" a truly Revolutionary FPS "




- Beek


Days till launch

Out in fall 2012

Monday, December 26, 2011

Sunday, December 25, 2011

Happy Holidays

Happy Holidays from the JAB productions team


We will show you some epic new content in the new year as we are on break for 2 weeks.


Thursday, December 15, 2011

Monday, December 12, 2011

New Screenshot

Got some anti alasing working

dbSetRenderState(D3DRS_MULTISAMPLEANTIALIAS, D3DMULTISAMPLE_2_SAMPLES );


HD GAMING HAS COME TO JAB PRODUCTIONS!!!

Thursday, December 8, 2011

Press Confrence Next Friday!!!

"Crunch Time Business Press Confrence"

BE THERE

Friday December 16th


9:35 AM

Wednesday, December 7, 2011

Update #017 (December 07 2011)

Changes in Code:

- Cyborgs have landed in earth




dbLoadObject("H-Cyborg-Move.x" , 101);
dbScaleObject(101 , 4000 , 4000 , 4000);
dbPositionObject(101,1365 , 10 , 2944);
dbSetObjectCollisionOn(101);
dbSetObjectCollisionToPolygons(101);

dbLoadObject ( "H-Cyborg-Die.x" , 201);
dbScaleObject(201, 4000 , 4000, 4000 );
dbHideObject(102);


if (cymove = 1)
{
dbMoveObject(101 , -1);
dbLoopObject(101 , 1-10);
}

if (shootObj(101) > 0 )
{
dbStopObject (101);
dbHideObject(101);
dbShowObject(201);
dbPositionObject(201 , dbObjectPositionX(101), dbObjectPositionY(101) , dbObjectPositionZ(101));
dbPlayObject(201 ,1-10);
}






Changes in Creative Design Process:
- none

Problems Encountered:
- none so far

Next Steps:

- implement moar cyborgs
- make cyborg spawning more efficient
- make cyborgs attack
- implement player health

Thursday, December 1, 2011

Update # 016 ( December 1st 2011)

Changes in Code:
- added fire particles and stops movement when humvee is shot ( not confirmed to be in final release)
dbLoadImage ( "fire.bmp" , 51 );


dbMakeFireParticles(51 , 51 , 10000 , dbObjectPositionX ( 34 ) , dbObjectPositionY(34) , dbObjectPositionZ( 34) , 10 , 10 , 10);

R = 0 ;
dbStopObject (34) ;



- object collision code



int objCollision(int Obj)
{
if ((dbObjectPositionX( Obj) + 10 == dbObjectPositionX(9)) || (dbObjectPositionY( Obj) + 100 == dbObjectPositionY(9) ) || ( dbObjectPositionZ(Obj) + 100 == dbObjectPositionZ(9)))
{
return collsion1 ;
}
return -1;
}









Changes in Creative Design Process:

- speed everything up ( Beek's idea)


Problems Encountered:
- object collision isnt working ( is now 1st priority)

Next Steps:
- Object collision
- implement buildings
- connecting the three levels



BETA DEADLINE : December 23 2011

Monday, November 28, 2011

Update #015 ( November 28 2011)

Changes in Code:

- added shoot object ( object shooting works 100% now!!!)


int shootObj(int obj)
{
if ( dbMouseClick() == 1 )
{
float oldx = dbCameraPositionX();
float oldy = dbCameraPositionY();
float oldz = dbCameraPositionZ();
dbMoveCamera( 2000 );
float x = dbCameraPositionX();
float y = dbCameraPositionY();
float z = dbCameraPositionZ();
dbMoveCamera( -2000 );

int distanceTest = dbIntersectObject (obj, oldx,oldy,oldz, x,y,z);
if ((distanceTest < 400) && (distanceTest > 0))
{
return distanceTest;
}
}
dbPlaySound(1);
return -1;
}




dbSetObjectCollisionOn(34);
dbSetObjectCollisionToPolygons(34);


dbPrint ( (LONGLONG) shootObj(34));
if (shootObj(34) > 0)
{
dbHideObject(34);
}
if (shootObj(20) > 0)
{
dbHideObject(20);
}




Changes in Creative Design Process:

Problems Encountered:

