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Scorched 3D

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Scorched 3D Empty Scorched 3D

Post by FusTinG Sun Nov 05, 2017 11:58 am

Scorched 3D is a free and open source artillery game modeled after the MS-DOS game Scorched Earth. Scorched 3D offers a new game-play approach compared to the 2D original, such as: fully destructible 3D environments, devastating weapons and defensive gadgets, LAN play, online multiplayer, free player generated content, and a choice of real-time or turn-based play modes.

Scorched 3D
S3d.png
Developer(s) Gavin Camp
Initial release 2001-04-29
Stable release
43.3d (stable)[1] / 2014
Repository http://sourceforge.net/projects/scorched3d
Platform Windows, OS X, Linux, Unix; (wxWidgets[2])
Type Single Player, Multiplayer, Cooperative gameplay, LAN Real-time Turn-based Strategy Artillery game
License GNU General Public License (GPL)
Website http://www.scorched3d.co.uk/
Scorched 3D is an open source game licensed under the GNU GPL, and supports numerous platforms: Windows, Unix-like systems (Linux, FreeBSD, OS X, and Solaris). It makes use of both the Simple DirectMedia Library and wxWidgets.

Gameplay & Mechanics Edit


A screenshot of Scorched 3D V43.3d

A screenshot of Scorched 3D V43.3d

A screenshot of AWE Mod V44Beta
Gameplay is simplistic in nature, yet requires skill, tactics, and practice to master. Scorched 3D challenges players to destroy enemy tanks using a vast arsenal of weapon systems, defense systems, gadgets, and maneuvers.

At the beginning of each round, AI and player controlled tanks are randomly situated on a fully deformable 3D landscape. Players then launch weapons at enemy tanks by gradually adjusting their tank's angle, rotation, and power. They may also equip shields and use defensive gadgets or countermeasures based on their current landscape position. To win, a player must kill a majority of the enemy tanks by the end of 10 rounds and have the highest score. Extra score and rewards are given for surviving the end of a round.

Another important element of gameplay, is the dynamic economy. Players may earn cash each round by damaging or killing enemy tanks and structures. The player can then use their funds to buy advanced special weapons, gadgets, defenses and fuels before the next round. Every shield and weapon is unique, and each has a variety of different strengths and weaknesses. Players can influence the economy by purchasing weapons and upgrades. The economy is designed to fluctuate based on player buying patterns.

The default mode stays true to the original gameplay formula of Scorched Earth. Nearly all classic weapons make a new 3D debut, and include:

The devastating and colorful Funky Bomb
The ultra destructive Death's Head
Land hugging explosive Rollers
Dirt destroying Missiles
Tank incinerating Napalm
Nuclear Weapons
Mountain piercing Lasers
Multiple warhead MIRVs
Defense is also important on the battlefield:

Batteries allow a player to repair their damaged tank.
Shields protect a player's tank from being damaged or destroyed. Magnetic shields and Force Shields repel and reflect incoming enemy weapons.
Parachutes prevent damage from falling (when dirt is blasted out from under a tank).
Fuel allows a player to move their tank across the 3D landscape, and is used to avoid incoming enemy weapons, attack an enemy position, scramble to cover, or to gain a more advantageous firing position.
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Scorched 3D Empty Silkroad Online

Post by FusTinG Sun Nov 05, 2017 11:59 am

Silkroad Online (Korean: 실크로드 온라인) is a fantasy MMORPG set in the 7th century AD, along the Silk Road between China and Europe.[2] The game requires no periodic subscription fee, but players can purchase premium items to customize or accelerate gameplay.[3]

Silkroad Online
실크로드 온라인
Developer(s) Joymax
Publisher(s)
Yahoo! Korea (Korean servers)
Joymax (international servers)

1.310[1][not in citation given (See discussion.)] (International servers)
Platform(s) Microsoft Windows
Genre(s) MMORPG
Mode(s) Multiplayer via TCP/IP
Gameplay

Silkroad Online is noted for its "Triangular Conflict System"[2] in which characters may select one of three jobs, trader, hunter, or thief to engage each other in player versus player combat. Thieves attack traders who are protected by hunters. Hunters kill thieves getting experience to level up to a higher level of hunter. Traders complete trade runs which gives experience to increase their trader level, and thieves kill traders and hunters to level up. Thieves can also steal goods dropped by traders to take to the thieves' den in exchange for gold and thief experience.

