Story Line is being re-written!!

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Game Development(Updated 04/10/13):
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Guns: 10%
Maps: 5%
Code: 0%
Networking: 0%
Sounds: 0%
AI:0%

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Engine Development(Updated 04/10/13
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Model Loader: 75%
GUI: 10%
Scene Management: 5%
Image Loader: 10%
Networking:0%
Input: 100%

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Also Check out my youtube channel for tutorials

Youtube.com
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Skype: sniperz227 (ill add you to the friday arcade night chat)

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6 comments by Sniperz227 on Sep 5th, 2013

First of all, I would like to give a big shout out to all you AT6 fans for being probably the most dedicated and supportive fan base I have known. I know I haven't been fair to you guys so I will explain what's going on.

Hey there so sorry for not updating the page in a while I have been busy with school and football and my schedules has gotten even tighter, but I'm  still pushing the release date to be asap. Now onto the bad news..... The reason I labelled this as everyone read, is because the PSP version is being discontinued. I feel as if it has been the real reason we haven't been getting a proper release in.

You see the PSP is very limited and I would say game dev is hard. So with the psp it makes it 10x harder because on top of regular development you have to really optimize your models, textures and code which has gotten me frustrated and is the reason why you would see updates every month or so because I would have to leave the project, get my focus back and then work on it etc... You may also notice that when I start posting PC content it comes in a series of updates meaning there is a lot and they come fast. This is because the PC is pretty stable for Game Dev and I don't get frustrated (as much) when working on the PC build. So I decided the only way I would be able to finish this project within the next year is to work on the PC version.

Now I haven't just been goofing off with the PC version, I have been building a custom engine. Now I know I said I was using unity but I quickly learned that I was contradicting myself. How? well I started making a custom engine so I can know the engine inside out thus making it easier to code certain aspects of the game. Now when I moved to unity I realised that I dropped the darkplaces engine because I'd have to learn all it's features and it would take a while to master it, and the same applies with unity I have to learn how the engine works! So now I'm back on my engine dev and have minor details of what it will contain. Also I'd like to note that there won't be many updates till november/december ish because I am going to school and I am apart of 2 football teams which practice almost everyday. So I will have about 2-3 hours at home everyday to finish my homework first and then game dev. Homework takes a while so most days I can't get much in. My season will finish in November so I will have more time, but i'll still be in school so be patient with me.

I'd Like to introduce the earliest build of the Lightning Engine, Powered by Visionary Gaming Studios( Was not as FANGS but we had a name switch).

The Lightning Engine is going to be a very sophisticated engine when it is finished. It is programmed in c++ and has the easiest framework I have codded yet. As of now the main function only contains  3 lines of code which can easily be turned into 2, even 1 actually but too keep everything organized I like to keep it at 3. It is currently using OpenGL 3.0 as a place holder but soon will be upgrading to OpenGL 4.0 to better the user experience. Can't support OGL 4.0? No worries the Engine automatically detects that and drops back to OGL 3.0 and adjust's it's functions and features according and currently we are debating on whether to add a drop back to OpenGL 2.0. It uses Model Stockpiler technology which in it's current stage allows you to load 4, 3D file formats, soon to be 6, but in the end it will automatically identify the model type by itself without you having to code the location of the model, ex. all models will be placed in one folder and one by one the engine will read all the models, sort them by file types and use the appropriate file format loader to load them. I t currently loads: .x,.ase,.obj and .ply. Our aspirations are to add .fbx or .dae to that list.

It comes with a state of the art map editor which is in heavy development process. This means that we are focusing a lot on the map editor part because the engine will be loading a custom map file format that will satisfy our engine's needs.

To end this off I would like to say I have gotten textures working with .obj files and I am working on an animation system for .ase files. Here's a video of the early Model Stockpile feature, I recorded a while back.

Thanks for reading and for your patience we hope you are not disappointed with our decision and if you are just know that this will be better for Alpha Team Six.

Oh ya don't forget to donate to our cause, we only want you to donate if you wish we are not going to tell you that you'll get "exclusive dropbox privilege" or"early releases", the donation money will go on mostly books so that I can expand my knowledge and make the engine better.

Check out the MODDB page now for the video and if it doesn't show(because I know some people couldn't watch our previous video) here's the YouTube link to it!:

Youtu.be

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Alpha Team Six Rev 10- Patched

Alpha Team Six Rev 10- Patched

Apr 13, 2013 Patch 10 comments

This is a slight upgrade from the previous release, the main menu has been modified a bit and there is now A map selector !

Alpha Team Six: Pre-Alpha Demo

Alpha Team Six: Pre-Alpha Demo

Apr 6, 2013 Demo 28 comments

The real version of AT6, already accessible from main menu! How to install 1. extract the RAR file 2. pop it into your PSP/GAME file 3. make sure you...

Alpha Team Six Release!:O:O

Alpha Team Six Release!:O:O

Apr 1, 2013 Demo 11 comments

release for alpha team six after the loooong wait it's finally here so download your copy now. P.S its PSP release not PC

Post comment Comments  (0 - 10 of 780)
SeniorMeatbox
SeniorMeatbox Mar 12 2014, 10:12pm says:

One thing that always gets me in these types of games is that America/UK/Canada are usually the victims and some foreign country (China, Russia, North Korea) and depicted as monsters
COME ON!!!!! WHY CANT THE CAPITALIST SUPERPOWERS BE THE BAD GUYS FOR ONCE! THINK OF THE DRONES IN AFGANISTAN AND THE ATOMIC BOMB IN JAPAN!
THINK OF THE KKK!
THINK OF DISNEY!
THINK OF THAT A-HOLE WHO STOLE MY CANDYBAR!

0 votes     reply to comment
dr_mabuse1981
dr_mabuse1981 Apr 7 2014, 4:40pm replied:

u are drunk...

0 votes     reply to comment
SeniorMeatbox
SeniorMeatbox Apr 9 2014, 10:37pm replied:

....DONT YOU *Hiccup* TELL ME HOW TO *hiccup* MAKE SCRAMBELED EGGZ.....

+2 votes     reply to comment
Ra1n007
Ra1n007 Mar 20 2014, 12:05am replied:

why

-1 votes     reply to comment
SeniorMeatbox
SeniorMeatbox Mar 27 2014, 3:57pm replied:

Why not?
America has done just as bad as every other country if you add up all the bad things

+3 votes     reply to comment
juicytoot
juicytoot Mar 6 2014, 9:05pm replied:

PSP version was axed months back.

+1 vote     reply to comment
Balfias
Balfias Mar 7 2014, 1:44am replied:

I thought it would be picked up by someone said SeniorMeatbox.

+1 vote     reply to comment
SeniorMeatbox
SeniorMeatbox Mar 7 2014, 5:51pm replied:

Im not going to take a major step in, but im trying to convince Sniper to give the PSP version another chance.
It was axed because the engine he had was bad and glitchy, add the pain of coding in the singleplayer and you have a nice dose of death.
So far he has agreed to give the Multiplayer piece another try, but im trying to convince him to add a primative singleplayer

+3 votes     reply to comment
Balfias
Balfias Mar 8 2014, 2:12am replied:

Thanks for the info and really i hope you were able to convince Sniper to work things out for the psp. This is one of last promising games we have left for psp.

+2 votes     reply to comment
SeniorMeatbox
SeniorMeatbox Mar 8 2014, 1:37pm replied:

Like i said, Im not helping, just convincing.

I hope that this game has a portable future

+3 votes     reply to comment
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Alpha Team Six
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