User:XTUX345/Project:Kwiksilver

This is where I post updates on DustyOS's & my upcomming game, known currently as Project:Kwiksilver.

March 23rd
I just remembered that a while back I drew a piece of concept art for Project:Kwiksilver, and I'd like to share it.

Here it is:



Enjoy!

--XTUX345: "May the Bird of Paradise fly up your nose! May an elephant caress you with his toes!" 19:12, 28 March 2011 (UTC)

March 22nd
Sorry for not posting for so long.

OK, so I have good news and bad news.

The good news is that I am finally resuming Project:Kwiksilver.

The bad news is, it's going to be 2D instead of 3D.

You see, since DustyOS is always busy, I thought 2D would be much easier for me, and I have improved considerably since even my last post.

Stay tuned, for soon you shall have a major update! --XTUX345: "May the Bird of Paradise fly up your nose! May an elephant caress you with his toes!" 18:14, 22 March 2011 (UTC)

UPDATE!
Here is a low resolution, concept sprite from Project:Kwiksilver:



Enjoy. Please note that this is NOT final and while the final game's walking sprite will resemble this, it will be higher quality and resolution.--XTUX345: "May the Bird of Paradise fly up your nose! May an elephant caress you with his toes!" 02:31, 23 March 2011 (UTC)

January 19th
I apologise for not posting for so long.

You see, DustyOS (our graphics designer, who runs Linux Mint) needs to use an engine that is compatable with Linux, and I am currently trying to find a suitable engine that is more compatable with Linux and Mac, yet powerful.

So far we are considering the Cube 2 engine (the easiest to use), the Unity engine (no native Linux support, but we'll see how it runs under wine), and perhaps XNA (which would be kinda tricky). Please leave your thoughts on the talk page.

--XTUX Hun May the bird of paradise fly up yer nose! 02:45, 20 January 2011 (UTC)

January 1st
YAHOO A NEW YEAR!

Sorry guys for not having posted for soo long.

DustyOS (our graphics designer) is quite busy now that he goes to school and has far less time to work on Project:Kwiksilver.

After waiting for some time, I've decided to work on it without him, at least until he has some more time (like on summer vacaction).

Anyways I've been figuring out how to make tileable textures and normal mapping (which means that players like Refractor could use a low-polly model while still having the illusion of a high-polly model), and I've also been playing around with the UDK's vegetation builder.

Now if I can just figure out Blender's nasty interface, or wait patently for the beta (which has a new and better interface) to become the full version, which shouldn't be too long.--XTUX Hun May the bird of paradise fly up yer nose! 17:03, 4 January 2011 (UTC)

P.S. The built-in vegetation builder is quite nice, and it has alot of cool features.

For example, you can set it so that the wind can bend the trees, and you can even make them break through certain ingame events (such as you cutting them down).

I do not like to give away spoilers, but somewhere in Project:Kwiksilver (if all goes as smoothly as it is now) cutting down trees could be a major gameplay mechanic.

December 8th
At the Club Penguin Wiki forums there is a poll regarding which engine shall be used.

You can vote at http://forums.clubpenguinwiki.info/viewtopic.php?f=32&t=62 to decide which engine shall be used.

Please vote, and on there you can also submit your usernames so that when alpha or beta testing starts I may know your username so that you might be able to test it! --XTUX is on teh job! 20:02, 8 December 2010 (UTC)

December 7th
My friend who I am developing my project with has joined this wiki, and goes under the username of DustyOS.

He is our graphics designer, and in the future might be able to help out with the programming side too, as he will be learning C++!

Just to let you know he is currently moving, so we might not be able to make as much progress for the next few days.

He might occaisionaly make posts on here too, so from this psot onwards, you can see who posted what by checking for our signatures at the bottom of posts.

--XTUX is on teh job! 21:13, 7 December 2010 (UTC)

December 4th
Sorry for not updating for so long, but sadily I have some bad news.

Our 3D moddeler has recently switched from Ubuntu to Linux Mint and is currently setting things up, so it may a a little while before I can make some more headway.

Please note that he should be finished soon, maybe even today.

In the meantime I'll be working on waterfall textures...

November 27th
I am deeply sorry, but I cannot set the camera to first person at the moment.

My deepest apologies.

For now the game will have to be in an overhead manner, but I guess it kinda suits the gameplay style that I was looking for.

Currently my friend is setting up his computer and then we will start making the 3D models and thus, the levels!

