Nightwalker is currently a concept idea which we are working on jointly with the other members of PlayZone Corporation. The first PlayZone game to be produced in full 3D, Nightwalker will be a game of stealth, supporting both single-player and deathmatch modes across a variety of different protocols (IPX, TCP/IP etc.) It will support both Direct3D™ and OpenGL™ and will sport some of the finest graphics ever seen in school game development. With intelligent AI, Nightwalker will become a trend-setter for school games in the future.

Antarctic Detention Centre : Cell Block 16N
Antarctic Detention Centre : Mainframe Room (unfinished)

Storyline: A fearsome alien race, known to humans as the Bionides, are threatening to take over Earth. An emergency situation is announced by the Earth Government and help is requested from the neighbouring Proxima Centauri star system. Unfortunately, the imprecise communication beam used to send the distress signal was picked up not only by the Bionides, but by other warlike alien races, including one particularly chilling species known as the Body-Snatchers. These frightening creatures are already starting to materialise on the streets of major cities including London and New York, and a detachment of the Proximan Advance Guard has been captured and detained in a remote location. As a lieutenant in this elite unit, you must evade your captors and regroup with the main strike force which is currently on course for Jupiter, for unknown to your superiors the asteroid field on the main approach to Mars has been heavily mined by the Bionides. The fate of Earth is in the balance. Your destiny is unknown.

Your only goal: Kill the bastards, or die trying...

The Team

Lead Programming Stuart Golodetz
Adam Szmigin
Network Programming Pete Cornish
Additional Programming Tom Smith
Game Design Stuart Golodetz
Adam Szmigin
Level Design Stuart Golodetz
James Lyon
3D Modelling ?
2D Artwork Yaume Bitterhoff
Music & Sound Ashley Kampta

System Requirements

  • Pentium 200 MHz processor or higher (R: P2-266)
  • Microsoft Windows 95/98/ME
  • 32Mb RAM (R: 64Mb)
  • 8Mb VRAM (R: 16Mb)
  • 5Mb of free hard disk space (R: 20Mb)
  • Microsoft DirectX 7.0 (R: DirectX 7.0a)

Recommended specifications are shown in brackets.
Nightwalker supports a variety of 3D cards and although one is not required, performance will suffer.

Features

Currently unavailable.

Updates

04/02/01 Stuart Golodetz has finished writing the portal generation code and is currently working on calculating PVS.
31/10/00 Yaume Bitterhoff has made the first texture set for the Antarctic Detention Centre level. A screenshot of the level can be seen above.
30/10/00 Stuart Golodetz has finished changing the leafy BSP compiler to output solid leafy BSPs and has rewritten the engine to support loading and rendering of this new BSP type.
24/10/00 Stuart Golodetz is changing the leafy BSP compiler to output solid leafy BSPs for additional use in collision detection.
20/10/00 Tom Smith has started work on the level editor.
19/10/00 Stuart Golodetz has finished writing the leafy BSP compiler and is now writing portal calculation code in order to eventually calculate a potentially visible set (PVS). A transcript of a question and answer session with [GxS] Wedgie can be found here.
10/10/00 Yaume Bitterhoff has joined the Nightwalker project. He will be working on the 2D artwork for the game.
30/08/00 Collision detection, friction and gravity have all been implemented and the Lightning Engine is coming along well. The screenshot at the time of writing, however, is from the Thunderbolt Engine, a Direct3D-only engine which is being used as a test platform for future features, since its development has been more graphically-oriented than Lightning's, and the engine therefore produces better screenshots at the moment.
23/07/00 Full support for BSP compiling, loading and rendering has been completed. The Lightning Engine now supports rendering in both Direct3D and OpenGL, and has limited support for animated models.
19/07/00 The Lightning Engine is now well on the way to completion. The BSP renderer is functional though primitive and the compiler is nearly completed.

Download Servers

Name
URL
Reliability
GX Studios
http://www.gxstudios.co.uk/games/nightwalker/thunderbolt_setup.exe (Thunderbolt 3D Engine Demo)




GX Studios, Microwedgie Sound Systems, Paradox, Paradox II, Tank Zone, Tank Zone II and Maze 2 are all trademarks of GX Studios. PlayZone and Nightwalker are trademarks of PlayZone Corporation. DirectX is a trademark of Microsoft Corporation. OpenGL is a trademark of Silicon Graphics Inc. No investigation has been made of common-law trademark rights in any word. Words that are known to have current registrations are shown with an initial capital. The inclusion or exclusion of any word, or its capitalizations, on this web site, is not, however, an expression of the owner's opinion as to whether or not it is subject to proprietary rights, nor is it to be regarded as affecting the validity of any trademark.