Contents


What's New

Update (5/27/2002)

Version 0.1 (3/22/2002)

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Downloads

Version 0.1 (3/22/2002):  Click here (3.3Meg) to download the zip file.  It contains the binaries, data, and textures.  Use Winzip or any similar applications to unzip.
Background music add-on: Click here (3.4 Meg) to download the MP3 file.  Insert this file into the Data directory described below.

New!
DirectX 8.1 has to be installed. Follow this link to download: DirectX

Installation

If you want to have it extract to C:\ignite, type in C:\, because the directory ignite will automatically get created.  Below are the files and the directories you should see under the root ignite directory.

--ignite--
   |
   |-- Freeimage.dll (image loading DLL from the net)
   |-- game.ini (necessary INI file)
   |-- GFSM.exe (the Graphical FSM editor)
   |-- ignite.exe (the main game executable)
   |-- ignited.exe (the editor executable)
   |-- igniterGL.dll (OpenGL renderer for Ignite and IgnitED)
   |-- ignites.dll (Scene graph DLL for Ignite and IgnitED)
   |-- loading.bmp (background BMP during the load screen)
   |-- Player1.cfg (Input configuration file for Player1)
   |-- Player2.cfg (Input configuration file for Player2)
   |-- default1.cfg (Default input configuration file for Player1)
   |-- default2.cfg (Default input configuration file for Player2)
   |-- Data (The directory that contains all the data files)
   |-- Model (The directory that contains model files)
   |-- Texture (The directory that contains all the textures)
        

Tampering game.ini, Player1.cfg, Player2.cfg, default1.cfg, default2.cfg, the files inside of Data directory, or the directory structure may crash the game.  Leave them alone until I write a document on what the files do.

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About Ignite

    Ignite is a 3D fighting game for Windows 98/2K/XP, very similar to the Tekken series.  The game resembles Tekken 3 more, since the environment does not have walls or obstacles like Tekken 4.  

General Game Features:

General Editor Features:

Gameplay Information:

Helpful Common Keys:

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Move List (as of 3/22/2002)

Legend:
L: Low, M: Mid, H: High, N: Neutral
f: Tap Forward, b: Tap Backward, u: Tap Up, d: Tap Down
F: Hold Forward, B: Hold Backward, U: Hold Up, D: Hold Down
1: Left Punch, 2: Right Punch, 3: Left Kick, 4: Right Kick

+:  Moves must be done together
,: Moves must be done after the other
_:  Or (When used between two moves, they are interchangeable)
pause: pause for 1/3 to 1/2 second.

General Movements:

N Stand Still *Neutral Standing High/Mid Guard*
f Step Forward
b Step Backward
F Walk Forward
B Walk Backward
f, f Dash Forward
b, b Dash Backward
u Sidestep Clockwise
d Sidestep C-clockwise
U Sidestep Clockwise and Walk Clockwise
d, pause, D Sidestep C-Clockwise and Walk C-Clockwise
D_df_db Crouch
DF Crouch Walk Forward
DB Crouch Walk Backward

Cate:

Offense Moves:

1 H Standing Left Jab
2 H Standing Right Jab
3 H Standing Left Roundhouse
4 H Standing Right Kick
df+1 M Left Hook
df+2 M Right Hook
df+3 M Left Side Kick
df+4 M Right Front Kick
d_D+1 M Low Left Jab
d_D+2 M Low Right Jab
d_D+3 L Left Sweep Kick
d_D+4 L Right Low Kick
1, 2 H, H 1-2 High Punches
df+1, 2 M, H 1-2 Mid/High Punches
d_D+3, 4 L, H Low Kick, High Kick
d_D+3, d+4 L, L Low Kick, Sweep Kick
d_D+4, 2 L, M Sweep Kick, Hook Punch
d_D+1_2, 4 M, M Low Left/Right Jab, Front Kick
d_D+4, 1 L, H Low Kick, Spin Punch
df+3, 2, 1, 4 M, H, H, H Side Kick, Jab, Spin Punch, High Kick
b+1 H Spin Punch

 

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Screenshots

The below are some screenshots from the actual game.  No enhancements have been added to the screenshot.  These are taken after I paused the game.  Click on a picture to view a better resolution of it.

1. Player2 high kicking Player1 

2. Same shot as screenshot #2, but from a different angle

3. Another shot from a wider angle

4. Player1 low kicking Player2

5. Player1 mid kicking Player2

6. Another shot of screenshot #5

7. Screenshot #5 in wireframe

8. Default game camera shot

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Mini Postmortem of Version 0.1 Release

What Went Right

  1. The passion: I love fighting games.  Even though developing a fighting all on my own was tough, I enjoyed it from day one.  Without it, I would have pressed the Abort button long ago.
  2. The limit: From the beginning I knew what I could implement and how much one full-time programmer could work in his spare time.  Most of the limitation came from the requirement of animation creation and other art-related issues.
  3. The editor: Creating IgnitED months before writing a single line of game app code was a wise choice.  It was robust enough to add in any tool functionalities immediately.  Since it shared the same scene graph DLL and the renderer DLL with the game app, starting on Ignite development was quite easy.

What Went Wrong

  1. Where's the teamwork?: After a couple of months into the development, I thought about bringing in artists or other programmers into the project.  All I had to do was make a couple of posts in game development forums.  But IgniED wasn't stable enough, and I was constantly changing it left and right.  If this project were a team project, Version 0.1 release would have had a lot more features and looked more polished.
    What I learned: Game development is a team sport.
  2. Where's the design?: Ignite never had a gameplay design documentation.  Everything was in my head or in code.  This is horrible.  I succeeded in being an organized programmer, but I failed as a game designer.  I should've thought more about the gameplay design when I started coding the game app, but I didn't.  This led to tweaking, hard-coding, and kludging of the gameplay code towards the end of the release.
    What I learned: Preparation is not optional.
  3. Where's the source control?: Even though I use VS SourceSafe at work every single day, I didn't use it for this project.  Once in a while I zipped up the project and saved it on to a folder, but that was it.  There were a couple of times when a source control system would've saved me hours of debugging.
    What I learned: Source control isn't there to just share files between people; it's there to save your butt.

What it took to have this release

Aftermath

This release is my first for everything.  First "real" OpenGL, first DirectX, first animation programming, etc..  From this release, I've gained plenty of technical knowledge, as well as practical experience, of game development.  I now know for sure that I take pleasures in game programming and that I should make it into a career.  Project Ignite will continue later in the future, but first I need to take a break and do what I do better: play games.

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FAQ

 

 

 

 

 

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Legal Disclaimer

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