Prepare to hear alot more from us in the future!

November 25th
I've spent the entire evening fighting with this dumb camera that just won't cooperate, but other then that the project is going along smoothly.

I'm gonna make a poll on this article's talk page about whether you want a First person camera, the normal Alien Swarm camera or a third person camera (which so far hasn't ever been done on the Alien Swarm engine), so please leave a comment there.

November 24th
I have sucessfully got Microsoft Visual C++ 2010 express up and running, and as of now, the project is almost ready to begin it's pre-alpha tests.

The game has problem running under linux when compiled under Visual Studio 2010, but have no fear, as there are fixes that I shall employ in order to get it working.

Oh, and it IS possible to build a native port to Linux, as some game makers have done it before with this engine, so I might give that a shot, for all you linux users out there.

UPDATE
Behold Project:Kwiksilver running in steam!



I'm sorry that I can't provide you with more info just yet, but stay tuned for MORE!

November 23rd
Our 3D modeler's PC is still down, so I may have to learn making 3D models myself!

I am currently trying to decide between Blender (which is completely open source) or the Softimage Mod Tool (which is free for noncommercial use), which has a slight advantage over Blender thanks to it's better interface and the recomendation of that tool by the developers of the Alien Swarm branch of the source engine.

Oh, and by the way I'm pretty close to having bump-mapping figured out, so I could probally show you of our work soon.

UPDATE
I have switched to the SSbump Generator, a bump-mapping tool that was designed for the source engine and is more powerful then Xnormal, plus it's got a better interface.

Of course tessellation would be even better (actual, 3d objects that are better then bump maps and run better on modern hardware) but sadily the engine doesn't support it yet, so I can't insert it (yet). However Valve has hinted that they might add support for it later, so if they do I'll happily add it to the game!

In the meantime, I will utilize Parallax Mapping, which is can be used on middle end graphics cards (sorry refractor).

I'm sorry that I can't provide you with more info just yet, but stay tuned for MORE!

November 21st
One of the game's charachters has been revealed, Beefgold.

You can read more about him there and when I have some time, I will show U Beefgold's 3D, in-game model!

Please note though that his model hasn't even been made yet, as the 3D modeler's computer is down and will need Linux to be re-installed.

Oh, and it's time to announce a feature of the game that might interest some of you.

3D!

No, I'm talking about the 3D we normaly mean with games, I'm talking about the kind that uses those wierd glasses.

I know it's funny, but once it's done U can really try it (it's a built-in feature of the engine) if you have a Nvidia graphics card!

As this feature is built-in, it will be in the final game for sure, and I will release instructions on how to activate the 3D mode once the final product has been released!

November 19
I have just downloaded xnormal, a free, powerful bump-mapping utility.

For those who don't know what Bump Maps are, I'll tell you:

"Textures often called Bump Maps, or Normal Maps are used to simulate three-dimensional details on a two-dimensional surface by manipulating its lighting. The process is known as Normal Mapping."

- The Valve Developer Comunity

UPDATE!
I am switching the engine type to the Alien Swarm branch of the source engine.

While this will not effect the final quality of the game (except for the interface, which is now open source), it WILL mean that you will not need Half-Life 2, Portal or Team Fortress 2 in order to play the game.

However, you still will need steam to play it and if you are running Ubuntu you will need 10.10 to run it properly, (refractor note: with WINE installed) but at least now Project:Kwiksilver will be completely free for everyone!

November 16
I am currently expirementing with bump-mapping and learning more about the level editor, so that I can make it as good as possible.

I'm also making concept art on the game enviroments, charachters, weapons, ect ect.

Oh, and that reminds me that you can make your own levels in there, if U can figure out the tricky interface (which I can't fix).

Hehehehehehehehe...

November 14, 2010
OK, so here is the basic premise and settings of Project:Kwiksilver:

''Kwiksilver, in an argument with the Time Director over the future of the agency was kicked out of the time agency and classified as the Time Agency's most wanted penguin. After making an amazingly daring escape attempt and succceeding, Kwiksilver was flung back in time and space by a mysterious lazer and crashed into a hot, steamy jungle. Upon hitting the ground his beloved Vortex Manipulator shattered into 14 peices and were scattered around the jungle by the strong wind. Kwiksilver must find the 14 peices in order to repair his Vortex Manipulator and escape alive.''

This is only chapter 1, and as there is FAR MORE in the story then this (which I am NOT revealing yet), stay tuned for more updates on development progress!