- [2011 Axe Entry] Uncharted TI
- 18 May 2011 04:42:56 pm
- Last edited by Ashbad on 18 May 2011 05:00:21 pm; edited 1 time in total
Hello.
As many of you may know, I have decided to enter the 2011 Axe Summer of Coding contest, part 1. Therefore, I have decided to share what it is about, as you might imagine from my action of posting this thread
My entry is a calculator port/remix of the Uncharted series for the PS3 (highly acclaimed series with 2 entries, both with over 50 perfect ratings -- if you have a PS3, you usually have Uncharted 1/2 as well) that brings Nathan Drake to the beautiful world of graphing calculators! This story takes place years before the happenings of Uncharted I and II, when Nathan Drake was only a 21 year old guy with no worries about evading bounty hunters, discovering the treasures of Kublai Khan, or stopping evil dictator Russians from growing invincible. Instead, you were studying for college in Mongolia, when you were suddenly ambushed by ancient skeletons in Khan outfitting -- and that's all you remember happening. You find yourself a day or so later in a tundra that is perfectly white and flat as far as the eye can see, with only one thing in view -- a huge looming monastery filled with heavens-knows-what. Why are you here -- what did the skeleton men want? Why did they spare you, and why are you 1000 miles away from your ambush site in front of an ancient fortress? Find out by supporting and waiting for my contest entry, Uncharted TI, to be released!
Screenie with elements of the game I made during science class today:
As you can see, it has decent physics involved, but unlike most other physics games being entered, mine is more based on action -- pushing blocks around to hold cover and make barriers, shooting your pistol at [removed due to spoiler of plot], and moving along the monastery to find [removed for spoiler of plot]. There shall be explosive sap (a la Uncharted 2 style), Chinese Rockets, and more awesome eye-catching things, as well as actual-spreading fire, arrows, crossbows, smart-AI based enemies, endless hours of fun, and much more!
And, I made the physics engine myself with no other references to other's methods -- I no steal any code
As many of you may know, I have decided to enter the 2011 Axe Summer of Coding contest, part 1. Therefore, I have decided to share what it is about, as you might imagine from my action of posting this thread

My entry is a calculator port/remix of the Uncharted series for the PS3 (highly acclaimed series with 2 entries, both with over 50 perfect ratings -- if you have a PS3, you usually have Uncharted 1/2 as well) that brings Nathan Drake to the beautiful world of graphing calculators! This story takes place years before the happenings of Uncharted I and II, when Nathan Drake was only a 21 year old guy with no worries about evading bounty hunters, discovering the treasures of Kublai Khan, or stopping evil dictator Russians from growing invincible. Instead, you were studying for college in Mongolia, when you were suddenly ambushed by ancient skeletons in Khan outfitting -- and that's all you remember happening. You find yourself a day or so later in a tundra that is perfectly white and flat as far as the eye can see, with only one thing in view -- a huge looming monastery filled with heavens-knows-what. Why are you here -- what did the skeleton men want? Why did they spare you, and why are you 1000 miles away from your ambush site in front of an ancient fortress? Find out by supporting and waiting for my contest entry, Uncharted TI, to be released!
Screenie with elements of the game I made during science class today:

As you can see, it has decent physics involved, but unlike most other physics games being entered, mine is more based on action -- pushing blocks around to hold cover and make barriers, shooting your pistol at [removed due to spoiler of plot], and moving along the monastery to find [removed for spoiler of plot]. There shall be explosive sap (a la Uncharted 2 style), Chinese Rockets, and more awesome eye-catching things, as well as actual-spreading fire, arrows, crossbows, smart-AI based enemies, endless hours of fun, and much more!
And, I made the physics engine myself with no other references to other's methods -- I no steal any code