- none

Next Steps:

- make smoke particles
- implement enemies

Tuesday, November 22, 2011

Update # 014 (November 22 2011)

Changes in Code:

- added weapon GUI elements
- Improved Crosshair

//GUI
dbLoadImage("weapon1.png" , 04 );
dbSprite(04 , 400 , 300 , 04 );
dbScaleSprite



dbLoadImage ( "crosashair.png", 3 );
dbSprite ( 01 , 150, 25,3);
dbScaleSprite ( 01, -420 );




Changes in Creative Design Process:

- none

Problems Encountered:

- need to figure out how to make health bar interact with player health


Next Steps:

- implement more GUI elements
- implement player health
- implement 3dsmax objects

Wednesday, November 16, 2011

COLLISION... Y U NO WORK??????????????

Update # 013 ( November 16 2011)

Sorry for not updating for the past few days as there hasnt been much groundbreaking stuff lately.


Changes in Code:
- Added Collision for Humvee

code as follows

dbLoadObject ( "H-Big 4x4-Move.x" , 34);
dbMakeObjectBox ( 44 , 200 , 200 , 200 );
dbPositionObject ( 44 ,1000 , 10 , 3000);
//dbHideObject(44);
dbPositionObject ( 34 ,1000 , 10 , 3000);
dbScaleObject(34 , 4000 ,4000 , 4000 );
SC_SetupComplexObject(44 , 1 , 2);
SC_UpdateObject( 44);



Changes in Creative Design Process:

- Short story will be released with Collectors Edition
- We will release 2 different editions : Standard Edition and Carnage Edition



Problems Encountered:

- Collision isnt working well on the humvee.... probably due to the complex mesh.... I am working on it.....

Next Steps:

- fix the collision
- implement map
- mission sequences
- enemy AI

The pace is starting to pick up......

Thursday, November 10, 2011

Update #012 ( November 10 2011)

Changes in Code:
- HUMVEES!!!! (abeit being slow and lowres atm)




- adjusted fighter jet positions

Changes in Creative Design Process:
- none

Problems Encountered:
- airport still not loading

Next Steps:

- re export the airport model

Wednesday, November 9, 2011

UPDATE # 011 (November 09 2011)

Changes in Code:

- fighter jets move now!!!

int Q = 1 ;

if (Q==1)
{

dbMoveObject (31, -10);
dbMoveObject (32, -10);
dbMoveObject (33, -10);

}


Changes in Creative Design Process:

-none

Problems Encountered:

- fighters moving backwards ( solved by turning the move speed to a negative number)
Next Steps:

- implement airport
- implement more cinematics
- implement mission enemys

Tuesday, November 8, 2011

Update # 010 (Nov. 08 2011)

WE ARE BACK

Changes in Code:
- Implemented new beta code ( from the press confrence)
- Expanded the terrain size ( now about 1 km by 1 km)
- loaded fighter jet onto new beta code.



Changes in Creative Design Process:
- none

Problems Encountered:
- 3d model made by me not showing up

Next Steps:

- get the 3d model made by me model to show itself

Friday, November 4, 2011

Friday, October 21, 2011

Announcing : BattleZone Modern Conflict

We are proud to announce the new name for Project Colonel : BattleZone Modern Conflict. This will be a ground breaking revolutionary FPS. as stated in the Press Conference earlier today, It will have :

- 2 Missions
- Multiplayer
- Epic Cinematic Experience [ The Aoun Cinematic Experience (TM) ]
- Advanced AI
- Truly awesome Gameplay and Graphics


Not Confirmed :

- 15+ player Multiplayer
- Vehicles


BattleZone Modern Conflict will be Released on Q1 2012

Details to come

Thursday, October 20, 2011

Update #009 (October 20th 2011)

lots of code changes done today...

We gave bob a pay raise.

Get ready for the "LETS TALK FPS Press Confrence"

Wednesday, October 19, 2011

Update #007/008

Changes in Code:

- added firing sound when mouse is clicked
if (dbMouseClick() == 1)
{
dbPlaySound(0001);



- found alternative to gun placement

dbLockObjectOn(6);

Changes in Creative Design Process:
-none

Problems Encountered:
- gun still not locking onto hand

Next Steps:
- get gunaiming / firing/ placement done by tommorow afternoon

Monday, October 17, 2011

UPDATE # 005 ( October 17 2011 )

Decided to take a break from limbs today.

