Update: South Bronx 1981 posted by Anael is the winner of the $100 USD gift card for the most thumbs up votes from the community in the last week. Vote for your favorite game today!

Registration is closed as of July 1, 2008 at 3:00 p.m. PST. Thank you so much to all of the participants! Community voting continues through July 28 and the entry with the most positive (thumbs up) votes weekly will win a $100 USD cash gift card. Vote for your favorite game today!

Finalists in each category - Best Threaded Game, Best Game on the Go, and Best Game on Intel(R) Graphics - will be announced here on August 1, 2008. The finalists will compete for over $100,000 in cash, tools and services.

Key Contest Phases:

  • Community voting: In April and continuing through July 28, 2008, there will be community voting on the best abstracts, with weekly prizes of $100 USD cash gift cards awarded.
  • Upload your media: Upload screenshots and movies of your demo before July 1, 2008 to be considered for finalist voting
  • Finalist voting: During the finalist selection period from July 1st to July 25, 2008, anyone who visits the site can vote on your screenshots and movies.
  • Finalist selection: At the end of the finalist selection period, the top scoring entries will receive priority consideration for the second round of judging, which will be done by Intel and game industry judges. At this time, finalists will need to submit the actual executable of their game demo.
  • Winner selection: The grand prize and subsequent prize winners will be selected by our panel of game development experts.

Featured Entries

Kshatriya
2008-07-01 15:13:35 Posted By prafullapro
Entry Description

Kshatriya is a third person action adventure game .where u take the role of a young warrior to free the land plagued by a  asura's king(demon king).
Throughout the journey player find various weapons and magic abilities , some r temporary and some stay with throughout the game.
The game is focused on the player using melee attacks, magic abilities , and combination of button sequaence to execute the enemy with
cinematic feel.No repetitive gameplay.Lots of dynamic animations according to environment interaction. 


Gameplay
--------------------
1) No loading screen in between levels ,game runs like a flow.
2) Smooth gameplay with simple control mechanism.
3) Lots of enemies on screen to fight.Creatures ranging from small one to big monsters.
4) Various magic abilities found during journey.
5) Solving environment puzzles like sliding boxes , triggers , gears ,lever ,lift attached with ropes.
6) Story driven gameplay. no senseless mission.
7) Three Difficulty mode.

9) Camera system similar to those found in god of war series of video games.
10) Using Havok for Physics and animation to provide rich gameplay experiance.




Graphics Engine
------------------------

1) Renderer optimized for integrated intel graphics chipset ,the game can also work on cards with no shader support.

2 Powerful material system developed to provide HIgh quality Visuals .

3) Huge outdoor scenes are streamlined from disk , no scrifice in performance.
4) Shader effects like HDR,Depth of field, Distort ,Normal mapping ,motion blur , PRT Lighting ,various environment lighting techniques automatically setup according to graphics card detected.
5) Detailed 3D model, facial animation.
6) Provides user with choice of drawing percentage of screen without sacrificing image quality .
7) Provide options for reducing graphics detail in order to get maximum performance.
8) Shader pipeline optimized for intel x3100 chipset.
9) Rendering engine is optimized to provide maximum performance so user doesn't have to make changes into graphics setting.
 
Technical Features
-------------------------


1) Makes efficient use of processor cores availble.
2) Multithreded renderer.
3) Thread based background loading of game assest without freezing the game for a second .Can make use of extra core for decompression if availble.
4) Reduces graphics detail while running on battery . It automatically detects power failure and scale down graphics setting without
   restarting the entire game just require few seconds for reloading.
5) Provides support for XBox-360 controller.
6) Very small memory requirement so that users dont have to close other applications.Just require 64 MB free memory .and 32 MB graphics Memory.

7) User can easily switch between fullscreen mode to window mode without any glitch.

8) Provides in game UI for displaying system-state information like Battery life, processors .Also provide user with option for selecting from different power schemes.

 


 I am working on Integrating havok physics and animation into game.
At the time of writing this Document.I have no gameplay movie of the game availble due to some bugs encountered while replacing  game physics with havok.
which is preventing me from making movie of my game.But i will have full featured demo of the game by ending of the july.
Movie provided with this entry is few months old just demonstrating graphics features of the game.

I have created a youtube channel to provide daily updates and progress about game .
Game play movies will be posted there when they r availble.

http://www.youtube

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S'more Wars
2008-07-01 12:57:26 Posted By Chris Schmidt, Michael Bosley, Steven Kamp, Lisa Jones
Entry Description

S'more Wars is a 2D platformer taking Ray the marshmallow on an epic journey to save his two best friends in the world, Peter the graham cracker and Winston the chocolate bar. They were both abducted by the evil forces of Commander Coco Nut.

