mjohansson
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- Joined
- Feb 10, 2011
- Messages
- 409
I wanted to talk about my progress so I decided to make this thread, I will update with new information whenever I have something I feel like talking about.
"Alien Complex Terror" is aimed to become the following:
An FPS game were you go from section to section of a big complex on a foreign planet that has been invaded by aliens.
Each section can consist of up to 5 floors in height and you should be able to travel between them either by staircases or elevators.
In the game you will search for research personal trapped in the complex to rescue, and any items to pickup which will include money
to purchase additional items for.
Multiplayer support for up to 3 players to connect online and play in cooperative mode.
Those are the main goals, I don't have any design document and will not produce one, everything is to be considered possible to change.
And the current status is this:
Rendering mostly designed and coded, have some things to change and add, but things are looking good were the original test ran at 100fps solid on my 600Mhz Pandora, including transparency, and the collision detection is the main threat to the framerate and I think its gonna go just fine right now.
The build is framerate limited to 100fps I don't know what the framerate would have been like unlocked, but it dosnt matter...
Collission detection, its finally shaping up! Ive been working on it for what feels like a loooong time, its probably only been a few days and I don't work all day long either... But I intended for the design to be simple so the collision detection could be quick and easy to do, it turned out to be much more difficult and problematic still and I even considered to just to with full ray traced collision detection... Now that I think of it that might even have been faster to process in the end since theres a billion "if else" statements in the current code... But it finally works so far, which is with the normal walls and you can walk up staircases, to the next floor almost Theres more work to be done to complete it but the rest is cakewalk, the difficult part have been done and finally works!
So staircases will be in the final game and thats important, it will add some much needed atmosphere and variation to the architecture really opening the space up. It will also be possible to have open spaces between floors and you could even fall down through several floors technically, but I don't know if thats a fun gameplay element so we will see how maps will be designed in the end.
I have completely forgotten about elevators but I have some idea of what I would want to do, and it should be easy to make it work, the staircases was always the difficult problem, I originally thought I would have to brute force code them but in the end the system I designed ended up to on its own and I can now make staircases wherever I want without any manual labour, they could even have different shape I think, the biggest thing about the staircases is that one stair is above another so you can walk both above and underneath the same surface, there can be many overlaps in height.
Thats about as far as I have come, the basic "engine" is mostly done, or the most fundamental part of it, running around in a rendered world that can be built quickly and easily in Blender and the .obj file loaded by the game directly, I also made a separate program that will process and save all data from the .obj file that is used for the collision detection system in the game.
Heres an image from the test map Im using right now, when I have completed the collision detection and last rendering changes Ill make a new compile for Pandora and see how it runs then, and upload it here if anyones interested to have a look at it.
"Alien Complex Terror" is aimed to become the following:
An FPS game were you go from section to section of a big complex on a foreign planet that has been invaded by aliens.
Each section can consist of up to 5 floors in height and you should be able to travel between them either by staircases or elevators.
In the game you will search for research personal trapped in the complex to rescue, and any items to pickup which will include money
to purchase additional items for.
Multiplayer support for up to 3 players to connect online and play in cooperative mode.
Those are the main goals, I don't have any design document and will not produce one, everything is to be considered possible to change.
And the current status is this:
Rendering mostly designed and coded, have some things to change and add, but things are looking good were the original test ran at 100fps solid on my 600Mhz Pandora, including transparency, and the collision detection is the main threat to the framerate and I think its gonna go just fine right now.
The build is framerate limited to 100fps I don't know what the framerate would have been like unlocked, but it dosnt matter...
Collission detection, its finally shaping up! Ive been working on it for what feels like a loooong time, its probably only been a few days and I don't work all day long either... But I intended for the design to be simple so the collision detection could be quick and easy to do, it turned out to be much more difficult and problematic still and I even considered to just to with full ray traced collision detection... Now that I think of it that might even have been faster to process in the end since theres a billion "if else" statements in the current code... But it finally works so far, which is with the normal walls and you can walk up staircases, to the next floor almost Theres more work to be done to complete it but the rest is cakewalk, the difficult part have been done and finally works!
So staircases will be in the final game and thats important, it will add some much needed atmosphere and variation to the architecture really opening the space up. It will also be possible to have open spaces between floors and you could even fall down through several floors technically, but I don't know if thats a fun gameplay element so we will see how maps will be designed in the end.
I have completely forgotten about elevators but I have some idea of what I would want to do, and it should be easy to make it work, the staircases was always the difficult problem, I originally thought I would have to brute force code them but in the end the system I designed ended up to on its own and I can now make staircases wherever I want without any manual labour, they could even have different shape I think, the biggest thing about the staircases is that one stair is above another so you can walk both above and underneath the same surface, there can be many overlaps in height.
Thats about as far as I have come, the basic "engine" is mostly done, or the most fundamental part of it, running around in a rendered world that can be built quickly and easily in Blender and the .obj file loaded by the game directly, I also made a separate program that will process and save all data from the .obj file that is used for the collision detection system in the game.
Heres an image from the test map Im using right now, when I have completed the collision detection and last rendering changes Ill make a new compile for Pandora and see how it runs then, and upload it here if anyones interested to have a look at it.