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OCD is a total conversion of Duke3d using Eduke32. Its a sci-fi based adventure game with rpg elements.

Using voxel(3d sprites) models for decor, items and vehicles and traditional console rpg style sprites for NPCs, I'm creating an 8-bit retro sci-fi adventure.

Levels will be linked and states save for your return, also having different versions depending on events that transpire.

Failing certain missions could result in destructive consequences for the system's planets.

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With the first Terra level basic design and areas completed, its on to the much more complicated city level.

The new version of the city is probably twice as large as the original and will feature a lot more buildings that can be entered. Idealy all buildings will have interiors of some kind as this is what I originally had wanted to do.

However combining the maps as I did in the alpha version ran into limits with the build engines abilities, so splitting up the Terra area is the way to go.

Some areas won't have to be divided, but are being totally redesigned. The basics of the south bound highway are being worked on and more work on the eastern areas which I never got to in the previous version. Those areas feature a large docking and shipping area for maritime vessels and south of that a farming community.

I've also begun adding in some unanimated dummy NPCs to fill up the areas for testing purposes. Basic AI and interaction abilities will need to be figured out. I'd like to have them stay on sidewalks/crosswalks if possible when they're in the city areas.

Also I need to fix up the penalty system to exclude enemy damage, as friendly NPCs and owned property will cause a penalty. Other changes to the penalty system will be separating your public debt from your credits, and localizing it to planets/stations as well as a reputation meter. It will be possible to have your 'contract' terminated, game over if you bring your rep too low and shooting NPCs or peace keepers directly will making near peace keeper npcs agro.

Shipping on...

Shipping on...

News 2 comments

Development updates and progress thus far. Using Autokey to solve missing Numpad issue and resorting to some old editing methods...

First world progress

First world progress

News 0 comments

First two maps are nearing completion with additional models and some updated artwork.

Delays and progress

Delays and progress

News 0 comments

Well the last two months were uneventful as I've begun working a new job recently that combines late nights with travel.

Tool time

Tool time

News 0 comments

Designing a tool suite for the game and general Duke3d modding.

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psp dukefixpal

psp dukefixpal

Other 0 comments

A altereed duke3d palette for Paintshop Pro that will help with a conflict in importing images through Dukeres made with PSP. The bright pink colors conflict...

Palette maker for Duke3d

Palette maker for Duke3d

Graphics Tool 0 comments

easy conversion of a image into a duke3d compatible palette.

Demo 06/09/14

Demo 06/09/14

Demo 6 comments

Going to start over the maps from scratch, so here's the demo of the old maps and newest features.

OCD Alpha demo 091813

OCD Alpha demo 091813

Demo 0 comments

First demo released, packaged and ready to play, simply use RUN.BAT to properly run.

Strip2Vox V3_beta

Strip2Vox V3_beta

Modelling Tool 1 comment

Converts a image strip to voxel and model* formats.

Comments  (0 - 10 of 11)
bhovey90
bhovey90

This looks excellent!

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bhovey90
bhovey90

Looks like fun!

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18ninjadog
18ninjadog

its graptch remeberme me a queake.

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scott_aw Creator
scott_aw

New demo available at GameJolt

gamejolt.com/games/adventure/code-name-ocd/9887/

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xivel
xivel

Very cool art style, I can't wait!

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mine_jesus
mine_jesus

vary nice work, tracking :D.

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magnumninja
magnumninja

This is running on Duke Nukem 3D Engine isn't it I can tell because of that item pickup thing on the top of the screen and that your running it in dosbox or it could be Doom 1 or 2

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scott_aw Creator
scott_aw

It uses Eduke32, an update version of Duke3d's engine that's multi-platform and has options for 16/32bit modes, alternate renderers that can handle light and 3d models and other effects. I'm just using it for the classic 8bit renderer and it's advanced scripting features over the original. There's some things you can't do in the original duke3d that you can in EDuke32, plus the map limits have been greatly expanded.

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Gambini
Gambini

Tracking!

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sbnewsom
sbnewsom

haha, saw the post on the frontpage. Even though I see enough in Duke4.net, i'm always down to read/look at more content from you awesome game. :D

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Orbital Contract Defense
Platforms
Windows, Mac, Linux
Creator
scott_aw
Engine
EDuke32
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Homepage
Gamejolt.com
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Sci-Fi
Players
Single Player
Project
Indie
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