Ray, Peter and Winston formed the triumverate of deliciousness. Ray the marshmallowy gooiness, Peter the graham crackery crispiness, and Winston the chocolatey yumminess all grew up together since they were dropped out of a bag of s'mores ingredients destined for a camping trip. Their lives spent in the pantry of Kitchentopia, all was well until Commander Coco Nut arrived.

Coco turned the fruit against our friends, forcing his minions to kidnap them in order to gain control of Kitchentopia. Fortunately, Ray was away decorating Winston's birthday cake and managed to elude capture. Upon finding out about the abductions, Ray modified his pastry filler into a SPLAT gun, or Self Powered Linear Acceleration Tool, that shoots little bits of himself onto the ground. This gives Ray the ability to bounce off of bits of himself in order to jump much higher than normal. He also equipped himself with a MASHer, of Marshmallow Attuned Smasher Helper, fashioned from a meat cleaver.

As Ray you smash the evil yet sometimes dimwitted grapes, tough punk pineapples, and giant green grapes in order to save your friends. You can shoot marshmallow bits onto the ground to navigate over obstacles or even enemies, but beware...Kitchentopia has its own hazards.

Will you rise to the challenge to save your friends? Can you smash your way through Kitchentopia and restore hope? Are you prepared for the ultimate challenge against Commander Coco Nut?

 S'more Wars is made by Team Melondramatic Productions at the Guildhall @ SMU.

This entry will provide development and design tips and tricks, along with an ideal sit and go playing experience. It uses minimal resources and is ideal for laptops running Intel integrated graphics. Play S'more Wars and become part of the Intel gaming experience!

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Moon Struck
2008-06-30 22:44:39 Posted By Alip Kumar Saha
Entry Description

Axis 3D Studio presents MOON STRUCK -a unique 3D shooter game which is the FIRST 3D game from India in the shooting genre, published nationwide in popular tech magazines.

Demo Description
The game is a sci-fi game [on 2150 A. D.] where people are living inside the air-filled translucent hemispherical domes [Chandragupta] on the lunar surface, leaving over-polluted earth.
A disconnection of communication from lunar base station ‘Chandragupta’ at the space station [Aparthiva] leads to the apprehension of alien attacks at Chandragupta. The player, equipped with 4 ultra-modern guns from the space station, is supposed to rescue the lunar base station [Chandragupta] and nuclear reactor ‘Damini’ from enemies by restoring the door-opening-cum-laser-beams-protected computers.

Free Downloads
As the demo uses updated DirectX9.0c; the required DirectX9.0c is a higher update than that comes in-built with Windows XP SP2. Please download and enjoy the free demo from here and required DirectX9.0c from here.
More exciting and addictive future levels are being developed slowly by the tiny team due to the lack of resources and infrastructure.

Multithreaded Features
The frame rate of this demo highly varies with hardwares, GPU and CPU, since Moon Struck uses a multithreaded collision engine that is very light on system resources. The collision engine handles thousands of surfaces and collision detections at every frame. It consumes only 119 MB RAM and 154 MB virtual memory, using 12 threads running parallel, for a minimum hardware configuration. The maximum value of the frame rate of the demo is limited at the refresh rate of the display device used. A great variation is observed in game performance and in texture sharpness over different types of hardware configurations.

Wide Compatibility with Intel Chipsets and Others
The game being light on resources and scalable on different hardware, it runs smoothly over a wide range of PCs and laptops. Moon Struck gives extremely smooth feelings, starting from an old Intel P4 CPU with 845 Intel chipset to a very high-end quad core CPU/multiprocessors with ultramodern next generation graphics cards. The demo is compatible with wide range of video memory, starting from 32 MB VRAM in entry-level chipset to 1 GB VRAM in modern graphics cards and more.

Supports for Laptops
Moon Struck is featured with fully customizable keyboard controls and alternative key inputs for mouse buttons, mouse wheel and mouse movements. The rendering system is based on DirectX9.0c and it has full support for LCD, TFT , HDTV and widescreen laptops. All these flexibilities make the demo enjoyable on a wide range of laptops.

Some Other Features
The light-mapping on the tunnel under the lunar surface and texturing inside the lunar domes have been done in customized methods, resulting the frame rate remains unaffected even at a very high ratio of texture resolution/mapped surface.
A heavy collision for both player and enemies with the bulletproof domes is automatically converted into sliding collision, thus preventing the unwanted penetration of the game objects.
Dynamic rendering of large world and dynamic collision only on active segments of the world are the reasons behind such improved performances.
To access to the laser-beams-protected computer, the player needs to rise over a helical path using multiple controls simultaneously. The practice makes the user more efficient.