In the Legend I update for Silkroad, the European classes and areas were introduced to the International servers, in Legend II, Fortress War was introduced. In fortress war, guilds fight to take hold of a fort which gives them the ability to raise taxes and hold some prestige over other guilds. In Legend III, Roc Mountain was added and the level cap was increased to 90. In addition, 9th Degree Armor and Weapons was added for both races. In Legend III+, the Bandit Fortress was added to iSRO, as well as Devil's Spirit silk dress.

In March 2009, Legend IV was introduced to the international version of Silkroad. Included in Legend IV are 10th degree weapons and armor for both European and Chinese characters. Also included was Ch'in Tomb, with monsters ranging from level 70 to 100. To enter the tomb, a character must be level 70 or above. The new unique monster added in Legend IV was Medusa, a level 105 snake from Greek mythology.

Players are given the option to create either a Chinese or European character. Each of the races has its own advantages, disadvantages, cities, weapons, armor and classes.[citation needed]
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Scorched 3D Empty Slender: The Eight Pages

Post by FusTinG Sun Nov 05, 2017 12:00 pm

Slender: The Eight Pages is a freeware indie-developed first-person survival horror video game released in June 2012 as a beta for Microsoft Windows and OS X, utilizing the Unity engine. Developed by Mark J. Hadley, the game is based on the quasi-folklore meme figure known as the Slender Man, who is depicted as a tall man wearing all black with a white face with no facial features. The character is known for the ominous abduction of countless children in dark mysterious settings, such as deep forests and abandoned buildings.

Slender: The Eight Pages
Slender The Eight Pages logo.png
Developer(s) Parsec Productions
Publisher(s) Parsec Productions
Designer(s) Mark J. Hadley
Composer(s) Mark J. Hadley
Engine Unity
Platform(s) Microsoft Windows, OS X
Release June 26, 2012
Genre(s) Survival horror
Mode(s) Single-player
Gameplay Edit

Slender: The Eight Pages is set in the middle of a dense forest during the middle of the night, and is played from a first person perspective. The player's objective is to collect all eight pages located in various areas of the forest while avoiding the Slender Man. As the player collects pages, the fog in the forest grows thicker, and Slender Man appears closer to the player's character, though the character's sprinting speed slowly increases as well. Slender Man moves by teleporting, creeping around the player, but only from a certain distance. The player is equipped with only a flashlight to see through the dark (its battery life is limited and will eventually shut down permanently if left on for an extended period of time). The player's character has the ability to "jog", which will eventually tire out the player and make her wheeze if forced to go on for too long. Slender Man will occasionally appear in the player's field of vision, accompanied with a loud piano slamming noise and/or static on the screen. This then allows the ability to "sprint" to become available to the player. "Sprinting" allows the player to move faster than "jogging" does, but will also decrease the maximum stamina available for "jogging" and "sprinting". A game over occurs when either the player has taken too long to find a note, the player stares at Slender Man for too long, or if Slender Man comes into contact with the player, which will turn them around and end the game. The game over screen shows Slender Man's face up close and blinking static pulses.[1]

Even if the player's character successfully collects all the eight pages, the Slender Man will continue to chase them. Once all the pages are collected, one is allowed to walk around for a couple of seconds in total silence until Slender Man finally appears behind the player and ends the game. However, the end credits can be viewed afterwards if all eight pages were successfully collected, and new game modes are then unlocked. There is also a grace period in the very beginning of the game, during which Slender Man remains inactive for only a few minutes, or until the player collects the first page. However, the difficulty level increases the longer one goes without collecting any pages. The end of this grace period is indicated by a repetitive stomping sound echoing in the background. This sound is heard throughout the rest of the game, and gradually gets quicker as more pages are collected, as well as several other layering sounds. These sounds include a low droning sound (pages 3–4), a loud wind (pages 5–6), and then a mysterious and unnerving beeping sound (page 7). Once all 8 pages are collected, the sounds abruptly fade into silence.[2]
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Scorched 3D Empty SpaceEngine

