GameKnight 0.2 Beta
 Escalation needs YOU! |
Posted - 3/27/2007 3:32:31 PM | Help Wanted post
Hopefully I'll find some modelers and finally get this thing off the ground. I've basically reached the point where there's not much more programming I can do without having the models. It would be a shame if nobody joined, then I'll have done all this work for nothing.
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 Very basic AI and Particles |
Posted - 3/26/2007 9:02:30 PM | I've given the monsters the ability to walk around and they have line-of sight testing now just like the player. I plan on working on the chase code tomorrow(copying the code from Doom) so if everything goes right(which it won't of course) the AI code should be complete by tomorrow night.
Here the mancubus outlined in green can see the player, but the other one can't.

I've also added in particles. Basically they're be used for when projectiles hit objects along with blood spatter. I also have to add in decals too, nothing says excessive violence like floors and walls painted with blood.
(yeah I went a little nuts here)

Hopefully the journal system remains operational. Normally I would rip on GD for its crappy service, but after seeing the staff(mainly Superpig) working on the site so much, I'm hoping it's a sign of things to come.
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 Even more damn progress |
Posted - 3/24/2007 5:07:38 PM | The hitscan/visibility test(it's the same thing) code is in along with projectiles, so I've been toying with the weapons code as well. I'm thinking for getting rid of the visibilty tests though, it looks weird being able to see the terrain and items, but not the monsters. Of course won't monsters can't chase or attack the player untill they see you.
Here's a list of everything that still needs to be done(for the programming side):
- A GUI
- Particle effects
- Sound / Music
- AI <- huge task
(I probably forgot something)
Here's the latest shot with me firing off some plasma. Auto-aiming also works, the player can be 20 degrees "off", otherwise you just fire strait ahead.

Oh yeah I added in some basic lighting for the actors too, gives them a nice dark outline.
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 Not Untitled |
Posted - 3/22/2007 9:19:48 PM | Minor update tonight. Haven't had much time to work on Escalation, the semester is coming to end and of course every professor has to give us a giant project at the same time, all due within the same week. Anyway I did manage to get aiming in. It's simple really, first find the monsters that the player can see and sort them based on the difference between the players facing angle and the angle formed by the line between them and the player. Then just sort that by the distance between them and the player. The closest one becomes the "target".
(red rectangle is the targetted monster)

Hitscan testing is next up. Basically after I have the target I just move from the players sub-sector to the next based on the segments that line intersects with, doing actor and wall collision test on the way(Ben would know what I mean). The monsters just have the player set as a permanent target. There won't be any monster in-fighting as I think it would be more trouble than it's worth. Also monsters can tell if they'd hit the player or another monster before any damage is assigned, unlike Doom which fires first and asks questions later.
Also that'll probably be the zoom level the game is set to. I want there to be plenty of monsters on screen, but not choke the frame rate at the same time.
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 Back |
Posted - 3/19/2007 10:27:56 PM | Well I'm back to work on Escalation. Yep it didn't die. Getting MD2 weapons to work was a bitch, but I finally got it. Part of the problem was that each model has a certain scale, but when the players weapon is rendered it has to use the players model scale. All it really needed was a couple extra lines in the batching code to detect when it renders the player, I just couldn't think of it before.
Most of the code hasn't changed, however I got rid of the ZDoom style actor scripts, I've always hated them. Now each actor has it's own source file and is hard-coded. They take longer to make, but it's a lot cleaner.

I'm also thinking of changing the style from futuristic to Medieval. Maybe I've been playing too much Mageslayer, but I think it's better then trying to turn a first person game to top-down.
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 Feel the burn |
Posted - 3/9/2007 12:50:13 PM | Unfortunately I seem to have burned out working on Escalation so much. Basically the game needs to re-written and I don't really feel like doing it.
When I started the project, it was supposed to be a simple game based on the Doom map format. Similar to Glow or even BaboViolent 2, but feature creep crept in and now it's just Doom, but top-down. So I'm taking a break for a few weeks to decide what the hell I'm doing.
I know I'm really f****** bad at never finishing a damn thing, sorry. When I started programming, remaking Doom or just making something similar was my dream(yeah not another god damn MMORPG) and I'm so close but can't quite seem to get there.
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 He moves! |
Posted - 3/5/2007 6:45:57 PM | Well I fixed up my retarded Mancubus so that he actually moves. He can't chase the player yet, just wonder around, but it's a start. Also from looking at the Doom source and some questions on DoomWorld, it appears that Dooms monster AI is incredibly simplistic, so it shouldn't be that hard to implement(famous last words here).
I'm in the process of adding fonts and weapons now.

(Yeah I wish I hadn't zoomed out so far)
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 Everyone loves the acid pool |
Posted - 3/4/2007 7:06:47 PM | I've added plenty of snazzy effects and gameplay features over the last week. However they're going to take time to test, plus many of them require external resources that I haven't add to the WAD yet(a WAD is where all the data is kept).
First up is water/acid effects. All you have to do is add a "Sector Water" thing to a sector and give the water height and scroll speeds in the things arguments. The ceiling texture is used for the water which means it's impossible to have a sector have both a ceiling and water, but I don't see ceilings being used often anyway.

Second is sector lighting, similar to the PSX version of Doom. Again all someone has to do is add a "Sector Color" thing and specify the Red,Green and Blue components in the arguments. Colors also work with lighting effects. Here the floor texture is the white/silver pentagram and the sector color is set to 255, 128, 20. There are also new line triggers to change a sector light level, light effect and color, I'm sure people remember when you would walk into a room in Doom and the lights would go out.

That's it for now. The Manubus is in there because I tried adding in some AI functions while away, but they didn't quite turn out(he acts retarded) 
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