New Weapon technology built from scratch - New FPS written in javascript NEED FEEDBACK!
Started by gooncorp, Apr 16 2012 01:37 PM
134 replies to this topic
#1 Members - Reputation: 235
Posted 16 April 2012 - 01:37 PM
I wanted to share my work on some weapon systems. I have been working on a cannon and a laser/plasma weapon for one of the shuttles in a game I am developing, "BACKSPACE".
You can see I developed some different "SPREAD" patterns for my energy weapons. I think this will be quite usefull in a combat environment...
Please give me feedback, after all that is why I post these videos.
You can see I developed some different "SPREAD" patterns for my energy weapons. I think this will be quite usefull in a combat environment...
Please give me feedback, after all that is why I post these videos.
Sponsor:
#4 Marketplace Seller - Reputation: 9304
Posted 18 April 2012 - 06:24 PM
That looks really cool - very ambient.
All glory be to the Man at the right hand... On David's throne the King will reign, and the Government will rest upon His shoulders. All the earth will see the salvation of God.
Of Stranger Flames - [indie turn-based rpg set in a para-historical French colony] | Indie RPG development journal
#6 Members - Reputation: 235
Posted 19 April 2012 - 07:16 PM
These particles are an attempt to create an ambient and texturally rich scene with no skybox.
The clouds, rain, mist, groundscatter, puddling, lightning bolts, embers, smoke, & illumination were patiently detailed from scratch.
The scripting framework included to control the lightning allows for precise adjustments:
probability of occurence
strike/hit ratios
frequency
duration
vector specified position ranges
specific color shift ranges for lightsource produced by lightning
light range and intensity levels
light fadeouts
object cleanup time
sound delay : distance from strike zone latency modifier and/or min delay, max delay
im using stochastic expressions for finetuning the striking
color spectrums are based on real world kelvin temperatures
algorithms for calculating distances etc
GOONCORP
The clouds, rain, mist, groundscatter, puddling, lightning bolts, embers, smoke, & illumination were patiently detailed from scratch.
The scripting framework included to control the lightning allows for precise adjustments:
probability of occurence
strike/hit ratios
frequency
duration
vector specified position ranges
specific color shift ranges for lightsource produced by lightning
light range and intensity levels
light fadeouts
object cleanup time
sound delay : distance from strike zone latency modifier and/or min delay, max delay
im using stochastic expressions for finetuning the striking
color spectrums are based on real world kelvin temperatures
algorithms for calculating distances etc
GOONCORP
#20 Members - Reputation: 529
Posted 08 May 2012 - 07:35 AM
if you shrink the size of the "world" i think you can get away with the flickering about things that are to faraway.
or adding some kind of static box that keeps them scaling up and down when they get out of range.
or adding some kind of static box that keeps them scaling up and down when they get out of range.
"There will be major features. none to be thought of yet"







