Conflict 3049 - new game available - in active development

Started by Matty, January 28, 2025, 10:59:25

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Matty

Hello again...

The start of another game being developed, and is playable
in its current state.

Runs on Windows, but the source code is in C# and so should
be able to be compiled for other platforms - source code is
included in the download.

Link to game: https://matty77.itch.io/conflict-3049

Screenshots:




Video of current progress here:


Thanks for reading.....

Matty



Qube

Oo, very nice looking graphics 8) What did you use to model and texture in?
Mac Studio M4 Max ( 14 core CPU - 32 core GPU ), 32GB LPDDR5, 512GB SSD.
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 64GB DDR5 RAM, 2T PCIe 4.0 SSD.
Microsoft Surface Pro 11 ( Snapdragon® X Elite ), 16GB RAM, 512GB SDD.
ASUS ROG Swift OLED PG27AQDM OLED 240Hz.

Until the next time.

Matty

The models are purchased from 3drt.com, and a few other places over the last two decades.

The vegetation are from dexsoft and arteria in the early 2000s.
The tanks and infantry and buildings are from 3drt purchased 2020s.
The spaceships are by Angry Fly from Turbosquid purchased 2015.
The marine portrait models are also from 3drt.
The razorwire and tank traps are by me as are the rocks.
Some of the textures are from texture cds by CG Texture in the early 2000s.
The explosions are generated with a program I wrote in 2014 or so - which was based on the method my 3d modeling tool back then used (Softimage XSI - sadly stopped working when Windows XP had to be gotten rid of)
The 2d static images for loading screens and such are from RPG Drive Thru stock art site - a whole bunch of sci fi images I bought several years ago.

And a few are done by me...just in paint.net or in blitz3d and rendered out. I also use milkshape3d to convert the models to a format the game library can use.

It's amazing what a simple diffuse and specular lighting system can do.....( I wrote the shaders myself....they're in the download along with the source)




Derron

Yes I know ... a lot is "the assets". But I think it looks like having more "depth" than your scifi-corridor-game you did in blitz3d. So... looks "better" (lighting similar to WC3 and SC2)

Pay attention to not wave the trees and grasses so much (and not so ... rhythmically ... I even would prefer if the elements were split along the z-axis and could "bend" slightly ... so like a "chain" instead of a single billboard or 3d mesh which rotates around a base centered pivot ). Yes, nothing regards core gameplay -  but it always "annoys" me to see these things (as too much movement distracts ... as if the vegetation is a moving unit)


bye
Ron

Matty

Gameplay features just added:

Soldiers can be grouped into squads lead by a sergeant.
Soldiers can be upgrade to medics, engineers or heavy support.
Cover is gained from being near to trees or craters.
Medics can heal friendlies, but do less damage in combat.
Engineers can repair buildings and vehicles but do less damage in combat.
Sergeants keep a squad together and increase damage output for all units in the squad as long as they're alive.
Heavies do extra damage against tanks but less against infantry.
Cover reduces damage taken from enemy fire.
Normal soldiers can build razorwire and tank traps.
Soldiers follow their sergeant around the battlefield.
Squads stick together on the battlefield.
(Icons shown in game to indicate to user who is who)

And a number of other gameplay mechanics relating to how the soldiers fight on the battlefield.
Enemy infantry flees from tanks.

Link:https://matty77.itch.io/

Matty

Download link: https://matty77.itch.io/conflict-3049

Source code is included in the download, it's C# code.

Opinion on Raylib: It's more my cup of tea than Unity as it's closer to Blitz in that it's a library not an engine. You don't get any fancy editors, you've got to code it all, just like you do in Blitz. Of course it lacks some major features, but you can work around them.

Updated Video (gui still placeholders though) 

Naughty Alien

QuoteOpinion on Raylib: It's more my cup of tea than Unity as it's closer to Blitz in that it's a library not an engine. You don't get any fancy editors, you've got to code it all, just like you do in Blitz. Of course it lacks some major features, but you can work around them.
..yup..it looks like lovely piece of software..i wasnt messing much with 3D models loading..i assume it supports gltf?

Derron

it is a library, not a framework ... so a lot of stuff you need to do on your own ... but it seems there is (limited) support for gltf:
https://www.raylib.com/examples/models/loader.html?name=models_loading_gltf

so ... surely a superior way than having 100 object meshes to do animation ... it should open a way bigger world for matty (regarding models). A lot of models are provided "for free" similar to these free games of the week at steam etc. You just need to find a way to import them into blender, export as gltf and import in your game.


@Naughty Alien  - thanks for indirectly pointing out the gltf support :)


bye
Ron

Coder Apprentice

#10
Quote from: Derron on January 30, 2025, 13:27:09... surely a superior way than having 100 object meshes to do animation ... it should open a way bigger world for matty (regarding models).
Did Matty use vertex morph animated characters? In which of his project? Matty?

Naughty Alien

I just installed it with VS2022..works really well..I cant see any commands related to physics..


Matty

Yeah....it's good Naughty Alien....

Re: vertex morphing....no...I simply used an array of ".obj" files that referenced the same shader for each of them(and texture)...basically in milkshape you can export .obj files for the specific animation frame...so I went through the laborious process of doing "set frame/export obj" for each frame of the animation I wanted.....and then wrote the code to hande that....because the game graphics I had didn't have a suitable format nor did my tool for modeling/animating.

Matty


Derron

Quote from: Matty on January 30, 2025, 19:18:31Yeah....it's good Naughty Alien....

Re: vertex morphing....no...I simply used an array of ".obj" files that referenced the same shader for each of them(and texture)...basically in milkshape you can export .obj files for the specific animation frame...so I went through the laborious process of doing "set frame/export obj" for each frame of the animation I wanted.....and then wrote the code to hande that....because the game graphics I had didn't have a suitable format nor did my tool for modeling/animating.
As written: your target must be to import your game models into blender ... export as gltf. I thought for old blender versions some b3d-model-importer existed. From there you should either use the internal blender format or some intermediate format to bring it into a current blender (with a current gltf exporter). Things surely can be even automated (batch script ... written with chatgpt or so).
If you need help, maybe try to provide an "original model file" (one you created) including animation ... and we could check how to bring it into the gltf format.


gltf can be loaded with raylib - including animation.


bye
Ron