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Protozoa
2008-06-29 20:31:13 Posted By Mauro Persano
Entry Description

Fight waves of genetically enhanced microbiological foes in a frantic and furious arcade blast fest!

With gameplay inspired by Robotron and SmashTV, Protozoa shows off the Intel GPU with physics-based special effects.

Please visit our page at fzort.org/protozoa for more information and higher-resolution screenshots and videos!

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Goo!
2008-06-30 01:29:14 Posted By Tommy Refenes
Entry Description

Goo! is an action strategy game where the player controls a giant glob of amorphous liquid. The object of the game is to consume opponents Goo to get bigger or survive. There are two game modes now, Survival Mode and Versus Mode. In Survival Mode the players Goo is constantly decaying as they fight against a constantly growing and very aggressive Paint Goo. In order to Survive, the player must constantly consume pieces of the Paint Goo to hold it off as long as possible. Paint Goos spawn in Red Green and Blue variations and when they come in contact with each other their colors and behaviors mix. Players are awarded bonus points for consuming like colors. In Versus Mode, up to 4 players can battle against each other to see who can dominate their opponents. In Versus Mode, when a player consumes a part of an opponent, the opponent gets smaller as the player gets bigger. 

Multi-Threaded Features:

  • Goo! is built to scale on different machines. The biggest advantage is the framerate jumping more than 600% from single core to quad core at high resolutions. Goo! does this by employing a custom made multi-threaded physics engine that handles thousands of recursive collision detection calculations and physics calculations every frame. Interactive realtime liquid comes at a heavy price. At any time during gameplay, there are thousands of individual particles interacting and colliding with eachother to form the Goos rendered on screen. Because of the amount of multi-threading powering Goo!'s physics, Goo! can run at 1920 x 1440 at well over 100FPS with several post processing passes, thousands of collision detections and reactions, and gameplay and AI logic running every frame. This game is built for multi-processer systems.
  • The engine custom developed for Goo! has been carefully crafted to utilize as much as the processor as possible during physics and collision updates. Goo! was developed with Visual Studio 2008 and Intel VTune to optimize performance.
 
  • On dualcore and quadcore machines, Goo! does a real time FFT of the music currently playing to show a very subtle music visualization in the background. It’s just noticeable enough to immerse the player further in the game and is an added feature for those special people with multi-core machines.
 Rendering Features
 
  • Goo! uses several shader techniques to render dynamic height maps that represent the goos on the screen. A technique called Orange Mapping generates height maps that do not cap at the hardware imposed limit of 1.0f for color channels.
 
  • Goos are rendered by manipulating height maps with skins. Skins are totally independent of code and are able to be created separately and eventually by users.
 
  • Goo also passes height maps through several bloom and motion blur passes to make realistic looking goo.
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FLAT Tryals: unleashed
2008-06-29 13:13:12 Posted By Koushik Viswanathan
Entry Description

FLAT Tryals: Unleashed is the follow-up to the original FLAT Tryals game. (http://www.greatgamesexperiment.com/game/FLATTryals)

With cars from atleast two decades ago, completely retro-fitted with state-of-the-art monitoring systems, nitrous oxide tanks and turbo-charged engines,the FLAT motor company is back! and they're looking for more test drivers!

Do you have it in you to steer a random-mad-scientists-creation-of-a-car with a serious handicap, around a challenging race track? Can YOU even survive in these monsters?

There's only one way to find out!

Built on a custom shader-driven graphics engine, and showcasing spectacular visual-effects, FLAT tryals : Unleashed takes the original FLAT Tryals experience to the next level!

The game depends largely on its uncanny humor and its character's characteristic one-liners. It will make a spoof of anything on the planet!

Best Game on Intel Graphics:

The game is built on a customized rendering engine, designed from the ground up to support intel GMAs. The engine is built around a fallback system which detects the optimal shader combinations to use on any given chipset. It also determines the appropriate formats for render textures. The techniques use SM3.0 and work with integrated chipsets to yield convincing, yet playable results! For more info, please check the tips_tricks.pdf file attached with this entry.

Best Game on the Go:

The game should work hassle-free on a wide variety of integrated mobile graphics cards. The game auto-detects battery-life and remaining power, and switches to a different fallback scheme for the renderer. This way, it saves on valuable battery time and keeps your gaming going.

