Tournament Lips is going well--we're putting finishing touches on
the combat system now, and getting in as many anti-cheats as we
can think of so tournaments can be totally clean~! Reason? Big,
Big Prizes for Tournament Winners!!! When? Real Soon!!! And
when you play a Lips Tournament, speed and reliability will be the
keynote of the day!!! You won't need a humungous Gaming
Machine to compete! You have an equal chance with a P-133, no
graphix card, just a plain old compatible soundcard and a 28.8k
modem connection!!! Incredible? No, just 16 years of hard work and
careful game-oriented development, with no regard for glitz and
Hollywood Glamour. Frankly, numbers are not important to us. We
make plenty off the stock market without your dollars! Just enjoy
the games, tell us what sucks and we'll fix it, and have a fraggin'
good time!!! Oh, BTW, we'll of course have choices for
male/female/other and for a variety of characters! Solo, Team and
Step-Pyramid Tournaments are planned--stay tuned for
developments. Here's some live screenshots from one of our Test
Scrimmages--
Tournament Lips is coming! We will soon have some shareware levels up,
so everyone please calm down! We are working as quickly as we
can; nobody expected a dinky little game like this to take off the
way it did, so we're a little slow on the uptake, okay? Kru has a
castle half-built, and my TF fortress levels translate very well into
the Lips format, so it won't be long before we have something into
which you can really sink your teeth! We intend four classes at
first, with some limitations on snipers to make the game faster and
more fun for all classes! Hang on to yer helmets, grunts! Help is on
the way! And don't forget--you don't need twin voodoos, T-1
connections or special dll's to run our Tournament Lips Games!!! Any
internet connection of 28.8k or better, on a P-133 or faster will do!
Not only that, but believe it or not, you can run a non-dedicated
server right off your own computer, don't need a high-level
connection to run or play it, and can automatically find any Galaxy
or Godd game on the net as soon as you log on! It's all built-in, and
we had this a decade ago!!! We are gamers, and write games that
are fun to play. Movement, speed and action are to us far more
important than sales-oriented glitz. Notice how most commercial
games are only good for one play-through, and some of them aren't
even worth finishing, right? Well, buy those expensive games if you
want to, but since we built and own our rendering engines (we use
four different kinds, all interwoven seamlessly), we don't have to
lease an engine at half a million dollars a pop. Of course, it cost
four of us almost sixteen years of our work-lives to do it, and we've
just now finished our fourth engine, but it was worth it, because it
has things in it that no other engine has, and does things nobody
else has thought of doing yet. What things? Wait'll you see! It isn't
about color--we deliberately reverted our engines back to 256
colors when we saw what was happening to machine processing,
especially in internet play, which is what's wrong with most of the
internet games recently released; they're top-heavy, and that's why
most serious gamers don't play them much. We also took out all
our outboard voodoo card crap, because it also slows down the
gaming; who the heck needs all that smoothing out of textures,
and that huge pixel-hungry screen with all those fancy atmospheric
effects? We can get the same general effect, maybe not so fancy,
but you can feel the battlefield, hear it, it moves the earth under
you, and what more does any screaming combat-ready grunt need
to get it on??? What we've been developing all these years is an
engine that can take the internet latency and massage it into a
playable real-time experience that's fun for all, not just the LPB's.
Our internet play is absolutely the most superior you will
experience, bar none. Where we need work is in weapons, Tournament
Levels, character design for multiple classes, etc....Of course we
have them in place, but those are our concepts; what we're excited
to see are the levels from other contributors, such as Norman,
Intrepid and Rat-Eyes, all of whom have promised Tournament Lips
Levels "real soon"...Again, nobody knew how fast this would go, so
nobody was prepared at release to put Tournament Levels on the net, but
they are working as fast as their little mices will allow~!
Stay tuned for more! Here's a few screenshots to whet your
appetite!
Here's a longshot of the overall view of the first of our Tournament
Lips fortress castles. It's modeled of poured cement blocks, each
about 40 tons, requiring several months of labour from the Engineer
Battalions. Some of the blocks are moveable and can be built up
by Engineers to form defensive ramparts. You'll notice a spanner
bridge across the water. I've decided to opaque the water in this
map to give the swimmers some chance against the Snipers.
