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Re: Rebel Planet Trailer #2 [Re: Peter Churness] #44249
04/15/05 07:44
04/15/05 07:44
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Quote:

I'm a programmer who thinks he can make levels sometimes but in reality I'm not very good at it




You are joking. Yes, loopix is right with including a few more trees and anohter shader but nevertheless you created a unique world.

Concerning the building / house: There is a view from that marketplace from a building with columns / pillars to the big pyramid looking building. I mean that smaller ones with these surrounding pillars. The pillars are too thin at the bottom. My brother is civil ingeneer and remarked that at the first glance. I would not notice that by myself.

By the way: I like your detailed buildings very much. Did you do these with blocks or with models. And how big is your terrain? Do you create different levels or one huge level?

I hope that you do not feel troubled by my questions


Models, Textures and Games from Dexsoft
Re: Rebel Planet Trailer #2 [Re: Machinery_Frank] #44250
04/15/05 12:04
04/15/05 12:04
Joined: Dec 2002
Posts: 293
Minnesota
Peter Churness Offline OP
Member
Peter Churness  Offline OP
Member

Joined: Dec 2002
Posts: 293
Minnesota
Quote:

By the way: I like your detailed buildings very much. Did you do these with blocks or with models. And how big is your terrain? Do you create different levels or one huge level?





Most of the better looking buildings and levels were done by others. Bernd from Twin Bits did many of the stand-alone structures. Yes, they are blocks. And he did a suberb job texturing them as well. The pillared level with the flags was also done for me by someone else (Miguel). I pieced it all together, but many others get the credit for the actual level building.

As for the levels themselves, yes they are different levels pieced together. However, I've tried to make it as seemless as possible and to at least give the illusion of one big world. For example, I've implemented a kind of LOD for actor ai. NPC's will move from one level to another just like the player and the ai will keep track of where they should appear in the level as they're walking or running from one location to another. It's pretty cool I think, and when I eventually release a demo to the community I'll likely release my code as well (unless I get a publisher who tells me not to).

The terrain is only 32x32 for individual "sub-levels". However, the entire first level of the game has about 9 of these outdoor "sub-levels". Not all the game levels will be this big though.

Re: Rebel Planet Trailer #2 [Re: Peter Churness] #44251
04/15/05 12:54
04/15/05 12:54
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Thank you very much for the answer. That is very kind of you.

I showed the video to a few friends and we were all speechless about the detail. We did not know that you can use so many animated people in an outdoor world like yours with dynamich ligting a.s.o. in 3DGS.

Your idea with level changing and NPC handling sounds very good. That must be a lot of work.

Sorry, but I did not completely understand the last sentence from you. Do you mean that you stick 32 hmp's together and use 9 of these in a complete level or do you mean that a terrain has 32 divisions?

Frank


Models, Textures and Games from Dexsoft
Re: Rebel Planet Trailer #2 [Re: Machinery_Frank] #44252
04/15/05 13:50
04/15/05 13:50
Joined: Dec 2002
Posts: 293
Minnesota
Peter Churness Offline OP
Member
Peter Churness  Offline OP
Member

Joined: Dec 2002
Posts: 293
Minnesota
Quote:


Sorry, but I did not completely understand the last sentence from you. Do you mean that you stick 32 hmp's together and use 9 of these in a complete level or do you mean that a terrain has 32 divisions?




Sorry. No, I mean that as far as gameplay is concerned, for what I'm considering the first of the games seven levels, it has 9 hmp's total. Each hmp is 32x32 squares/triangles, and each gets loaded in as a separate "sub-level" (i.e. through level_load() function)

For example, here is one of the 9 hmp's that make up the first "level":



However, the cool thing with the ai is that if an enemy is chasing you and you leave one sub-level and enter the next, the enemy will follow you into the next sub-level. Also, if an NPC exits a sub-level heading for some desination either in that sub-level or through it to the next, and your player follows him in, the npc will appear exactly where you would expect him to given the time you've given him to be walking across the next level.

Re: Rebel Planet Trailer #2 [Re: Peter Churness] #44253
04/15/05 14:26
04/15/05 14:26
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
That sounds very exciting. I am really looking forward to see that in action.


Models, Textures and Games from Dexsoft
Re: Rebel Planet Trailer #2 [Re: Peter Churness] #44254
04/15/05 16:54
04/15/05 16:54
Joined: Aug 2002
Posts: 673
Las Cruces, NM
JimFox Offline
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JimFox  Offline
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Posts: 673
Las Cruces, NM
Hi Peter,
Congratulations on a big milestone. I am sure that you are encouraged by the positive feedback.

Why did you not simply use one 96X96 terrain? I assume that was because it helped the FPS. How much difference did it make?
Regards,


Jim
Re: Rebel Planet Trailer #2 [Re: JimFox] #44255
04/15/05 17:32
04/15/05 17:32
Joined: Dec 2002
Posts: 293
Minnesota
Peter Churness Offline OP
Member
Peter Churness  Offline OP
Member

Joined: Dec 2002
Posts: 293
Minnesota
Quote:

Hi Peter,
Congratulations on a big milestone. I am sure that you are encouraged by the positive feedback.

Why did you not simply use one 96X96 terrain? I assume that was because it helped the FPS. How much difference did it make?
Regards,




Thanks Jim. Yes, its a framerate issue. Plus everything is just more managable in smaller chunks (fewer pathfinding nodes, fewer entites, etc). However, if there ever is a Game #2 I want to work on making the whole world seamless with dynamic loading of everything. But one thing at a time ...

Re: Rebel Planet Trailer #2 [Re: Peter Churness] #44256
04/15/05 19:09
04/15/05 19:09
Joined: Aug 2003
Posts: 425
DocJoe Offline
Senior Member
DocJoe  Offline
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Posts: 425
I thought it was at least two years ago I saw a trailer from your game. It's absolute phantastic, great athmosphere, bombastic! Congratulation!


Don't take the cake to the party.
Re: Rebel Planet Trailer #2 [Re: DocJoe] #44257
04/15/05 22:36
04/15/05 22:36
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline
Expert
NITRO777  Offline
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Joined: Mar 2003
Posts: 3,010
analysis paralysis
Phenomenal! Excellent!

Re: Rebel Planet Trailer #2 [Re: NITRO777] #44258
04/16/05 06:50
04/16/05 06:50
Joined: Oct 2004
Posts: 493
W
WHURL Offline
Senior Member
WHURL  Offline
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W

Joined: Oct 2004
Posts: 493
Peter, thanks for uploading the higher resolution version of the trailer. I finally got round to viewing it today and was impressed (again) by how all the elements of your game are coming together.

For me, it's the attention to detail that helps create such an immersive atmosphere. The 'little things' like the birds in the opening scene, the lighting in the underground scene, the trees/vegetation and their placement, the slow ambling of the dinosaurs and even the gentle waving flags in the rain subtley draw you in and provide an excellent 'soft' contrast to the action in the game.

I realize there are several things you'll be improving along the way but it's already taking on a professional feel.

I'm looking forward to seeing where you take it from here. Well done.


So Many Toys... So Little Time. A place to lurk while you work > irc://irc.webchat.org/3DGS
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