Beta Announcing GLBasic 3D Platformer "Reggie World" for Pandora


Nabz_32x

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Hello,
 
I have been developing a RPG Engine in GLBasic,
mainly it was a good educational experience ( also got me used a bit to OpenGL in general ).
 
Here are some videos showing the RPG engine throughout development
( some videos are filmed directly from the Pandora )

Order from early to late:


Whereas the Pandora Version will gear towards mission gameplay

and a bit of a labyrinth style world.

Since the most annoying physics part runs secure and smooth enough, 

i thought I´ll announce it here.
 
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Runs very smoothly, nice! Now for the hard part: making a good game :)
 
The level design in Reggie World looks amazing and fun. Really great work, I would pay for this game.
 
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The level design in Reggie World looks amazing and fun...
Thx for those words :D

When I first started this with dBPro, it was intended to be a 3D remake of Super Mario World.

( The PC Version still holds a model and programming for Yoshy and a world map in the typical style ).

I am thinking of putting my sliding circle collision to use and allow Reggie to push enemys around, based on the weight difference. So when you collide with some enemys you won´t get hit instantly only when they are actually attacking.

I am also thinking about allowing Reggie to do a punch move also, maybe making the punch upgradeable to also smash blocks...
 
I have done more work:
-Finished the enemy editor, which is also used to design collectable Items.
-Enemys can be put on the map directly or they can be spawned by Events.
-Loading bug of lightSources has been fixed.
-camera isn´t going up when jumping, improves overall viewing.
-Removed some Polygons on existing modells
-Player accelerates faster when standing still.

Also tested this on the Pandora:
If there are many enemys with high poly count on the screen, frame rate drops significantly:
https://www.dropbox.com/s/rmllwb22g0iu9b2/Screenshot%202014-08-24%2018.13.11.png?dl=0
^This situation gave me a value of 5.4 while running at 1.2 GHz ( 11,11 FPS ).
at 900 MHz I got a 6.5 ( 9,23 FPS ).
( The PolyCount of the models rise with rising objects frame count. It is because GLBasic doesn´t use sceletal animation, instead it saves every frame of an animation to .ddd format )
I try to remove more polys on the large modells.
normal situations get a 2,2 to 2,8 at 850 MhZ and 1,2 GHz
( thats 27,7 FPS and 21,42 FPS)

 

Everyone willing to contribute anyhow to this project with either media or coding skills

is highly welcome to do so.

Just send me a PM.
 
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Update:

reduced the polycount of this enemy model even more and halved its texture size:

Now I get 13,3 FPS with ten of this type on

the screen at the same time when running at 1Ghz CPU speed ).

at 1.2GHz up to 17 FPS.
 
Updated the engine again:

-Finished implementing moving boxes ( each box can have up to 10 WayPoints ).
-Added coins.

-Improved texture scaling on walls.


Here is a video:

https://www.youtube.com/embed/4HPH9mIq-_U?feature=oembed

The speed on the Pandora during the scene with many coins, didn´t change much while rendering those,
so coins don´t have to be scarce on the Pandora.

I whish I could have filmed it, while running on the Pandora, but unfortunately my Handy charging cable broke at the worst position possible.
 
 
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More Updates:
- Added the portable jump coil.
- Implemented and completed more event action kinds. ( Spawn Enemys, Wait timer , movement , camera movement ).
- Added more flags for events, objectTypes and enemyTypes.
- Added choices to textBox action, up to 5 choices per Box.

https://www.youtube.com/embed/R5yI7doj4Gc?feature=oembed
 
- Added campaign start coordinates ( and the startmap of course )
- Added rideable mine carts.

rails.jpg

 
 
This is looking superber by the minute.

When creating the DDD 3d animations, one could consider animating it same way as sprites and probably reduce needed model variation.

You can also push your polygons really low count considering Pandora´s resolution.

I wish I had time to give it a go and try some example models to see if you can get any improvements but my plate is full till around mid february :(

Keep it going!
 
I'm really liking the look of this game.

I get the feeling that this is what Mario3D would have been like if it had been released on the Amiga etc.

Personally I would move the character away from a Mario clone though, just because it's been done so many times and this game deserves more.

Coins, guns, rocket packs and motor cycles, this games screaming out for Rocket Raccoon. That character hasn't been milked to death.. yet ;)

I look forward to seeing how it develops, good luck :)
 
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@ erico:

Thx, I think there are still some polys that can be reduced on some of the older modells, I am trying the low frame aproach and smooth the animation using glbasics x_drawanim command.

@ExquisiteCorpse

Thx, it is currently not openSource.

@Trip:

Thx, the story will be about Reggie on his quest for the Openpandora handheld, involving plenty of 2 Months jokes and anecdotes.

I got pretty good input by IngoReis from the german boards about that.

Reggie gets quests in different main villages throughout the acts of the story, which he has to complete in order to advance further in the story.

He can also aquire items to upgrade his powers, making it more rewarding for the player to backtrack to previously visited levels.

There is no level select screen,

only transitions from map 2 map which I hope will do the exploration factor some good.
 
Here is a new video showing new features:

Loading games.

Transition through maps.

The Inventory system.

Dying and Game Over.

A part of a beta mine cart ride.

Smooth alpha fading of tiles and objects that are between camera and player.

Besides that, Multi Tiles have been improved, they work better with diagonal Tiles now.

Save blocks have been implemented.

Actions and conditions for item trade have been added to the event system.

Coin Record System for saves has been added.

https://www.youtube.com/embed/2Vodd6Rfjs0?feature=oembed
 
Hi :)

I really look forward playing this game !

EDIT: does it use some kind of hardware acceleration ?

Cheers, Magic Sam
 
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Very impressive! (only just found this thread).

Once tiny thing - when the character moves diagonally, he moves too fast - ie, he moves the same distance horizontally *and* vertically, which looks a bit odd. When moving diagonally, you could scale the speed by * 0.7 to make it a bit more realistic?
 
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