Short: Geometry Wars inspired Shooter Author: NovaCoder Uploader: novacoder yahoo co uk Type: game/shoot Version: 3.0.12 Architecture: m68k-amigaos >= 3.1.0 Distribution: Aminet Kurz: Von Geometry Wars inspirierter Shooter Overview: This is my first (original) Amiga game inspired by the classic XBOX 360 shooter Geometry Wars. This game was developed to prove that OpenGL software rendered 3D games are now possible with a PiStorm 4. This is not a port of Geometry Wars, it's all my own code developed over the past 12 months (basically I just made it up as I went along). I used my old 3D engine PolyNova to generate the 3D objects and then used SDL with OpenGL support (Mesa) to render the polygons. Although this release targets the Amiga, it will be highly portable to other retro platforms that support SDL and OpenGL. This game was developed using C++ exclusively. Requirements: 1) An RTG Amiga (32-bit pixel format ARGB recommended). 2) 68060 processor or better (PiStorm recommended). 3) AHI installed and configured (see links section below). 4) Music and SFX files (examples included). 5) A 2-button digital joystick. 6) AmiSSL and bsdsocket.library (Roadshow) for the online scoreboard. Configuration: If you have trouble running in 32-bit color mode, check your P96 preferences and ensure -> Overall Settings -> DepthIncludesAlpha -> ON. You do not need to install any 3rd party graphics libraries. The 'closewb' tooltype can be used to close the Workbench. The escape key will bring up the menu and pause the game. The +/- keys will move the camera backwards and forwards in the scene. You can toggle fullscreen with (ALT+ENTER). The log file will output the average FPS on exit. This game has been developed for a 4:3 display. Any errors/warnings should be written to a log file. Performance Considerations: All of the music and SFX files included with this archive have been converted to 22,050 kHz which is what the mixer uses by default, if you change the mixer quality setting in the game then you'll need to create new files to match the frequency used by the game. You should set up your AHI configuration to also output 22,050 kHz to match the game. A few silly people have suggested that this game should run on a stock A500 or A1200 with some FASTRAM. This original game is entirely vector based and renders thousands of 3D objects per frame in 32-bit color with real-time lighting, try doing that on a stock A1200 FFS. Limitations: 1) No 3D hardware support (old school baby). 2) Only 640x480 resolution supported. Version History: 1.0.01 - Initial release. 1.0.02 - Added sound effects, added colored lighting. 1.0.03 - Added music. 1.0.04 - Added more music tracks. 1.0.05 - Shake it baby. 1.0.06 - Changed alien attack waves, added boss level placeholder. 1.0.07 - Changed alien color. 1.0.08 - Balanced gameplay, updated attack patterns. 1.0.09 - Game over man. 1.0.10 - Fixed color cycling bugs. 1.0.12 - A couple of minor updates. 1.2.01 - The release version. 1.2.02 - Highscore handling, alien animation updates. 1.2.03 - Tweaked alien behaviour. 1.2.04 - Fixed particle explosion bug. 2.0.01 - Many many updates and new boss aliens added. 2.0.02 - Gameplay tweaks. 2.9.01 - Many updates, too many to list here. 3.0.01 - Added an online scoreboard :) 3.0.03 - Tried fixing OpenGL rendering issues impacting some PiStorm setups. 3.0.06 - Updated OpenGL renderer to use 32-bit color, added a window mode. 3.0.07 - Updated mouse capture logic. 3.0.08 - Used a different approach to screen mode handling. 3.0.09 - Updated with the latest graphics library. 3.0.10 - Added a 24-bit color fallback option. 3.0.12 - Fixed data loading issue. Links: https://eab.abime.net/showthread.php?t=119350 (G-WARS thread on EAB) https://www.youtube.com/watch?v=AkWxYPeKY8A (Gameplay video) https://www.youtube.com/watch?v=NlkxvDx27sY (AHI setup guide) https://convertio.co/ (OGG and WAV frequency converter) https://github.com/NovaCoderX/G-WARS (source code) https://leaderboarded.com/board/ktnpbrrbtfmzr (online scoreboard) https://github.com/jens-maus/amissl (AmiSSL)