 4 Dead, characters comment on their environment and actions autonomously, taunting enemies as they shoot them, cursing locked doors, etc.

Finally, characters gain XP by killing enemies and gathering clues about the Argemitis Galacticus. Gain enough XP and you'll level up, unlocking additional abilities for your character.

Click here to see some character specs!

And it all works! :D
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-05-29, 2:33 PM #26
Finish this, it is godlike.
2009-05-29, 4:37 PM #27
I'm hoping to release something playable in the next two weeks.

This Thursday I may be inviting a few people over for a LAN party and will playtest this in a big way. I intend to record the whole thing with FRAPS from each players' perspective so, even if you don't have JK anymore, you can watch what should prove an entertaining short video.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-05-29, 6:28 PM #28
Wow, some of this doesn't even seem possible.
And when the moment is right, I'm gonna fly a kite.
2009-05-29, 6:50 PM #29
Persistence?
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2009-05-29, 11:14 PM #30
Now if only I could get BinLoader to work, I could make characters savable between game sessions/released levels. :P
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-05-29, 11:21 PM #31
nice. i just have one question...

"WHERE'S MY CELLPHONE!?"

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