Adventus
GP Mania
Over the last few weeks i've been learning OpenGL ES 2.0 by making a highscore based minigame. I haven't entirely thought out the gameplay yet, but I want it to be pretty fast paced and intense (I'm a big fan of DoDonPachi). The basic idea at the moment is you can grab an enemy, use them as a shield which spans a user controllable (via an analog stick) 90 degrees for a limited number of hits.... then throw them to stun (or kill) other enemies. I haven't decided on whether to have randomly spawned enemies of not, if i do i'll have visual ques which describe the upcoming attack pattern. Actually, I'll probably do both a random and level based mode.
Anyway, Here's what it looks like sofar (Compiled in X86 Windows with PVR OGLES2.0 emulation):
It should be completely cross platform, The libraries I'm using are: SDL, SDL_ttf and OGLES2.0. So i may release a PC version utilising OGL2.0.
The underlying engine/tools are pretty much complete (except the physics engine). Currently it features:
Im calling it "SuperLumenal" (as in faster than light) at the moment, but that could easily change. I'll keep these thread updated as it evolves. Feel free to chip in if you have any ideas.
Anyway, Here's what it looks like sofar (Compiled in X86 Windows with PVR OGLES2.0 emulation):
It should be completely cross platform, The libraries I'm using are: SDL, SDL_ttf and OGLES2.0. So i may release a PC version utilising OGL2.0.
The underlying engine/tools are pretty much complete (except the physics engine). Currently it features:
- Post processing: Radial/guassian/motion blur and distortions (eg the shock wave you can see in the pic)
- Particle engine. eg the flames coming off the player/bottom right.
- Alpha mapped ttf font rendering library. eg "Score: 2350"
- Shader interfacing code generated from your GLSL source code (so you don't have to remember all your different uniform/attrib datatype's, etc).
Im calling it "SuperLumenal" (as in faster than light) at the moment, but that could easily change. I'll keep these thread updated as it evolves. Feel free to chip in if you have any ideas.