Tips and Tricks:

The tips_tricks.pdf file uploaded contains details about some of the effects implemented in FLAT Tryals: Unleashed, and explain why they would work well on Intel GMAs. It also contains a couple of screen grabs showing a sneak peek at a couple of these effects. The file can also be found here:
http://cowness.forever.googlepages.com/tips_tricks.pdf

http://cowness.forever.googlepages.com is the temporary home until the website is finished.

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Sub0
2008-06-29 05:41:41 Posted By Bradley Wesson
Entry Description

CodeCrafters Sub0

BUILD!

  • Construct huge fleets of ships to fling against your foes.
  • Utilize unique upgrades to decimate your opponent.
  • Employ the potent ‘battle research’ system to specialize your forces.

COMMAND!

  • Use the intuitive and powerful HUD to have total control over your troops.
  • Zoom the map out to implement large-scale strategies; or zoom in to micro-manage.
  • Direct your troops to move in all 3 dimensions to outflank your opponents.

STRATEGIZE!

  • Cut off oxygen supplies or specific structures to cripple your opponent.
  • Make careful use of unique abilities to dominate the battlefield.
  • Use the advanced command system to implement long term strategies or make split second changes.

SUCCEED!

  • Build the ultimate empire, spanning hundreds of nautical miles.
  • Crush your opponent using specialized weaponry and tactics.
  • Employ a truly EPIC fleet. Sky’s the limit.

MOBILE!

  • Use your full finger on the touchpad to move the camera, or use the touch pad normaly for normal mouse operation.
  • Visualy view your current power status.
  • Auto adjust graphics and throttle frame rate for battery saving when powered by battery.
  • Able to resume from standby, enter standby when moving.

Note: The video is out of date, refer to the games binary in Media3.
Also, the binary appears to have an error in it, and may crash. This will be fixed and updated soon.

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Army of Earth
2008-06-28 18:59:31 Posted By Tom Spencer-Smith
Entry Description

Army of Earth is an online-only action-strategy team game allowing hundreds of players and up to 6 teams to play together in an open 3D environment. The objective is to destroy the other teams by protecting and developing your own base, while destroying their bases.

WEBSITE: www.armyofearth.com/

DOWNLOAD (7 MB): www.armyofearth.com/downloads/armyofearthsetup.exe

This game is specifically designed to run well on integrated graphics, with no shader support needed. Visual effects are tuned dynamically according to framerate, and some effects may be toggled manually too. This way we try to achieve acceptable performance on lower-spec hardware, even with hundreds of players and an open 3D combat environment.

The particle effects shown are implemented using Point Sprites. The terrain and skydome are procedurally modelled and textured. The building models are very low poly because the game uses an open 3D environment and several hundred buildings may be visible and animated at one time. All modelled objects use programmatic level-of-detail. Fog provides a nice visual improvement.

Maps are generated procedurally and instantly at runtime, so you will never play on the same map twice, and the download is just 7MB. Music is streamed live from the Internet. The game features convenient ingame matchmaking and drop-in gameplay, with bots present to make up numbers while the player community grows.

The screenshots were created on a Dell Inspiron 640m laptop running Vista Home Premium, with "Mobile Intel(R) 945 Express Chipset Family".

Army of Earth is written in C++ and uses its own engine. Graphics are DirectX 9.0c. FMod is used for the audio.

Here is our advertised feature list:

  • Very easy mouse-based controls.
  • Allows hundreds of players to play together in an open environment, with up to 6 teams.
  • Fully 3D, but has very modest graphics requirements.
  • Convenient drop-in/drop-out gameplay; no waiting for players.
  • Built-in lobbies for easy matchmaking.
  • Maps are generated using fractal mathematics. They never repeat.
  • Leaderboard and ingame ranking (skill-based).
  • Very small download (around 7MB) and quick install.
  • Low bandwidth requirements makes it easy to host large games.
  • Music is streamed live from the Internet, and you can choose your own music source.
  • Free throughout an extensive Open Beta period.

System Requirements:

  • Windows XP (SP2) or Vista.
  • DirectX 9 (you'll already have this if you have XP SP2 or Vista).
  • 12 MB available hard drive space.
  • A broadband Internet connection.

An active player community centers around the forums and leaderboard. New players are most welcome!

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CELL 3
2008-06-26 00:15:01 Posted By Bapi Roy
Entry Description

CELL 3 is a terrorist hunt-down Task Force of Indian Elite, First Person Shooter team based tactical combat game. Move through the globe, seek and bring them to the justice.

It is a action pack with some exciting feature and game play. Shooting and moving through the mission is only a part of game not way to get your objective completed. Only your presence of mind and thinking will help you complete your duty and responsibility.

