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Cube & Cube 2 FORUM


The Supreme Cube Engine Game (temp name Slayer)

by Nixot on 07/06/2010 14:12, 50 messages, last message: 08/23/2010 02:43, 22081 views, last view: 12/09/2021 01:17

Hello everybody.
Some of you may recall a mod of Cube I posted a while back called "Newcube". This time, I have gone further. If you don't want to read all this, just skip to the demo video at the bottom.

I propose to bring together all the best bits of the Cube mods there have been to create one "super Cube", and also to make a cool SP campaign and multiplayer maps too. I've been working in secrecy on this for quite a bit now and have decided to give it a bit of public exposure.

I have already integrated fisheye rendering from Fisheye Cube and all pCube mods, plus fixed several bugs and added lots of tiny features, but I have yet to integrate Rick's Cube But mod as I have been busy creating levels to get ready to test it with people.

The theme of the game is as of yet undecided, but I've been leaning towards a sort of sci-fi thing like there was in Doom 3, but I've been playing a lot of F.E.A.R recently (I completed it in a week) so I want to add in a bit of a scare factor and lots of darkness too. Anyone who's played the original Newcube, expect to see quite a lot of metl4ish and exol2 looking maps.

I'm not expecting everyone to rush forward, but if you want to be a playtester then feel free to e-mail me (click on my name at the top and reformat the e-mail address).

And now for a demo video: http://www.youtube.com/watch?v=QrIW5VekRRk

Thanks for reading (if you did)!

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#48: Work continues

by Nixot on 08/13/2010 23:03

Hello everyone.

Just thought I ought to update this thread since I've made some significant progress on the project. I've added a spectator mode, fixed jump pads and bots, added team skins and fullbright player models, as well as several new editing features and bug fixes.
It's at a point now where I'll start asking for help to playtest some new features and also have a few games. Because of the way the bots are programmed, playing with players is a completely different experience code-wise than playing with bots, and I want to make sure that both points of gameplay work perfectly.

So, if anyone is interested in playtesting Slayer with me, deathmatching, CTF-playing or coop editing, don't hesitate to e-mail me (you can click on my name to e-mail me, but don't forget to replace -AT- with @).

I'm also looking for someone who can map in Cube 1 and wouldn't mind making a few maps for me. Currently, there are four maps.

I know I haven't shown anything to the public since that aging demo video, but remember that if you do playtest with me you will have the game in its entirety, ten weapons and all, which should be enough for anybody. All I will ask is don't distribute it to anyone. Thanks.

Thanks for reading (if you did).

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#49: Re: Work continues

by Whales ( Dthdealer ) on 08/15/2010 13:08, refers to #48

Keep it up :)

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#50: Re: ..

by LeftClickersPhone on 08/23/2010 02:43, refers to #47

I understand that RedEclipse's features are not very relevant to Slayer's, and I don't know much about game design beyond theory, but wouldn't it be helpful to se how someone else had achieved your goal? (I say this as a general question.)

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