This rough scene is my own take on the classic arcade game Space Invaders.
Gameplay elements:
-you can move the defending blocks by left clicking and dragging them with the mouse, to form new strategic arrangements, or just to group them when they become isolated.
-you move your ship on two axis using the mouse. as a result, you can dodge between enemy fire and also choose the firing distance(which is important, due to spacing/timing)
-you have limmited ammo
-once you hit the UFO you get an extra life
Graphics:
- i did my best to keep the classic proportions for the ships and the feel of the old game.
-the ship's gears are animated using bones (also, as you are being hit, you will see the rotating gears stopping one by one)
-the menu is added with alpha planes over the background
-the blocks have four lives each - as they loose one life, they become reddish. also, they are not affected by your fire!
duminică, 28 iunie 2009
luni, 22 iunie 2009
vineri, 19 iunie 2009
Enterprise Fun
This is a fun one, as I am a big fan of the classic series.
The geometry of the ship respects the blueprints, but I took the freedom to add my own twist to the textures, by making it cartoonish. It's the kind of ship you would want inside an arcade game, popping out of the background in an eye candy fashion.
I keep it very rough, no GLSL. The original UVW texture is baked on the AO(smart UVW)map to save space. I only used the simple default Mist Effect to get the planet depth feel.
Sky-Dome Method:
I use an extra scene with a flipped normals sphere(skymap texture) and a camera in the center.
GameLogic.camor = own.getOrientation() - for the original scene camera
own.setOrientation(GameLogic.camor) - for the background scene camera
As a result:
1. the sky is not affected by Mist.
2. no matter how far they are positioned relative to the camera, the objects will always be in front of the background.
Collision system:
The ship is set to No Collision and parented to a collision box(triangle mesh bounds).
Camera Rig and Ship Movement:
I used a mouselook script from here.
You have the possibility the look at the ship from any angle by moving the mouse. Once you left click, the ship will move in your "sight" direction. There is no need to use the keyboard, it just goes forward by using the camera's local orientation.
Camera Wall Collision Detection:
A ray is sent to the player, if it encounters a surface with the property "wall", it places the camera at the last location.
Direction, Horizon:
The ship will track to the horizon line all the time, to keep a sense of equilibrium, orientation.
Both direction and horizon are done gradually.
There are 8 small "planets".
Don't mind the average 35 FPS from the screenshots, it's on a laptop with integrated video.
I plan to add more visual diversity into the enviorment. I still need to learn texture painting with nodes( a new feature in BGE, similar to BP3d) to create seamless maps, and maybe implement a laser firing system.
The geometry of the ship respects the blueprints, but I took the freedom to add my own twist to the textures, by making it cartoonish. It's the kind of ship you would want inside an arcade game, popping out of the background in an eye candy fashion.
I keep it very rough, no GLSL. The original UVW texture is baked on the AO(smart UVW)map to save space. I only used the simple default Mist Effect to get the planet depth feel.
Sky-Dome Method:
I use an extra scene with a flipped normals sphere(skymap texture) and a camera in the center.
GameLogic.camor = own.getOrientation() - for the original scene camera
own.setOrientation(GameLogic.camor) - for the background scene camera
As a result:
1. the sky is not affected by Mist.
2. no matter how far they are positioned relative to the camera, the objects will always be in front of the background.
Collision system:
The ship is set to No Collision and parented to a collision box(triangle mesh bounds).
Camera Rig and Ship Movement:
I used a mouselook script from here.
You have the possibility the look at the ship from any angle by moving the mouse. Once you left click, the ship will move in your "sight" direction. There is no need to use the keyboard, it just goes forward by using the camera's local orientation.
Camera Wall Collision Detection:
A ray is sent to the player, if it encounters a surface with the property "wall", it places the camera at the last location.
Direction, Horizon:
The ship will track to the horizon line all the time, to keep a sense of equilibrium, orientation.
Both direction and horizon are done gradually.
There are 8 small "planets".
Don't mind the average 35 FPS from the screenshots, it's on a laptop with integrated video.
I plan to add more visual diversity into the enviorment. I still need to learn texture painting with nodes( a new feature in BGE, similar to BP3d) to create seamless maps, and maybe implement a laser firing system.
sâmbătă, 13 iunie 2009
My work for CDS
During the last year, i was in charge of modeling, texturing and doing the OgreMax settings for dozens of airplanes, helicopters, vehicles and also creating a couple of scenes.
Here is a short brief of my tasks.
airplanes,helicopters -
creating 3 LOD for every model- LOD1- 2k tris, LOD2 - 1k tris, LOD3, 500 tris
animating the first LOD- landing gears, props etc
texturing - diffuse, specular, gloss, night emissive - different texture for each company(tarom,lufthansa...)
damage
billboard lights: strobe, taxi, landing etc
vehicles, tanks-
texturing - diffuse, specular, gloss, night emissive
damage
billboard lights: head lights, tail lights etc
OgreMax settings for all of the above, testing in lexi viewer
I will post some of them with the permission of the company.
vineri, 12 iunie 2009
Peach Ball - prototype
The first screenshots showing a very rough concept.
You move the grey platform with the mouse (both the platform and the cursor are limited to the grey area, they can't hover above the orange one). You hit the ball and make it bounce with the object of moving it around the screen.
The platform "jumps" where you left click.
Right click to slide screen right. You can't go back!
Middle click to slide screen double speed.
The goal of this game is to bounce the orange ball up and down so you can pick up all the items(except the piranha, if you hit a piranha fish, you loose one life)
I am using rigid body for the ball, so it rotates. No "pong" movement, as soon as it hits the platform, it bounces a little and stops, so you can rest it there and think about you next move if you want to.
The game is a combination of basketball and tennis/ping pong.
If you loose the ball, you can instantiate a new one with spacebar, but your health decreases.
The artwork comes from Big Buck Bunny and Yo Frankie! (blender foundation, open projects)
You move the grey platform with the mouse (both the platform and the cursor are limited to the grey area, they can't hover above the orange one). You hit the ball and make it bounce with the object of moving it around the screen.
The platform "jumps" where you left click.
Right click to slide screen right. You can't go back!
Middle click to slide screen double speed.
The goal of this game is to bounce the orange ball up and down so you can pick up all the items(except the piranha, if you hit a piranha fish, you loose one life)
I am using rigid body for the ball, so it rotates. No "pong" movement, as soon as it hits the platform, it bounces a little and stops, so you can rest it there and think about you next move if you want to.
The game is a combination of basketball and tennis/ping pong.
If you loose the ball, you can instantiate a new one with spacebar, but your health decreases.
The artwork comes from Big Buck Bunny and Yo Frankie! (blender foundation, open projects)
Abonați-vă la:
Postări (Atom)