 

Short Summary

The story began with Special Forces operation to catch one of the most wanted terrorist located on POK (Pakistan Occupied Kashmir). Who later escape through hijack of Flight IC-814 in year 1999 . Some year later, Indian Government decided to counter strike on it most wanted terrorist and their organisation through highly classified and elite group of people called CELL 3.

They move through the globe and track them down, move to capture or kill them.

 

Significant Features

  1. Game move through story line.
  2. Completion Primary objective is main law for the moving to next level.
  3. Some level have alternative primary objective, with fexiblity to complete mission by completing atleast one or both objectivs.
  4. First person dialogue system. Game move with response to First Person dialogues.
  5. Get help from your firends.
  6. And for more infomation and update Visit : mywords.mydooars.com/

 

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Soul Arena
2008-06-26 02:05:44 Posted By Julius A
Entry Description

Truly 3d Fighting Game with two teams of 3 fighting. Base Engine has been in development for 3 years.

We are developing the Engine to run well on our laptops that both use the Intel Centrino duo processor and Intel Integrated chipsets. We also are developing for the higher end systems that will make use of multiple Cores and higher end Graphics Cards. Our graphics, physics, networking, and sound systems are designed to perform better on multicore systems.

Media Descriptions:

Gallery Photo - An in game screenshot showing off some of our engines graphical features. Fresnel mapped watersurface and light billboarding for the projectiles.

Media 1 - In game screenshot of our animation system and our Block/Hit/Guard system in action.

Media 2 - In game screenshot of our flash capabilities. The texture of that cube is this flash movie ( http://www.newgrounds.com/portal/view/377529) Our gui will also be powered by flash. We hope to have support for streaming media(such as youtube videos) in our engine soon.

Media 3 - In game screenshot of our dynamic material system. Though Ogres powerful material system we are able to quickly change between materials. Here the watersurface has been changed automatically for a system that couldn't support it. The Cube in the middle was also orginally bump mapped. This is great for users who dont' have a high end system.

All assets presented are not final

 

 

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SYNTH(tm)
2008-06-16 12:03:52 Posted By Rhys Paul Hovey
Entry Description

SYNTH(tm) is a PC game that I am working on that features proceedurally generated graphics and levels (at every stage of the game), and has custom physics. It is a multi-thread app, (--at present shows 8 threads total--) that requires a DUAL CORE processor (tested mostly on intel) and is designed to be scaled to 'n' cores and 'x'-ram in the future, it achieves this through a 3D layered design, and automatic construction algorithms. It features several non-standard (and somewhat ineffcient) graphical techniques such as "recursive turtle graphics", "G-systems", and volumetric "styrofoam" and pixlists. Environments are destructible and grow back. It uses openGL, in a multithread render queue system, that greatly speeds up the dynamic geometry process. Playable levels are created by entering 4 letter words as seeds, that generate unique playable 3D graphics (each word the same each time, so play your favorite 4 letter words). With processor and ram scaling, SYNTH (with some more work, not much though :) (its been anticipated) is going to be able to match your computer, graphicaly in detail and in level size (I have plans to simplify the game play in such LARGE constructions though). SYNTH plays like an arcade game, with simple gameplay, (shoot suck and blow operations) with an underlying conservation strategy, but can be hecktic, with hundreds of entities on screen acting like a "system" or soft body based on your controls.  SYNTH also does a dynamic remix of the soundtrack, while you play, in response to your actions and -keystrokes-, but does NOT actually interfere with the gameplay. SYNTH does this FREQUENTLY and maintains it's sync, SYNTH is borders a "break beat machine" or sequence remixer. (like a DJ's tool)  it just serves as an interesting audio experience, so the remix is not actually "part of the game", but I do find myself just "playing music with it" sometimes. SYNTH forcefully shuts off the sound, as well (to give relax and space), and the sequences themselves (ran on a sepparte core) are passed through a farily complicated remixer algorithm, based on YEARS of syntheisizer programming experience :). It uses 24 real time DSP effects on at one time (another thread). SYNTH v0.909 will be released soon with more graphics and things finished. These are prototype screens. SYNTH(tm) is copyright 2008 Rhys Paul Hovey. ALL rights are reserved. SYNTH(tm) requires powerful video hardware. SYNTH's download is only 30 megs, but over 28 megs of this is 16 bit, uncompressed stereo sound and music. It's a 200k style game, and has an intro generation state of over 40 seconds (on cduo2.66), in which run time profiling is done on the graphics. SYNTH is the kind of game you can play and think about, and find hard, or it's the kind of thing you can just sit there, and mess around with and make noise and blow stuff up,if you want, and look at it's bizzare "retro" graphics. Imagine your fleet of 10000 vector computers :) in 84. The current soundset is a drum and bass / "industrial-house" soundset. I have been working on SYNTH for almost 1 year. I am a professional R&D engineer (in games) and teach video games programming part time.

