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Re: Procedural stuff, better then green dutch stuff [Re: Germanunkol] #309623
02/10/10 11:57
02/10/10 11:57
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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This is simply brilliant!

Just an idea for this as part of a game:
Place at top of the model a sphere that the player has to lead a way down to a certain goal at the ground of the model. Give the player a set of objects that he can place on the model. When he clicks start, enable the physics for the sphere, and he can watch the sphere rolling down and whether his objects are well placed to lead the sphere its way to the goal.

Re: Procedural stuff, better then green dutch stuff [Re: Pappenheimer] #309689
02/10/10 18:08
02/10/10 18:08
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline OP
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Thx for the kind words. laugh
Yeah i'm still not sure how to make a game out of it. Any ideas are welcome. This scene was more or less for fun. I would like to explore such worlds in a rpg, but then again a rpg is sooo much work. frown


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Re: Procedural stuff, better then green dutch stuff [Re: ChrisB] #309692
02/10/10 18:27
02/10/10 18:27
Joined: Sep 2003
Posts: 9,859
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FBL Offline
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A weird shooter with exaggerated fancy effects would rock laugh

Re: Procedural stuff, better then green dutch stuff [Re: FBL] #309699
02/10/10 19:02
02/10/10 19:02
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Originally Posted By: Firoball
A weird shooter with exaggerated fancy effects would rock laugh

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.

Re: Procedural stuff, better then green dutch stuff [Re: Pappenheimer] #309701
02/10/10 19:21
02/10/10 19:21
Joined: Mar 2006
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Hummel Offline
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a plane shooter would also fit the scenario, make too teams wich start from two different platforms with their planes, add a good working flight control mechanism (love the one of Battlefield Heroes ;)) and you got your game laugh

Re: Procedural stuff, better then green dutch stuff [Re: Hummel] #309703
02/10/10 19:31
02/10/10 19:31
Joined: Sep 2003
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FBL Offline
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I thought of a space glider wink

Re: Procedural stuff, better then green dutch stuff [Re: FBL] #309710
02/10/10 19:47
02/10/10 19:47
Joined: Sep 2003
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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.

Re: Procedural stuff, better then green dutch stuff [Re: Pappenheimer] #309740
02/10/10 21:23
02/10/10 21:23
Joined: Oct 2004
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Netherlands
Joozey Offline
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Just make a cinematic trailer grin.


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Re: Procedural stuff, better then green dutch stuff [Re: Joozey] #309745
02/10/10 22:14
02/10/10 22:14
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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at my pc (duh)
i would just remake starfox64's flight mechanics and use these as levels and make it multiplayer, cant beat that really laugh

Re: Procedural stuff, better then green dutch stuff [Re: darkinferno] #309794
02/11/10 09:34
02/11/10 09:34
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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if this world were darkinferno's, all games would be multiplayer games grin

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.jpg
Maybe I should read up on that some time...

Last edited by Germanunkol; 02/11/10 09:36.

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