Changes in Code:

FIGHTER JETS!!!!








dbLoadObject ( "H-Jet Fighter 2-Move.x" , 7);
dbPositionObject ( 7 , 195, 450 , 872 );
dbScaleObject( 7 , 3750 , 3750 ,3750);
dbYRotateObject ( 7,250 ) ;







Changes in Creative Design Process:

- a more cinematic experience is required.

Problems Encountered:
- camera still not pitching
- fighter jet disapearing when moved ( need to slow that down :P )

Next Steps:
- more animations
-resume on limbs

Friday, October 14, 2011

Update # 004 (October 14 2011)

Changes in Code:
- adding running animations
(W.I.P)
if (dbKeyState(42))
{
dbLoopObject ( 4 , 300 , 317);


}


-added code t get dark gdk to check for limbs ( limbs still not working)

-
dbPerformChecklistForObjectLimbs(1);

- finally got limbs working by adding dbGlueObjectToLImb to the LoopGDK.





Changes in Creative Design Process:
- none
Problems Encountered:

- need to get camera to move faster
- camera cant look up/down when object is glued to arm


Next Steps:

- fix above issues

Thursday, October 13, 2011

ANNOUNCING...PROJECT COLONEL!!!

(codename) Project Colonel will be a ground breaking FPS
It will be massively multiplayer.
It will beat other FPS and higlight their weaknesses.
It will be a truly epic FPS.

ALPHA BUILD PRESS CONFRENCE TO BE ANNOUNCED

Update #003 ( October 13 2011)

Changes in Code:

- Added Jumping Animation
f (dbKeyState(57))
{
dbLoopObject (4 , 190, 209);
}


- fixed player not jumping by adding new variable
float camY = 0;
this is linked to the camera's Y Position as follows

dbObjectPositionY(4) + 65 + camY

cam y is changed to 35 when spacebar is pressed and back to zero when it is released


-






Changes in Creative Design Process:
- Possible game modes ( mission 1 , mission 2, multiplayer)
- Possble animated NPC objects


Problems Encountered:

- Camera wont follow Jumping Player ( resolved : see : "changes in code")

Next Steps:
- continue with animations
- still have to get limbs working
- possible moving objects in enviroment

Wednesday, October 12, 2011

Update # 002 (October , 12 , 2011)

Changes in Code:

- Added James's Walking animation

For the Neutral Position
if(dbKeyState(17) != 1 && dbKeyState(30) != 1 && dbKeyState(31) != 1 && dbKeyState(32) != 1)
{
dbLoopObject (4, 210, 234);
}

and for the actual animations
dbLoopObject(4 , 236 , 258);

(James got a Bonus for his discovery)





Changes in Creative Design Process:
- none today

Problems Encountered:

- Object attached to limb not showing ( under investigation)


Next Steps:

- Get Limbs to work
- SOUND FX
- gun aiming
- gun firing

Tuesday, October 11, 2011

Update # 001 ( October 11 2011)

This is a daily update I shall be doing for this developer blog.
As time goes on , I may reduce the frequency of these updates but at this point I feel daily updates are necessary.

Things Accomplished to date:
- Camera attached to player
- Moving Player
- Basic Terrain Generation
- Some Player Collision
- Character Walking animation ( does not stop while player is stationary though)


Things Accomplished today:
- Investigated "Limbs"
- Tried to implement it into Character + Weapon Attachments
- not working as of yet ( still have yet to find the problem )




To do:
- A LOT ( eg gun aiming , gun firing, object collision .etc)

- also have to set up networking ( more on that soon)

-

Change of Plans

we are no longer using the previously devised terrain.

Instead we will be using a better more efficent terrain model.

Details to come.

Tuesday, September 27, 2011

Coming soon.....


This is just a shot from the alpha build

Project is still in early stages. It will be announced soon.

Thursday, September 22, 2011

WELCOME

Welcome to the asyed developer blog for J.A.B Productions. I willbe making an annoncement of our upcoming release soon ....