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With the advent of practical nanotech in AD 2095, humans begin to colonize
the solar system, carving out huge chunks of matter to make into spaceships
and orbiting habitats. Much of the Earth's surface has been built up and
tunneled under to house the planet's ever-expanding population. Multinational
corporations sprout skyward within huge arcologies, entirely reliant on the
hovercraft traffic that flows beneath them through a network of underground
transporation tunnels.
The insatiable demand for molecular construction soon begins to outpace
the rather finite supply of nearby asteroids. Before long, disputes arise among
the major corporations over asteroid mining rights, and grisly hovercraft
combat ensues. As the sole employee of an independent armored transport
company, you have no choice but to protect your territory and expand your
holdings. Even if that requires a micronuke or two.
Hover Carnage is a multiplayer 3D action/strategy game for Linux and other
Unix variants. Controlling a hovercraft vehicle with a variety of projectile
weapons, you are thrust into a world where players speed through subterranean
tunnels, delivering valuable payloads of raw matter and information. Whether
you choose to become an armored courier yourself or partake in activities a
bit more disruptive is completely up to you.
Hover Carnage is currently in an early coding stage. The portal engine is
fairly complete and functional, the physics engine works quite well, and
collision detection code is in the process of being put together. Tunnel
generation works for simple tunnels, and we're now expanding it to support
tunnel intersections and branching. For more information on the game's
status, see the features page.
New Model Import Tool -> New Models |
Mon, 27 Jan 16:45:05 -0800 |
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Some new models have arrived from our two artists, Richard Bruce and Matt Helsley. We've got some high quality renderings of them here.
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Blowing Out 2002 with An Explosion of Development |
Tue, 31 Dec 00:52:04 -0800 |
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Hover Carnage has made a couple improvements in appearance recently.
Here's a screenshot of the new/fixed/tweaked code in action:
Improvements include new texture coordinates for the hover craft model, better tools to convert the existing models from OFF to XML, tweaked lighting parameters, and numerous under-the-hood improvements.
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Taking Advantage of the Holiday Vacation |
Mon, 23 Dec 15:31:19 -0800 |
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New code to grab mesh data from XML data has been added. Also new are some file conversion tools and an OFF viewer hack.
Here's a screenshot of the new mesh code in action:
As you can see, objects can now be shiny or transparent.
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The Work Continues |
Thu, 12 Dec 20:21:46 -0800 |
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Recent Changes:
- Hud Widgets
- Hud_string - displays a string
- Hud_pixmap - displays a pixmap/texture
- Hud_status_display - an orthogonal projection of the craft (not new)
- Hud_2dgraph - displays a graph of floating point data (currently the force on the craft)
- A good deal of API/Code cleanup work
- BUG fixes
- A texture prioritization system
- A new craft model
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XML Output |
Sat, 08 Jun 05:09:19 PM -0700 |
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Hover currently outputs an XML formatted drescription of the world. The goal is to move the world generation functionality into a new application, export to XML and have the hover executable load the XML. Currently, we are planning on using the Xercesc parser.
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Nothing big just... |
Thu, 18 April 2002 01:52:18 -0700 |
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Hover now:
- Makes some attempt to handle collisions correctly.
- Compiles in GCC 3.0.4 (had to switch to using namespaces)
Most of the recent changes have been code cleanup, or a variety of other improvements that may or may not improve stability.
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The World of Hover Carnage |
Wed, 23 May 2001 00:33:47 -0700 |
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I've just updated a development page with some more ideas about the world and story of the Hover Carnage.
Additionally, it should give you some idea of what the general gameplay will
eventually be like. Note that the document is indeed in very rough form, so
take it more as a public brainstorm than any sort of final word. I welcome your feedback.
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Hover Ported to Windows |
Tue, 15 May 2001 22:20:48 -0700 |
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You heard it here first -- Hover Carnage has been ported to Windows. We made
use of a stylin' gcc cross-compiler to build Windows binaries on Linux. These
will be available for your consumption when we make our next release. If you
can't wait until then, send me an
email and I'll set you up with a little Hover on Windows beta testing.
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Witness the Carnage -- Live! |
Tue, 17 Apr 2001 02:45:20 -0700 |
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Hover Carnage will be descending upon
Lugfest 4 this weekend (April 21-22,
2001). If you'll be in the Los Angeles area then, please do drop by and see
the game in person. You'll have the opportunity to chat with developers and
hear about upcoming features.
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Hover Carnage 0.0.6 (Fizz Gig) |
Sun, 25 Mar 2001 14:05:04 -0800 |
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We're proud to announce another release. Here's the changelog:
- greatly improved hovercraft controls: keyboard and mouse
- chase camera now more closely follows movement and tilt of hovercraft
- rocket extension and retraction works correctly
- fixed segment texture alignment problems
- improved lighting
Proper craft/tunnel collision detection didn't make it into this release,
but the vehicle hovering and general user control is much improved over version
0.0.5. And now for the first time, we've actually managed to make Hover
Carnage RPMs and DEBs. So head on over to the download
page at your earliest convenience.
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Improved Lighting |
Sun, 11 Mar 2001 01:22:23 -0800 |
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I just realized that the last release went out with lighting disabled! Oops.
So now the tunnel is really lit, and here's a screenshot to prove it.
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Camera and Controls Code |
Sun Jan 28 22:24:47 PST 2001 |
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Both the camera and the hovercraft controls code have been thoroughly
overhauled, and movement of the craft around the tunnel is now not quite as
painful as before. I've implemented something I like to call "inertial
braking," which means that the craft no longer slips and slides all around the
tunnel from every little keypress. Try it out and
let me know how you like it.
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For previous news items, please see our News Archive.
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