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Re: Procedural stuff, better then green dutch stuff
[Re: FBL]
#309699
02/10/10 19:02
02/10/10 19:02
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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A weird shooter with exaggerated fancy effects would rock Yeah, a flying shooter, with jet packs, a sort of capture the flag. With 'A' and 'D' you move right and left of the tower, with 'W' and 'S' you move up and down. As a condition you need something that gives you reason to hide behind the obstacles.
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Re: Procedural stuff, better then green dutch stuff
[Re: FBL]
#309710
02/10/10 19:47
02/10/10 19:47
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Yeah, you need to fly from time to time through the tower to get a lift by the warm air. Depending from where the sun shines on the rock, you have different places and conditions to gain height.
Maybe, you'd like to start a simple multiplayer, where everyone can simply fly and walk around. After that you can add experimental features, so that the community can test whether they are fun or not, and give further suggestions.
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Re: Procedural stuff, better then green dutch stuff
[Re: darkinferno]
#309794
02/11/10 09:34
02/11/10 09:34
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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if this world were darkinferno's, all games would be multiplayer games No, I agree though. Flight simulator of some sort would be cool, but I'd add a few of your towers, not just one. (Even if you don't make a game out of it, can you make a video with mutliple, maybe a little smaller, towers? I think it would look real fun :D) Also, i'm still interested in what sorts of shapes this code can produce. You've only shown towers so far, which look awesome, but could it also create rocks/spheres/hills/caves? Is there any input-parameters that are used to control what sort of shape it is (I'm sure there is, but how "flexible" are they?) Reason I'm asking is: we want/need big asteroid-fields in our game. And we simply can't get rid of the seams (in the modeling tools they look great, but as soon as we import them to acknex, there's the seam), and we needs lots of different asts, so we were thinking of using "procedural stuff" for the larger ones. Any insiders as to whether this would even make sense at all? With your LOD code, it would truly rock... EVE online has done something like that, though I don't know if they're using procedural shaders: http://ccp.vo.llnwd.net/o2/devblog/img/DevBlog_WIP_02_s3.jpgMaybe I should read up on that some time...
Last edited by Germanunkol; 02/11/10 09:36.
~"I never let school interfere with my education"~ -Mark Twain
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