 

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Tactical Revolution
2008-05-29 21:23:27 Posted By Jason Tully
Entry Description

www.tommorowland.net/

  • 3D Isometric Perspective, Turn-Based Tactical Strategic Game Mechanics
  • Shader Model 3.0, 2.0(w/Hardware Instancing Support) - DirectX 9.0 Custom Engine
    • Parallax Mapped Terrain, Real-Time Deformation for Explosion Craters
    • Realistic Ocean Water with Refraction and Reflection
    • High Performance Visibility Determination Engine
    • Normal Mapped Surfaces, Artist Driven Real-Time Glow
    • Uncanny Physics with AGEIA PhysX Support
  • 64bit (x64) and 32bit (x86) Versions will be Available
  • Dual Core / Multi Core / Multi-Processor, NUMA Aware
    • High-Performance Multithreaded Functional Design Model, Parallel Rendering, Scene, and Streaming.
    • Tangible Benefits that directly influence the overall framerate of the game.
    • Efficient usage of available processor time, each core will be utilized to the fullest extent to leverage all multithreaded benefits.
  • 2 Human Players build simple fully destructable forts at beginning of game.
  • For simplicity and usability, the Xbox 360 controller for Windows is being used in the design of game controls. The idea behind this is if you would like to hook up your computer to a TV and play with a friend it's really engaging and fun on the COUCH.
  • More emphasis on game play physics, whether it's building, destruction or rag dolls - it's all part of the FUN.
  • Each player controls one character to build artillery, mini guns, missile launchers, walls, etc.
  • Each player is a nuclear homicidal infant. Yes that's right, your gonna be a baby.
  • Engaging Multiplayer Action and Fun, Play with Friends Online or in your living room.
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Mini-Pod Races
2008-05-29 05:33:59 Posted By Rodrigo Brambilla
Entry Description

Mini-Pod Races is a racing game where you play with a toy-ship that fly around near the floor.

The idea is of a game where you race in common places like a park, a playground and house rooms like the kitchen, the bathroom and the bedroom.

Due to tech and time/budget limitation this version is single-player but the objetcive is to develop a multiplayer version.

The main focus is on the gameplay experience, that's where the pods make their difference. Instead of slowly accelerate a car every time you crash or slow down you have almost instant acceleration with brings a fast and dinamic gameplay.

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The Supers
2008-05-17 08:39:34 Posted By Nelson Yu
Entry Description

Shadow of the Colossus meets superheroes. Battle giantic killer robots before they turn the city into rubble.

  • Use your X-ray vision to see robot weakspot then attack them.
  • Climb onto and INSIDE robots.
  • Multiple solutions to defeating a robot.
  • Each superhero has different superpowers that vary how easy/hard it will be to defeat a robot.

STATUS: Acquired funding for the demo/prototype!

COMPLETED:

  • 2 robot models
  • 1 superhero model + 1 rough model
  • Pre-viz city
  • Basic engine + controls

TODO:

  • Rig + texture superhero
  • Rig + texture 2 robot models
  • Animate supehero
  • Animate robots
  • Create robot collision
  • Create robot AI
  • Build city block

For more progress notes, see http://www.casuallyhardcore.com/blog

 

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Clan Arena
2008-05-16 10:25:31 Posted By Arjen Meijer
Entry Description

Clan Arena is a first person sci-fi shooter created using the C4 engine.
We have had a lot of help from existing game developers and are striving for a perfect game.
We are currently working together with the NHL to help us develop the game to the next stage.

For more info on this game visit: www.clan-arena.net

Thanks everyone for the votes and heads up and also thanks to Intel you this opportunity.
We are working hard to show you all something new soon.

if anyone is interested in helping us feel free to contact: nokill [at] redcellgaming.com

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K96
2008-04-06 14:30:31 Posted By Nathan Watson
Entry Description

After the War of 2084, which devistated Earth, man moved to the colonies he established on other planets in distant star systems prior to the War.

Several hundred years of interstellar conflict have created mega-empires, each spanning thousands of star systems each and having populations in the trillions.

Wealth and power are for the taking, but it won't be an easy task. Can you fight and deal your way to a high ranking officer commanding millions? Or perhaps you can make it big as a mercenary? There's only one way to find out - starting from the ground up and surviving long enough to learn from your mistakes.

