Welcome to my Out Of Space game demo homepage. Files are below.

*Update* Version 1.0b is availiable to download as of August 28/2002

Hi.. I'm Chris Forrester and would like to present a final, polished game demo I whipped up in the last few months to people who can (hopefully) realize the effort I am making in stopping here to give you all a look at this decent time killing twitch game in a chopped down vision of the final dream.

In time, perhaps, there will be full multiplayer features, enabling people to go head to head with 7 others and permanently steal their blown-off weapons, with defenses, in-arena obstacles, artificial spider webbing grappling hooks... there are plans, my friends. The question is whether it's worth it or start another project...

(from the instructions)
"Out of space is a fast paced action game with the goal of outmaneuvering your opponents.
Accelerate to the walls and you will stick to them, accelerate again to jump off or redirect your aim to gain an advantage.
Use your jetpack to quickly escape, or deaccelerate to gain a good position."

Basically, it's a game all about flying strategically around your opponents and killing them dead. The gameplay is in 2d, but this is a 3d engine game, and this shows up in all the animations and stuff, additive explosions and effects, particle engines with additive and alpha, and of course your characters swirling to keep on a 2d plane of movement.

I chose this route to go since I'm still not quite a master of 3dsmax (but the purple & green character, Squidge, is nicely constructed i think. He was, of course, the second character built) and didn't want to spend an inordinate amount of time on graphics, so there's a lot less space to fill in a 2d arena.

Plus, weapon balance is much easier in 2d since all accuracy is immediately improved on the players part no matter how unskilled they are. Camera issues are much more constrained, and I think the whole point overall was that I wanted to focus on gameplay in the limited time I had to make this, and had a score of other problems to settle as well (including a keyframe exporter/import system which java3d lacked until now). And really, I wanted the laser to easily be able to kill rockets and thus make the sort of paper-rock-scissor dynamic in the weapons a bit deeper.

Ui is constrained to a simple health bar (even this would be nuked if i had the art resources to do more-and-more damaged characters) and the weapons have unlimited ammo, but a set reload rate. This is slated for an update in the full plans for this game.

So anyhow, here's the game files (you will need the all the required downloads as well to run this program.)

Out Of Space Installation/Game Instructions

Out Of Space Main Files 1.0b (Unzip with subfolders into C:\) ~11mb

 

Other required downloads:

Java3d 1.3 download page

Java2 1.4 download page

 

Other Cool stuff:

GameType exporter instructions

GameType exporter plugin for 3dsMax4.1 download

Java3d GameType loader notes

A little blurb about myself:

I'm currently 21 years old, living in downtown Toronto, doing freelance web work.

M y resume is
here. My last full time position was a video games programmer with Pseudo Interactive, who created Cel Damage for the Xbox. I do computer stuff, learn really quickly,

If you wish to check out my older work (which will not run under winNT/2000/XP), see
here. This is a fully-featured fighting game with lots of pretty colors.

Click here to email me with any comments/questions/suggestions/etc.

Hosted by www.Geocities.ws

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