Here is a little something from the press confrence
" 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.
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!!!
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
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
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
- 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)
- object collision code
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
- 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!!!)
Problems Encountered:
- none
Next Steps:
- make smoke particles
- implement enemies
- added shoot object ( object shooting works 100% now!!!)
Changes in Creative Design Process:
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);
}
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
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
- 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
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
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......
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
- 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!!!
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
- 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
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
- 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"
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
-none
Problems Encountered:
- gun still not locking onto hand
Next Steps:
- get gunaiming / firing/ placement done by tommorow afternoon
- added firing sound when mouse is clicked
Changes in Creative Design Process:if (dbMouseClick() == 1)
{
dbPlaySound(0001);
- found alternative to gun placement
dbLockObjectOn(6);
-none
Problems Encountered:
- gun still not locking onto hand
Next Steps:
- get gunaiming / firing/ placement done by tommorow afternoon
Tuesday, October 18, 2011
Monday, October 17, 2011
UPDATE # 005 ( October 17 2011 )
Decided to take a break from limbs today.
Changes in Code:
FIGHTER JETS!!!!
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
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)
- 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
- 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
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
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
- Added Jumping Animation
f (dbKeyState(57))
{
dbLoopObject (4 , 190, 209);
}
- fixed player not jumping by adding new variable
this is linked to the camera's Y Position as followsfloat camY = 0;
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
(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
- Added James's Walking animation
For the Neutral Position
and for the actual animationsif(dbKeyState(17) != 1 && dbKeyState(30) != 1 && dbKeyState(31) != 1 && dbKeyState(32) != 1)
{
dbLoopObject (4, 210, 234);
}
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)
-
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.
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 ....
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