Post by FusTinG Sun Nov 05, 2017 12:00 pm

SpaceEngine (stylized as "Space Engine") is a proprietary 3D astronomy program[2] and game engine developed by Russian astronomer and programmer Vladimir Romanyuk.[3] It creates a three-dimensional planetarium representing the entire universe from a combination of real astronomical data and scientifically-accurate procedural generation algorithms. Users can travel through space in any direction or speed, and forwards or backwards in time.[4] SpaceEngine is in beta status and is currently freeware for Microsoft Windows.

SpaceEngine
SpaceEngine logo.png
SpaceEngine's logo
Developer(s) Vladimir Romanyuk
Stable release
0.9.8.0 / 30 July 2016
Preview release
0.9.7.4 beta, RC3 / 19 June 2016
Development status Beta
Written in C++
Operating system Windows XP and later
Linux (planned)
OS X (planned)
Size 1.35 GB
Available in 20 languages
List of languages
English, Catalan, Croatian, Czech, Spanish, Finnish, French, German, Hungarian, Indonesian, Italian, Dutch, Norwegian, Polish, Portuguese, Romanian, Russian, Slovak, Swedish, Turkish
Type Space simulation
License Proprietary[1]
Website EN: spaceengine.org
RU: spaceengine.org/ru
Properties of objects, such as temperature, mass, radius, etc., are presented to the user on the HUD and in an accessible information window. Users can observe celestial objects ranging from small asteroids or moons to large galaxy clusters, similar to other simulators such as Celestia. SpaceEngine includes thousands of real objects, including stars from the Hipparcos catalog, galaxies from the NGC and IC catalogs, several well-known nebulae, and all known exoplanets and their stars.
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Scorched 3D Empty SpaceEngine ²

Post by FusTinG Sun Nov 05, 2017 12:01 pm

Navigation Edit

When using SpaceEngine, a user can freely explore the universe using keyboard and mouse commands, including WASD keys. A user may travel to any object in the program's universe by selecting it and using the go-to-object function in the drop-down menu. Objects can be selected either by clicking on them or by searching for and selecting them in a search window.

There are three different modes of camera control. In free mode, the camera moves without inertia. Users can set a constant velocity to travel up to 100 million parsecs per second. Spacecraft and aircraft modes enable inertia, and the user sets an acceleration rather than a velocity. In aircraft mode, the direction of motion follows the orientation of the camera; in spacecraft mode, it does not.

Engine users can also speed up, slow down, or travel to a specific moment in time; however, the input window only accepts dates from Jan 1, -2,147,483,648 to Dec 31, 2,147,483,648. Beyond these limits, physics proceeds normally but the calendrical display loops due to a data overflow.

All of the keyboard shortcuts can be customized in SpaceEngine's settings.

Wiki and locations Edit
The software has its own built-in "wiki" database which gives detailed information on all celestial objects and enables a player to create custom names and descriptions for them. It also has a locations database where a player can save any position and time in the simulation and load it again in the future.[8]

Limitations Edit

Although objects that form part of a planetary system move, and stars rotate about their axes and orbit each other in multiple star systems, stellar proper motion is not simulated, and galaxies are at fixed locations and do not rotate.

Most real-world spacecraft such as Voyager 2 are not provided with SpaceEngine.

Interstellar light absorption is not modeled in Space Engine.[9]

Development Edit

Development of SpaceEngine began in 2005,[10] with its first public release in June 2010. The software is written in C++. The engine uses OpenGL as its graphical API and uses shaders written in GLSL.

The latest official version is 0.9.8.0. As the development of a new version progresses, Romanyuk shares his development status on a regular basis.[11] In addition to expanding and completing the planetarium software, the developer has also expressed his intention to create games using the engine,[12] and to eventually license the engine to other developers.

SpaceEngine is currently only available for Windows PCs; however, Romanyuk has plans for the software to support Mac OS and Linux in the f
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