June 21, 2011
Here is a small update to The Untitled Project. Now you can actually collect the rotating squares and the game will keep track of how many you have found and save when you get one. Elevators will now stop if you are in the way instead of just crushing you and pushing you past the floor or ceiling of the building. Darkness/fog has been added. There have been a number of mostly unnoticeable changes to the geometry of the world (some for gameplay reasons and some to lower the polygon count). The game now uses the standard Wii cursor graphic and has a home/pause menu.
The PC version has some things that are still missing from the Wii version. Most noticeably it has a minimap. The game world is larger and the islands shape is randomized (it is consistently square on Wii). The PC version also has several in game controls assigned to the number keys that exist only for testing purposes.
Download the Wii version
Download the Windows version
Against my better judgement (this never works out well) I have decided to try and involve other people in making the game. Specifically I’m looking for someone to set the texture coordinates for the models used in the environment. Go here if you are interested in helping.
March 3, 2011
Screenshots provided by Cid2Mizard from NintendoMax.
I couldn’t get lighting working 😦 I’ll try again later. But anyways here is a very small update to the Wii version of everyone favorite massively incomplete open world cyberpunk game.
moving elevators have been added
the spinning collectible things have also been added but you cant actually pick them up yet
I switched it to a first person view
now you use the wiimote pointer to aim and turn
instead of being treated by the collision system as though you where as tall as you where wide you now have actual height
I fixed some other flaws with the collision system
the world is slightly larger
This time around I included the source code. I would love to see any changes that anybody makes to it or anything made with it.
Download the Wii version + source
February 20, 2011
Here is the first release of The Untitled Project’s Wii port. As a fun side note its also my first polygonal 3D game on Wii and my first time using GX directly (I was actually going to use GL2GX but decided against it at the last minute). For anyone unfamiliar with it The Untitled Project is (or will be) an open world (massive and open ended streaming city) science fiction (think cyberpunk not space opera) action RPG.
At this point in time it in no way resembles a game. Its even more incomplete then its PC/PS3 versions. There are no collectibles, no saving, no functional elevators, no minimap, the world is smaller, there is no lighting of any kind, no mipmaps, none of the testing stuff like ghost mode or the ability to increase or decrease the draw distance is included, not only is the character you play as not animated but it doesn’t even turn to face the direction you are moving.
But its a start and on the upside it does run a lot smoother then I was expecting which has led me to believe that it could in fact end up working out well on Wii.
Use the analog stick to move, the directional Pad to turn, and the A button to jump.
Download the Wii version
February 5, 2011
Here is another update to everyone’s favorite open world cyberpunk game.
Why there isn’t a PKG file:
Geohot’s tools are giving me trouble again. Whenever I try to run it after signing it with those tools I’m greeted with a 80010004 error. Its plausible that there is something wrong with the actual game but I don’t think that’s it. It runs fine on Windows, compiles fine for PS3 and I would expect it to just freeze rather then returning an error if there was something wrong with the way I wrote it.
On a related note does anybody know how to go about preparing things for modern CFW without using Geohot’s tools? People have been putting out unsigned stuff that apparently works but I still cant seem to run old stuff from the jailbreak days on the latest releases of KMEAW or Waninkoko CFW. Sorry I haven’t really been paying much attention to whats been happening in the scene lately.
If you want to package (and possibly sign) it yourself then everything you need is included. Its already compiled just not packaged.
Now on to the listing of notable changes:
The city is significantly larger. Its actually at a size now that I’d consider appropriate for an open world game.
The city is now an island.
The mini map has been greatly improved and now moves and rotates and shows your position.
Some buildings now have stairs connecting their top floor to the roof.
There are tons of billboards and other bits of what will be signage protruding from the buildings.
There are trash cans placed around the city.
The catacombs beneath the city have fewer walls (which results in more open areas) and now have added tunnels/doors connecting areas.
The number of collectibles has been increased from 500 or 1000.
The tiles that comprise the game world now each have their own unique textures.
You can now edit the world from within the game.
You can now save anywhere at any time.
Game saves from v0.2 will be disregarded. Its unfortunate but game saves will continue to be deprecated and disregarded for the near future. As the game drastically changes and improves the saves it uses change with it and it would involve a lot of work to enable to game to adapt old game saves. Its not really worth the amount of time involved
when the game is this early in development.
Sorry I forgot to mention last time that on Windows all of the testing related controls have been moved to the number keys.
WASD or arrow keys – move
Mouse move – turn
Space – jump
1 – decrease the view range
2 – increase the view range
3 – turn textures on or off
4 – turn ghost mode on or off
5 – replace the tile in the grid space that you are standing in (lower its number)
6 – replace the tile in the grid space that you are standing in (raise its number)
7 – rotate the tile in the grid space that you are standing in
8 – save (unlike the game saving that occurs when you find a collectible this will also save changes made to the world grid)