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Codename Prime*
2008-04-22 17:42:59 Posted By Adam McKern
Entry Description

Codename ’Primes’’ levels will be outstanding, and follow in the footsteps of Call Of Duty, and Unreal Tournament 2004’s onslaught maps in many ways, with large unguided expanses, with plenty of small detail, and large-scale combat. Covering multiple zones within the same level.

The player will be given the option to engage in combat with the enemy on multiple paths wherever possible, and with inventory items such as an EMP Tripod, where communications between the Dragos is disrupted, and nullified a vital strategic element is added to the fighting in the Levels. The Player will also have the ability to engage combat with weapons better suited in large out door areas, such as the Missile Revolver, while the Ion Pistol, and the Ion Stitcher are more effective at close range.

City environments will be often battle worn, again drawing inspiration from World War 2 combat games, like Call of Duty, and Red Orchestra, showing fires, and crumbling buildings, even the echo of plasma storms in the atmosphere where quantum busters have destroyed whole continents. Along with the dread of urban and indoor combat, Drago will have scripting that Half-Life 2, and Doom 3 offer in such high quality. Other cities of the universe that have not been ravaged by war, will display all the power and wealth mankind has accumulated over four centuries of peace and prosperity.

 

Level lighting will reflect these environments intensely, with fire and plasma as the primary light sources on lost planets with some secondary lighting supplied by the remains of strip lighting. Whereas on the free planets of the universe will show-off an impressive range of artificial and even genetically engineered lighting.

Levels within spacecrafts will feature insane zero-G combat where opponents, once in free fall, will have to shoot weapons, in order to create an impulse that propels them through the area. Low-G Levels will also be included on some planets of the universe, where the Player Character’s movement abilities will be accordingly.

The NPCs (Non-Player-Characters)
Bringing life into the game

Characters that appear in the game follow the same principles as the overall concept: They have to be believable. The Player will have to deal with a lot of interesting people who all have their own agenda and interests, which might interfere with the Characters’ interests. Some of the characters might become his friends while other can develop into his deadliest enemies. This also applies to the looks of the Characters.

As the Player Character will not only meet humans but also a variety of alien races, he might not always be able to really understand or get in touch with some NPCs. But this might just as well happen to the Player Character on Earth if he for example questions a jokester web head about how to circumvent protected data storage.

In combat the same rules apply. The squad will of course follow commands, but not every marine is so acquainted with the idea of being a cloner that he sets his momentary life at stake just for a reckless firefight. Especially when fighting troops have acquired a specific knowledge and memories have not been updated yet it might be wiser to retreat as it is most often hard work to come back later and search for his own dead body to retrieve one’s memories.

The the game will have a very unique design in order to make them believable as a natural species. They certainly have not evolved in a certain way to look as scary as possible to humans and they will not have the typical bad guy features that are found in other games. They don’t even have a head for starters.

As the physical attributes of the Drago are very distinct so is their behaviour. They have nothing in common with humans and will appear literally alien to the Play


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SpacePig
2008-03-14 09:55:33 Posted By Andres Martinez
Entry Description
Fun, entertaining and relaxing cartoon style game. Control the animated Pig character around the moon, picking as much coins and diamonds as you can, but beware of the falling meteorites and spikes. Post your score in our Top 100 list and check how you are playing agains others around the globe.
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Iron Coffins
2008-03-16 13:04:19 Posted By Chad McRae
Entry Description

Welcome

A loud clanging sound echoes through the concrete bunker as you walk through. Sparks to the left and right of you make your eyes squint as you concentrate on walking to the correct pen.

Finally, you reach Pen 11, and there it is, your very own U-boat. You command a German U-boat during World War 2. Your mission is to sink enemy shipping and keep your crew alive.


Unlike other submarine simulations, Iron Coffins is not limited to certain compartments. Feel free to roam about the boat, from atop the conning tower, to torpedo room to torpedo room.

Also experience a crew, that almost feels real, as each member has a different personality, background, and outlook on the war.

Play along with the storyline that takes you from late 1939, to mid-1945 as the dynamic storyline changes with your decisions.

Good luck and good hunting Captain.

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Mojave's Edge
2008-02-29 14:30:30 Posted By Mainland Gaming
Entry Description

Mainland Gaming presents Mojave's Edge - a unique, multi-player 3D gaming experience, with "play money" video poker, slots, and table games, as well as single-player "mini" arcade games such as Pachinko and Shiny (a tile matching game).

The full version of Mojave's Edge will offer eight uniquely themed hotel casino properties. For our demo, we are showing a "Medieval"-themed hotel casino property.

