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Re: Bumble Bee Island Demo Release
[Re: XNASorcerer]
#103638
01/22/07 10:04
01/22/07 10:04
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Joined: Sep 2005
Posts: 235 Switzerland - Zurich
sinnlos
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Member
Joined: Sep 2005
Posts: 235
Switzerland - Zurich
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First of all, we want to thank you for downloading and testing the demo. We are really eased to hear that you like it so far.
EX Citer: You are right, the bee model is too simpel... We will make a redesign. We will also make the standard speed a little bit faster and we will add turbo-boosts. And yeah, the exploding stuff is missing, we try to add this in the next demo. We thougth that it would be the best to add more detail and little jokes at the very end.
PHeMoX: Aye, that seam-problem is really annoying. We already had that problem in the first terrain (first post of this thread) and we spent alot of time to get them closed but with no success yet. We already scripted a camera collision, but we'll have to finetune it a little more.
frazzle: There is actually no water shader applied yet. We have some ideas, and will have to test which one is the best. About the texture sizes: all textures are 512*512 except the blending maps (1024*1024). In a earlier stage we had all textures on 1024*1024 and the blendmaps even 2048*2048, but we thought its better to go down because we want to add so much more stuff like particles, sound, etc...
Frank_G: The whole level including plants, house, tree, etc... has 87'374 tri's. We dont have any clipping or LOD-systems. All we use is mipmapping. The terrain shader we made ourselfes. its a FFP shader with 3 Passes.
Sorcerer: We plan a little menu where you can choose either to continue the game, go back to the main menu or exit the game.
cheers
Zwecklos & Sinnlos
Last edited by sinnlos; 01/22/07 12:12.
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Re: Bumble Bee Island Demo Release
[Re: sinnlos]
#103639
01/22/07 11:51
01/22/07 11:51
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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Quote:
frazzle: There is actually no water shader applied yet. We have some ideas, and will have to test which one is the best. About the texture sizes: all textures are 512*512 except the blending maps (1024*1024). In a earlier stage we had all textures on 1024*1024 and the blendmaps even 2048*2048, but we thought its better to go down because we want to add so much more stuff like particles, sound, etc...
Oke, thxn for the info Btw, are you going to write the water shader yourself ??
Cheers
Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: Bumble Bee Island Demo Release
[Re: sinnlos]
#103641
01/24/07 17:12
01/24/07 17:12
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Joined: Sep 2005
Posts: 235 Switzerland - Zurich
sinnlos
Member
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Member
Joined: Sep 2005
Posts: 235
Switzerland - Zurich
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here some further progress: we made a new bee-model. it has more realistic shapes but is still comic-style... we hope this will match better with the enviroment.  this is just a beauty-render where the mesh is smoothed with 2 iterations... the real game model has 1576 tri's. in the moment we are a bit stuck... we want to add the ability to shoot with the bee... but what kind of shot could a bee do? -shoot whith a little mini-rifle? -shoot with a laser gun which is attached to the body (cyborg-style)? -just shoot with an energy-ball which pops out of the mouth? what do u think... what could fit into this game? cheers zwecklos & sinnlos EDIT: for those who didn't download the demo yet: Bumble Bee Island Demo Read zwecklos his post whith requirements and info on page six of this thread.
Last edited by sinnlos; 01/24/07 17:54.
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Re: Bumble Bee Island Demo Release
[Re: sinnlos]
#103642
01/24/07 18:35
01/24/07 18:35
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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I think it will be difficult to make the bee hold a minirifle. Not impossible but difficult. Lasergun attached to the body sounds cool. Reminds me of some old Amiga game  Pops out of mouth, not bad but, too strange und uncool 
:L
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Re: Bumble Bee Island Demo Release
[Re: alphaindigo]
#103644
01/24/07 20:58
01/24/07 20:58
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Joined: Oct 2003
Posts: 560 Germany / NRW / Essen
Shinobi
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User
Joined: Oct 2003
Posts: 560
Germany / NRW / Essen
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Hi , sorry habe zwar diesen thread verfolgt jedoch nichts gepostet . Also euer Bienenspiel gefällt mir gut (mal was anderes) bin gespannt wie es am ende wird . Die Stachel schiess idee von alphaindigo finde ich sehr gut und habe mal eine kleine animation vorbereitet wie dies in action aussehen könnte. Die animation zeigt das Stachelschiessen vom fliegen bis zur abschissanimation. ANIMATION Example
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Re: Bumble Bee Island Demo Release
[Re: Joozey]
#103646
01/25/07 08:04
01/25/07 08:04
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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Wow, Shinobi, da hast du dir ja ganz schön viel Mühe gegeben für das Video. Das Problem das ich da sehe ist, ist die Videospiel regel das es vor einem Angriff 0 Wartezeit geben sollte. NAch einem Angriff ist es ok. Aber die Biene sollte in dem Moment schießen in dem ich drücke. Mit 0 meine ich nicht absolut 0. Aber es sollte wirklich extrem schnell gehen. Sonst sind meine Reflexe nutzlos. Außerdem entsteht ja schon eine Wartezeit durch meine Reflexe und durch das drücken der Taste. ICh muss meine Spiele hingehend der Nullwartezeit vor dem Angriff auch noch überarbeiten  Argh, sorry, wrong language: Here ein Short in english: The time until the bee takes so long with that animation. I think that´s a problem.
:L
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