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   Welcome to Ncyphex, an archive of things I, Ncyphe (aka Ben Myatt), have done. This is my archive, or more specifically a portfolio, of things I have and am doing. Below, you will find some of my most recent additions to the site; however, you can select from the different categories on the left pane to limit the entries to a specific category. Feel free to leave comments, registration is not required, but all comments will be monitored and changed or deleted if need be. And remember to enjoy your visit.

Not Enough Time

In News - Posted on Tue 22nd December 2009 11.14PM
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Unfortunately, as of late, I've had very little time to work on anything, other than a model or two for a game idea I've been working on.



Hopefully, I'll eventually have something done, after a while.

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Opinions Improve the Outcome

In News - Posted on Wed 19th August 2009 6.39AM
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With that said, y'all may notice that my portfolio now features a polling mechanism, specifically designed so that I can get better feed back on maps I plan on doing betas.



This new feature will be available to anyone of my posts, but will most likely only be used in the beta category.



Stars are temporary, someone elses. They are place holders until I make my own. Also, the polls are only viewable inside the entry page, index poll view is to come.



Also, try not to screw with the polls, I can reset them.

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Graphics Failing

In News - Posted on Fri 14th August 2009 2.03AM
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I'm currently having issues with the graphics at the moment.

I'll be replacing them when I have the time.

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TF2 Gamemode: Core

In WIPs - Posted on Tue 3rd March 2009 6.58PM
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Sometime last year, I developed a prototype game mode for TF2 named Core. It was based around one team having a central core and a set of nodes. It is a game of attack and defend.

In essence, the goal of the game was for one team to take out the other teams central core; however, this was hindered as the central core was invulnerable until all of the secondary nodes were destroyed.

The design was a moderate success. people loved the idea and wanted the prefab I made for their maps. The only problem is that for the prototype, I made the cores and nodes out of brush based entities; thus, they looked somewhat horrid. (see picks below)


With that in mind, started working on the idea of designing actual models to spice up the game mode. It took a while, but I finally came up with a set of designs that look like they would fit well in the Team Fortress 2 universe.

With the modeling, I also redesigned the background of the game. The story is that several power capacitors control the power flow to the central security system that protects the core. Attackers need to destroy these capacitors in order to disrupt the security to the central processing core. When all capacitors are taken down, the security protecting the core drops, and the core becomes vulnerable to attack.

Here is the capacitor model:


Here is the central core design:


About the core model, it is basically a single model; the railing in the picture will be a separate model for looks. The model is basically a base and the base will also act as the top of the model. This will allow devs to decide for themselves how tall their core should be; it also makes it easier to tie in entities in source. I will also be releasing a second model to act as a cap for level devs who wish to put their core in a room with no roof.

I am currently at trying to find the perfect material color combination to texture the model, and then import the models into the game. I have already imported them once, and I must say that they look great.

Remember, you can find all of this information on my profile or hobbiest studio at fpsbanana.com

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First attempt at a standalone game

In Miscellaneous - Posted on Thu 27th November 2008 8.13PM
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As the title describes, what you are about to see are models that I originally designed for a game I tried to make, emphasis on the "tried." The attempt bit me in the butt when the engine I was using couldn't handle what I was trying to accomplish. Since the only model format that worked with Shockwave 3D (the engine I tried to use) was the .W3d (shockwave 3D format) I gave up with the loss of the engine.

The game was going to be a space based multiplayer game. Pretty much, I was just trying to make it possible for players to fly around in space then work my way up from there.

The concept was to accurately emulate real space distances in a game. It would literally take you at least an hour to get from Mercury to Pluto. My prototype would have been a modal of our solar system. Players would have started at Earth and learned about the vast distances of space. The distances were so vast that players would be required to use hyper-lanes to get to other planets in a reasonable amount of time. The players also had the option to not take the lanes and go the long way (because some ships are too big for hyper-lanes), but it would have not been recommended as there was really nothing in between.

As players came closer to the sun, they would have notice the efficiency in their ships HP and weapons would drop, sue to the increasing intensity of solar radiation; thus requiring a armor remodelling for the radiation. Adversely, as player drew further away from the sun, the thermal protection on the ship would be less effective to maintaining heat in the ship, effectively icing over the ship and reducing stats once again, another remodel would be required. This would have left players to consider to stay in a articular region for larger amounts of time. Of coarse, any ship could travel to those regions and find safety in the form of special station on the hyper-lane, but profit was impossible unless the player remodelled.

There would have been an dormant, ancient jump-gate that drifted slowly on the outskirts of the system to allow for expansion.

Anyway, here are some of the picks.


This was my first test of the spatial engine. The text for everything was always above objects, and would be visible for great distances. Moons names would only be visible when the player was a certain distance from the planet.


This would have been the model for the prototype station. Players would have eventually been able to walk around to get a true feel for the size of their ship, and ultimately the size of the universe.


And these would have been the first prototype of the hyper-gates, which granted players access to hyper lanes. There would have been a highway of hyper-lanes to allow players travel around the entire solar orbit of a planet, and between the solar orbits of each planet. Ultimately, players would have been able to build stations anywhere in the system.

What is not here would have been the catapult systems. these where devices to help players get to moons, stations, and travel quickly around planets. These would have also been buildable by players to allow players to build basses in the deeps of space and easily get to them, hell even create new taxable highways.

Anyway, that's all I have. I wish I could have gotten further with the project, but the game was doomed from the start due to my lack of experience.

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