Mojave's Edge is implemented with multi-threading for audio and networking, to run noticeably better on Intel multi-core systems. And soon, our Pachinko game will use an additional thread to take even better advantage of Intel multi-core systems.

The profiled Graphics Settings window also allows the player to calibrate the game to run on a range of hardware, from entry-level Intel Integrated Graphics systems all the way up to the latest leading-edge graphics hardware.

Mojave's Edge is powered by C4 Engine, a comprehensive 3D game engine developed by Terathon Software.

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Lights of Dream
2008-02-29 19:13:35 Posted By David Yan
Entry Description

Lights of Dream is made by Xilvan Design, it is created with a low budget and extremely shortage of members and lack of skills, but we have over come some these problem and constant improving our game.

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Atlantis Strike
2008-02-27 19:07:14 Posted By Robert woodburn
Entry Description

In 2010 the worlds oil supply is almost gone.Searching for the last drops of oil in the gulf of mexico,drillers Discover the lost city of Atlantis.


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Pixel and Vega in: Crunch Time!
2008-02-27 10:03:07 Posted By Aaron Murray
Entry Description

The situation is this: mega-developer Futuracorp's newest epic science-fiction MMO game has entered "crunch time" (the last rush of work before the game’s final deadline), and has been besieged by an influx of bugs and corrupt data, seemingly out of nowhere.

As a special agent for VMC Gamelabs, your job is to regulate the flow of corrupt data — removing as much as possible, as quickly as possible, via a match-3 gameplay mechanic — so that Vega (appearing as a virtual avatar inside the game world) and Pixel (providing support on another monitor) can clean up the bugs.

Do your job, and the game will ship on time, making millions of people happy. Fail, and gamers everywhere will be crushed.

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Rival Cannons: World War Golf
2008-02-28 09:53:34 Posted By Nicolai Dutka
Entry Description

Rival Cannons is an exhilarating golf game set up for only the craziest of mascots of the theme park industry to
battle it out for the ownership of a theme park on the moon. With its weird antics, and pulverizing new style of a not so
ordinary game of golf, it has attracted only four participants.

Kiku – A female nurse from the Hospital Park whom never backs down from a challenge with her Syringe Cannon.

Barnacle – A sea bred pirate from the Pirate Park whose bones are just as black as his cannon balls flying out of his
Skull Cannon.

Zark – A cyborg of the Park from the Future on the Moon, the one and only returning champion who has come back to the past
to defend his park’s rightful place on the moon claiming domination with a Plasma Cannon.

Whiskey – A cowboy From the Old West Park that puts meaning to the phrase, “Bigger is always better.” With his huge Revolver
Cannon.

In this game of golf, you use their character specialized cannons and weighted cannon balls instead of regular
wimpy golf clubs and tiny balls. Depending upon the amount of powder that is put into the cannon, determines how far the
weighted balls will fly, but be wary, for the more powder you put in the less accuracy you’ll have in your shot. The weighted
balls are:

5 lb. – Used only for long drives, but use them carefully for you only get one per hole.

10 lb. – Used mainly for your medium drives.

20 lb. – Mostly used for putts on the green as you’re unable to use any other ball, however, if you ever find yourself in a
sand trap, or any other types of hazards, this ball is your only way out.

Use these balls to blast your way through vast golf courses ranging from lusciously green forests, sultry islands,
unexcavated mountain ranges, and plenty more. Each hole comes with its own exclusive style with weird obstacles and objects
to help you through those rough patches. Like Fans and Repulsers to give your ball a lift in the air when you’re in a low
hazard, and be sure the shoot for those rings scattered all over every hole to give you a chance of boosting your ball
further down the green or getting stunned with a drag. Follow the controls on the screen with the mouse or completely use
the keyboard.

After each round the scores are tallied and at the end of the 9 holes the game will end with the player that has the
lowest score the victor. Each player goes and depending where their cannon ball lands, it will switch to whomever is farthest
away from the goal ring.

If you land in the water or out of bounds, you will be penalized 1 stroke and set back on the green as close to where
your shot landed as possible as possible.


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Melior
2008-02-19 11:32:06 Posted By Saul Maduin
Entry Description

3rd Person Hand to Hand style combat hybrid in the vain of Jedi Academy with the depth of a Tekken or Soul Calibur in a more modern engine. Modern Shaders, Shadows and Per-Pixel Lighting will be used focusing mostly on models and animation. Very simple game with very little plot.


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Faster Game support software
2008-02-18 10:09:03 Posted By David O.Ross
Entry Description

All games would run faster with spreadsort supporting their software.


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