What are you working on?
Re: What are you working on?
they remind me of sc2 (http://sc2.sourceforge.net/) for some reason, but more stylised. and more 3d.
I'm curious as to what sort of game they're for.
I'm curious as to what sort of game they're for.
Re: What are you working on?
Thanks
I've thought some more how it could work.. here's some "idea" thread: http://www.moddb.com/forum/thread/tigercake
Short summary:
* TigerCake (WIP title?)
* action flight sim
* 20+ ships to use for player and as enemies
* randomized size/role for the enemies
* each ship with 2 unique weapons (at least unique combinations)
* collectable special/power weapons (can be used by any ship)
* ship development
* done in 4 to 6 months (not counting this october)
I probably prototype it with Quake, but I have a feeling it won't work exactly as intended in it. At least DarkPlaces goes into some "trick-bicycle-mode" when player turns upside down. I think I may need some help with programming if it uses something else.
I also want to sell this thing, but it should be pretty cheap, like 1 to 3 euro. The demo version could have 25-33% of the full version content.
I've thought some more how it could work.. here's some "idea" thread: http://www.moddb.com/forum/thread/tigercake
Short summary:
* TigerCake (WIP title?)
* action flight sim
* 20+ ships to use for player and as enemies
* randomized size/role for the enemies
* each ship with 2 unique weapons (at least unique combinations)
* collectable special/power weapons (can be used by any ship)
* ship development
* done in 4 to 6 months (not counting this october)
I probably prototype it with Quake, but I have a feeling it won't work exactly as intended in it. At least DarkPlaces goes into some "trick-bicycle-mode" when player turns upside down. I think I may need some help with programming if it uses something else.
I also want to sell this thing, but it should be pretty cheap, like 1 to 3 euro. The demo version could have 25-33% of the full version content.
zbang!
Re: What are you working on?
Good luck! Don't let the license zealots bite.
Also btw I got a full 256 color lookup working by cutting the color values to 18-bit first (256 per channel -> 64 per channel), which allowed it to cache the whole palette. Still no LUT texture though. It's also slow as hell. Maybe I should try to hack my way into a totally integer lookup
Also btw I got a full 256 color lookup working by cutting the color values to 18-bit first (256 per channel -> 64 per channel), which allowed it to cache the whole palette. Still no LUT texture though. It's also slow as hell. Maybe I should try to hack my way into a totally integer lookup
i should not be here
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
Good luck jim! I always found that starting a commercial project is the best way to finish a project! Maybe because a person is more motivated! When it's done I'll sure buy it! Waiting to see it in the Indipendent Game section!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: What are you working on?
#define MOVETYPE_6DOF 30 // flightsim mode, ishjim wrote: I probably prototype it with Quake, but I have a feeling it won't work exactly as intended in it. At least DarkPlaces goes into some "trick-bicycle-mode" when player turns upside down. I think I may need some help with programming if it uses something else.
(fte only. should be possible to emulate it with dp, but you'd have to use quite a lot of csqc to do so, essentually you would need to intercept the +left etc commands, as well as mouse movement)
-
- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
Re: What are you working on?
Looks neat Jim! Good Luck!
Well, that pretty much commands me to make that Star Raiders clone idea I was playing around with in FTE at some point in the future.
?! !?Spike wrote: #define MOVETYPE_6DOF 30 // flightsim mode, ish
(fte only. should be possible to emulate it with dp, but you'd have to use quite a lot of csqc to do so, essentually you would need to intercept the +left etc commands, as well as mouse movement)
Well, that pretty much commands me to make that Star Raiders clone idea I was playing around with in FTE at some point in the future.
Re: What are you working on?
I'll break a leg
Here's another set... I think I'm going to try make them in some "themes", which could then be associated with level themes/episodes, and also work as teams in team deathmatch.
Here's another set... I think I'm going to try make them in some "themes", which could then be associated with level themes/episodes, and also work as teams in team deathmatch.
zbang!
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
I love the ones on the left side. Upper seems to fit well in a lava/hellish theme and lower seems to be perfect for a naturalistic/jungle env!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: What are you working on?
Attempting to participate in Map Jam 3, which is using a Zerstorer theme.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
Re: What are you working on?
Made a robot character that has kinda crash test dummy vibe to it. It's for a project I'm gonna post about here soon enough.
scar3crow: looks like a good start, I really like these map jams.
scar3crow: looks like a good start, I really like these map jams.
Re: What are you working on?
scar3crow: Reminds me of the entrance area in the wizard's manse.
Shpuld: Looking good. Maybe the face is a bit scary.
==
I've been trying that 6DOF, and I'm thinking maybe I'll do some simpler flight game instead. Probably also easier for new players to get into it. Maybe sort of a combination of top-down and 3D. I've also tried some "slow" acceleration and high max speed, which could work for some racing game too, but mouse look can be too fast for that...
Shpuld: Looking good. Maybe the face is a bit scary.
==
I've been trying that 6DOF, and I'm thinking maybe I'll do some simpler flight game instead. Probably also easier for new players to get into it. Maybe sort of a combination of top-down and 3D. I've also tried some "slow" acceleration and high max speed, which could work for some racing game too, but mouse look can be too fast for that...
zbang!
Re: What are you working on?
shpuld i really like your character.
Re: What are you working on?
Trying out some textures. I had them 64x64 scaled to 128x128 game units, maybe the textures sucked, so I used gl_picmip 3, which makes it 8x8 scaled to 128x128. I also used my earlier posterize shader with 9 shade levels.
First Person View
In the distance
In my dream last night I had some idea that I would make some simple color textures, just one shade/color in each, and then assign the different parts in the models into them. Then the models could easily change their colors, and I wouldn't need to care much about UV mapping.
First Person View
In the distance
In my dream last night I had some idea that I would make some simple color textures, just one shade/color in each, and then assign the different parts in the models into them. Then the models could easily change their colors, and I wouldn't need to care much about UV mapping.
zbang!
Re: What are you working on?
jim: loving the interesting colors with the massive banding