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7-day game design

Started by May 06, 2003 03:18 AM
19 comments, last by SoaringTortoise 21 years, 9 months ago
quote:
Original post by SoaringTortoise
Flarelocke: The flame effect is already in there, but drawing all the beasties... nah.

Draw 1 beastie manually, then over and over again using your engine.

Might be good as a stress test, anyway.

---New infokeeps brain running;must gas up!
FlameLocke: Eh? I think you misunderstand my use of the words "drawing all the beasties". Or perhaps I do.

Always prey on the weak, the timid and the stupid. Otherwise you''ll just get your butt kicked
For a tortoise, this is extremely hard to do, but when you get it right... the expression on their faces ...
Always prey on the weak, the timid and the stupid. Otherwise you'll just get your butt kicked
For a tortoise, this is extremely hard to do, but when you get it right... the expression on their faces ...
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Thanks for the warnings Critical_Waste. The game engine is currently designed for an ARPG, so I think there should be enough variation available to the map designs. Changing it slightly to be more maze-like as opposed to natural landscapes is going to be a small challenge but certainly do-able (just got to edit the brush shapes to do rectangular deformation instead of rounded... and maybe a little bit more).

Meantime... any more ideas?

Always prey on the weak, the timid and the stupid. Otherwise you''ll just get your butt kicked
For a tortoise, this is extremely hard to do, but when you get it right... the expression on their faces ...
Always prey on the weak, the timid and the stupid. Otherwise you'll just get your butt kicked
For a tortoise, this is extremely hard to do, but when you get it right... the expression on their faces ...
Ideas:
Tic-Tac-Toe
Chess
Maze
Gauntlet
Smash-TV


But first.........

Can you load maps, add enemies, use scripts in the maps, etc?



- Rob Loach
Current Project: Go Through Object-Oriented Programming in C++ by Robert Lafore

"Do or do not. There is no try."
- Yoda

Rob Loach [Website] [Projects] [Contact]
Yes. Can do all the following:

. Deform the maps using custom brushes
. Texture the maps using tiling, self-blending, textures with bump-mapping
. Build maps from bitmaps (heightmap)
. Theoretical maximum map size is around 1024x1024 kilometers (map granularity is in meters).
. Position objects on the map (trees/cliffs/whatever... it loads from x files and allows you change properties such as scale, behaviour - movement, animation, teleportation, key/door, etc - , damage, surface friction, collision detection, LOD, etc.)
. Position enemies and set behaviour.
. Create Event/Action based scripts
. Change lighting parameters to set glow and time-of-day
. Create and customise particle effects (rain, explosions, smoke, rockets, fireworks... all particles are defined using an emitter and a localised particle physics system. You can even use it to create weapons like flame-throwers, grenades, machine-guns, jacks... with their own damage properties - impact, radius, cone).

It doesn''t have a cut-scene camera system yet so in-game cinematics are not currently doable, and I have to complete the event/action scripting system to enable a lot more events and actions, but by & large the whole thing is there.

Always prey on the weak, the timid and the stupid. Otherwise you''ll just get your butt kicked
For a tortoise, this is extremely hard to do, but when you get it right... the expression on their faces ...
Always prey on the weak, the timid and the stupid. Otherwise you'll just get your butt kicked
For a tortoise, this is extremely hard to do, but when you get it right... the expression on their faces ...
quote:
FlameLocke: Eh? I think you misunderstand my use of the words "drawing all the beasties". Or perhaps I do.


What I believe FlameLocke means is that all you would need is ONE beastie. You''d just render it over and over and over again until you have teaming hores of them. Presumably your artists already have at least one beastie completed? And, even if they don''t, just stub out the beastie with a simple cube or pyramid or something. You can always put a real beastie in there once your artists complete modelling it.

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OIC. Yah, we''ve got a couple of beasties ready, and we''ve already stress tested with up to 100 on a single map without any issues.

Always prey on the weak, the timid and the stupid. Otherwise you''ll just get your butt kicked
For a tortoise, this is extremely hard to do, but when you get it right... the expression on their faces ...
Always prey on the weak, the timid and the stupid. Otherwise you'll just get your butt kicked
For a tortoise, this is extremely hard to do, but when you get it right... the expression on their faces ...
Maybe you can combine the two ideas. Run through a maze while killing lots of beasties. Could be something like the good old gauntlet game. That one was mighty fun to play!

Sander Maréchal
[Lone Wolves Game Development][RoboBlast][Articles][GD Emporium][Webdesign][E-mail]

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Sander Marechal<small>[Lone Wolves][Hearts for GNOME][E-mail][Forum FAQ]</small>

Hmm... Well, how about a 3D version of the Atari Classic "Adventure"? I sure know I''d play it. *Memories come flooding back* Ahh...

Curse you windows and your poor explanation of my errors!!!
Curse you windows and your poor explanation of my errors!!!
I am already currently working on a small project here for the summer. Actually something I''ve been working on quite a while. Actually been in design for ages and I''m still amassing the required knowledge to proceed with it. Feel free to use the maze idea if yu wish. I have some other ideas for it just to add flair if you decide to go this way. I might pick up the project at a later date simply because it seems like it would be a blast to create.

Webby

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