Otherwise it'd be totally impassible. You can surface and take a
breath if you want to, but the only shields are the bridge's huge
pilings. Defensive artillery (yes, I do mean cannons--hehe, I told
you, we're gamers!!!) can be placed anywhere, even in the enemy's
fort, so beware! There's even a potential to nuke the enemy fort by
penetrating their War Room, in which case, anyone--including your
own teammates--take the damage if they're in there when the
Mushroom Cloud goes off! If a fort is nuked, it recycles with a ten
second delay to allow the humiliated team time for reflection...
This is the main entrance to the Red Fort over the spanner
bridge. There are other ways in and out, but this is where most of
the action will take place. Once a tournament "holds the bridge", the only
other way across is through the water route. I'm thinking of adding
a Secret Spy and Thief Tunnel (with traps along the way to make it
harder) and maybe some sort of Sourcerer's Transport for the
Magic Users (oh, yes, there are Magic Weapons, Runes,
Pentacles, Athame, Dorjes and what-have-you, and what's more,
you can collect them, make them and/or trade them with other
players online or by email!!! I told ya--we're gamers!!!!) and was
planning to add yet another route for SkyWalkers, DreamWalkers
and other Shamanic ShapeShifters (yes, they can change their
shapes at will, using their special keyboard config.)...And then
there are the creatures in the dungeons below....but we won't
speak of them now...brrrrr....gives me the shivers!
On the way out of the Red Fort with their flag...there are
two choices here, and several additional ways to go at ground level
or higher. The Spy, the Ninja and the Thief have it made from there
on! Soldiers, Marines, Engineers and Snipers have their own
edges, of course, mostly in defense. Scouts and Elves are likely to
pass rapidly through lightly defended areas, but in the thick of it,
they need their orcs for water attack and...hey, in this mess, all
Lips look alike!!! Blobs of goo all over!!! Yuk, yuk!!! GoreBag Likes It.
This is the Ramp Room in the Red Fort. It actually uses
ledges, with narrow stairs to allow autoweapon defense
emplacements and archers to rain arrows down on attackers. Of
course, bombs, grenades, RPG's and the usual Boiling Oil also
carry some persuasive weight. The reason I generally avoid ramps
except for special occasions is that you will not typically find them
in any real architecture for the simple reason that they don't last
well, they wear in the center and are hard to repair and/or rebuild,
plus they don't offer good footing in bad weather. The ancients
avoided them except in their temples, and I agree. Arches are
different. I like arches, and use them wherever I find an excuse to
put them in. Round doors? Except "demon-doors" in Chinese
temples and airlocks on spacecraft, they just don't occur in
architecture that's meant to actually be occupied. They aren't
ergonomic, except to the alien race on "Forbidden Planet", and
they went nominally extinct ages ago, probably for that very
reason. Same thing with slanted floors. Just doesn't make sense,
uses up floorplan space, has no reason to exist, and once again,
builders don't use them for the same reason as always; they cost a
hell of a lot more and they have no functional reason to be there
except to cause foot traffic to crowd in even closer to the center of
the aisle. Doesn't make sense, and you won't see slanted floors
much, outside the Crazy House at Knott's Berry Farm. Why are
they so prevalent in 3-D games? Because most engines can't
tolerate an infinite number of "faces" or planars. Ours can. We can
make a single room out of our whole map, and our map is about
forty times the size of the average gaming map's whole potential.
As I said, we've really worked to develop a gamer's engine!
You can see all three sniper decks from here. Snipers can
have a lot of fun, but do not dominate Tournament Lips servers!!!
Engineers can build up defenses and set up crossfire killing lanes.
The Sniper Rifle is being rebuilt by Norman[DK][LoL] and the scope
will be modeled after the Redfield 70x NightScope, with greenish
tint for night levels, slightly greyish lightfield for daytime, with a
choice of dot, crosshair or none.
Diving down into the water below the bridge, one can use
the huge cement pilings as cover when the chase gets super-hot! It
also makes underwater combat much, much more interesting, and
underwater combat levels will be a main feature of Tournament
Lips!!! Be sure and .
This is the current underwater effect from VAL. I like it as-is, but as
usual, he's obsessed with "improving" it....we shall see.
Meanwhile, I'm working on the water tunnels & underwater traps for
Tournament Lips(tm) and a few of the Advanced Lips Levels for the
Advanced Levels Pak due sometime this spring along with the
Tournament Lips Paks....whew...
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