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One day outside the Time :: 3d platformer
#369911
05/09/11 02:49
05/09/11 02:49
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Joined: Mar 2010
Posts: 75
YellowAfterlife
OP
Junior Member
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OP
Junior Member
Joined: Mar 2010
Posts: 75
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Download (2mb): GameJolt \ SolidFilesThis is 3d, third-person platformer with limited color pallete. Created in 5 hours for BlitzKast. Game takes from 5 to 10 minutes to complete. Controls WASD - move around Spacebar - jump Mouse - rotate view R - teleport to last checkpoint F5 - change window size \ screen resolution (if fullscreen) Alt+Enter - toggle fullscreen Comments are welcome.
Unfortunately, I've not worked with 3dGS for a while now, but it was fun
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Re: One day outside the Time :: 3d platformer
[Re: YellowAfterlife]
#369915
05/09/11 07:42
05/09/11 07:42
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Looks good, few thing: * design which at the start looks cool and unusual, at the end starts to be annoying * I hated ellipsoid hull, I died lot of times cause of it (this isn't your fault) All other ways, it's just awesome and as I said unusual
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Re: One day outside the Time :: 3d platformer
[Re: 3run]
#369916
05/09/11 07:56
05/09/11 07:56
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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Great design You should make an extended version with lot more polygons and geeometry on level like platform volume, walls, objects ... Why not use a your same character but subdivided ? Cool game anyway !
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Re: One day outside the Time :: 3d platformer
[Re: ratchet]
#369926
05/09/11 13:52
05/09/11 13:52
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Joined: Mar 2010
Posts: 75
YellowAfterlife
OP
Junior Member
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OP
Junior Member
Joined: Mar 2010
Posts: 75
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To 3run: * End-of-game level design was rather rushed, because I was running out of time. Sorry for that * True, ellipsoid plays bad jokes with platforming part sometimes, but I had no way to replace it - changing collisions to AABB caused character to be unable to walk up\down the slopes. And several other bugs. And thank you To: ratchet: I would really like to make this game into a longer (with gameplay length of hour at least) project, but there are some things stopping me (see this thread, and I still cant get passable blocks working when placed in WED). From what I can see now, I need to purchase Commercial edition (I wonder where could I get these 150 EUR... ) to make an actual 4-color game.
Unfortunately, I've not worked with 3dGS for a while now, but it was fun
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Re: One day outside the Time :: 3d platformer
[Re: ratchet]
#369927
05/09/11 13:52
05/09/11 13:52
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Quite a cool style. I don't know if this was intentional, but I was sometimes unsure if I could step in certain places, because sometimes the ground looked very similar to the background colour.
The eye/camera things are way cool! I know they don't do much, but their irregular blinking and the way they sporadically follow the player (rather than constantly facing the exact position of the player) gives them a lot of personality!
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: One day outside the Time :: 3d platformer
[Re: JibbSmart]
#369930
05/09/11 14:46
05/09/11 14:46
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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From what I can see now, I need to purchase Commercial edition (I wonder where could I get these 150 EUR... ) to make an actual 4-color game.For such little game, 150 euros perhaps not ! There are lot of free engine like Ogre 3D , Irrlicht , XNA Framework etc ... Perhaps not that complicated to such simple but great game. For free you'll have shaders and all next gen stuff. Your game would fit great in Iphone and mobile platforms !
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Re: One day outside the Time :: 3d platformer
[Re: 3run]
#369960
05/09/11 22:09
05/09/11 22:09
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Joined: Mar 2010
Posts: 75
YellowAfterlife
OP
Junior Member
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OP
Junior Member
Joined: Mar 2010
Posts: 75
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To JulzMighty: Some parts of ground should have exactly matched with background color, adding a little bit of trial & error into this game (to mention, shadow is casted by character to help checking if you can step somewhere). Things (if you look at filenames, I've labeled them as watchers) might look more like cameras or eyes to you, depending on games that you have played. And thanks To ratchet: I had a look at Ogre 3D and XNA, and while Ogre is nice, the main level editor that's avaible for it quite differs from what I'm normally using to make levels. From other side, it might be possible to convert WED's levels into valid models... so we'll see what happens on next weekend. To 3run: I only had a brief meeting with physX, thus didn't check if I can make movement with it. I'll look, what can be done about that.
Unfortunately, I've not worked with 3dGS for a while now, but it was fun
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Re: One day outside the Time :: 3d platformer
[Re: YellowAfterlife]
#370135
05/11/11 08:38
05/11/11 08:38
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Joined: Jun 2006
Posts: 379 Flevoland, 5 meters under wate...
Roel
Senior Member
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Senior Member
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
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I like the game, it is very simple, but original. I also like the watchers, the world looks living. If you are going to make a full game out of this, don't forget to disable the f11 key as 3Run said, the game really needs box collision detection, physx seems to offer this (thanks for the tip!)
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Re: One day outside the Time :: 3d platformer
[Re: Roel]
#370191
05/11/11 14:52
05/11/11 14:52
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Joined: Mar 2010
Posts: 75
YellowAfterlife
OP
Junior Member
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OP
Junior Member
Joined: Mar 2010
Posts: 75
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I like the game, it is very simple, but original. I also like the watchers, the world looks living. If you are going to make a full game out of this, don't forget to disable the f11 key as 3Run said, the game really needs box collision detection, physx seems to offer this (thanks for the tip!) Yes, I will certainly expand this into a full game. My progress on that so far is... - There are actually 4 colors on screen at once (in 5h version there were not less than 9 because of engine using different diffuse & emissive color vectors for everything)
- Colors actually match with ones that I specify in image editor (except the tile color that character is standing on - for some reason color varies each time I re-import texture into WED)
- I found out that shadow material can be changed, so now characters shadow will change depending on enviroment
For F11... I always forget to un-include default.c
Unfortunately, I've not worked with 3dGS for a while now, but it was fun
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