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View Full Version : Introducing StressFracture


Greywhind
2006.08.19, 10:02 PM
You may know that I've been working with SDL and OpenGL recently - I've posted a few requests for help with them when things just weren't working... Well, here's what I've been doing.

I have been developing an open-source (soon to be) cross-platform game (at the time of this post, only compiled for Mac... though porting will be very easy).

The game is at a stage where it has almost no fun value, since the gameplay isn't really implemented yet, but it will be developing over time until it becomes much more useful.

If anyone wants to track this project, or try the binaries I've compiled to show my progress, go to http://www.sourceforge.net/projects/stressfracture/

I'll be looking for a few testers soon for networking code - one to run a server, and others to try connecting through clients. The networking code hasn't been started yet, however, so it might be a month or two.

I'm sure nobody will really care until I have more to show, but I thought I'd get the word out in case it interests anybody. I'll post progress reports here periodically.

lightbringer
2006.08.20, 12:11 AM
Screenshots, some buzz-words (diffuse glow dynamic bloom blurs), and hints about what makes the game exciting and unique are generally the best ways to generate interest.

I know next to nothing about your game after reading your post :p

funkboy
2006.08.20, 12:33 AM
Yeah... even a totally brief general overview of what it's all about.

With a name like StressFracture... I am picturing a great physics engine and some highly stylized albeit simple-looking graphics.

Post more info :)

Greywhind
2006.08.20, 12:49 PM
Well, the game is not close enough to completion for great screenshots. But essentially, it's a 2D top-down multiplayer shooter in the style of the Team Fortress games, except with the characters being stress balls, fighting each other in an arena.

It probably won't have amazing bloom effects or bumpmapping, since it's 2D, for one, and since the focus is on the gameplay, not graphics.

It's not a game for people who want photo-quality nose hair on each player model - it's a game for people who enjoy battling their friends... and capturing flags.

This may disappoint some of you, since high-quality graphics are important to the success of most modern games, but the main idea here is to make a fun game that can be developed with almost no budget whatsoever and in a reasonable amount of time.

funkboy
2006.08.20, 04:39 PM
Do not take such a negative slant toward your own project - at least, don't talk it down and speak of how its graphics may not be good. There are lots of games without realistic nosehair :)

It is great to hear you are concentrating on gameplay, that is most important. Keep us updated on the progress... and post a direct URL for something we can play for much more feedback from idev membership. I know I did not want to try to hunt down the file on your website, compile it, etc. I will play it once a link to an executable is posted in this thread, and then give you feedback, since I am *always* looking for feedback in my game projects and sometimes do not get it.

Good luck!

Achithyn
2006.08.20, 04:52 PM
This may disappoint some of you, since high-quality graphics are important to the success of most modern games, but the main idea here is to make a fun game that can be developed with almost no budget whatsoever and in a reasonable amount of time. That is my focus as well. In due time, when I can actually make a 'game' - I will focus on game play. Sure, nice graphics here and there that are obtainable is nice, though not needed. Graphics are great for a few minutes, though after that, it is your game play that will keep your players playing. :) I look forward for your demo - keep up the good work. :)

~Achi

Greywhind
2006.08.20, 05:50 PM
Note: The following is a very early test build of StressFracture - it will NOT be fun to play for more than a couple of minutes, and it is NOT guaranteed to work.

Here's a link to a very early demo, just the console and some player movement. No firing, networking, or maps yet. Feel free to look at the code - 'tis open source - and learn from it if you want to figure out how to do some basic SDL and OpenGL.

The networking code will be started by the end of next weekend, but probably not finished for a while. After that, maps will be implemented, and somewhere in there firing will be put in. Then, an Alpha will be released.

Here's the link (and where you'll find future "nightly builds"): http://stressfracture.sourceforge.net/nightlybuilds.html

NOTE: This software requires SDL (www.libsdl.org), SDL_mixer (www.libsdl.org/projects/SDL_mixer/), SDL_ttf (www.libsdl.org/projects/SDL_ttf/), SDL_net (www.libsdl.org/projects/SDL_mixer/), and OpenGL (www.opengl.org) to be installed on your computer in order for it to run.

Future builds might be bundled with the SDL libraries.

Greywhind
2006.12.29, 05:20 PM
An update and a request:

StressFracture's networking code is now finished enough to support multiple players on one map, with chat and seeing other players. The previous post still applies as to the download location and requirements for fairly recent builds. (The build with the above state probably won't be up until tomorrow.)

At this point, I'm actively searching for someone who would be willing to run a test server for StressFracture so that new changes, such as maps, can be tested with multiple players at once in them. This will also require some testers. All of the above will be credited in the game.

Finally, I also need an artist (or multiple artists, if I'm lucky) to create wall, floor, gun, and character images. None of them will need much if any animation, so if you can create a reasonably good looking 2D image of the above things, I would be glad to have your help, and of course you'd get credit for your work.

NOTE: I cannot pay anyone for their help. This project is open-source and not expected to make a profit. Please consider helping anyway.

Thanks.

Skorche
2006.12.29, 07:13 PM
There are lots of games without realistic nosehair :)

I'd sure hope so...

leRiCl
2007.01.02, 06:11 AM
You may want to know that the app doesn't launch on my intel core duo 1 macbook with 1gb ram and OS X.4.8. I double click it from the mounted dmg, it appears in the dock bouncing for half a second then disappears. I copied it into my applications folder and the same thing happened. I am the adminstrator of my computer. Good luck with the game! Oh yeah, I downloaded from your nightly builds page and the 'date modified' says 9/17.

AndyKorth
2007.01.11, 03:43 AM
Hiya, I downloaded stressfracture_mac_09172006.dmg and had the same problem leRiCl had. But it's just cause I don't have SDL:

Link (dyld) error:

Library not loaded: @executable_path/../Frameworks/SDL_mixer.framework/Versions/A/SDL_mixer
Referenced from: /Volumes/stressfracture_mac_09172006/StressFracture.app/Contents/MacOS/StressFracture
Reason: image not found


Some kind of an error message would be great (if that's possible). That was written to my console.

Bundling with SDL would be super.

OneSadCookie
2007.01.11, 06:30 AM
It's not really possible to give a nice error for a dynamic link failure. The OP should include SDL in the application bundle.