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New Weapon technology built from scratch - New FPS written in javascript NEED FEEDBACK!


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#1 gooncorp   Members   -  Reputation: 253

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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.

Attached Thumbnails

  • backspace2013.jpg


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#2 gooncorp   Members   -  Reputation: 253

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Posted 16 April 2012 - 11:43 PM

here is an update. this is a particle suite i am building


Edited by gooncorp, 27 April 2012 - 11:21 PM.


#3 gooncorp   Members   -  Reputation: 253

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Posted 18 April 2012 - 05:34 PM

a new update for my rain scene. i have been reworking the particles.

thanks for checking it out.

GoonCorp,


Edited by gooncorp, 27 April 2012 - 11:21 PM.


#4 Servant of the Lord   Crossbones+   -  Reputation: 18175

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Posted 18 April 2012 - 06:24 PM

That looks really cool - very ambient. Posted Image

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#5 bwhiting   Members   -  Reputation: 690

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Posted 19 April 2012 - 03:30 AM

I think it looks great!

Why don't you explain a little more about it's features or are you purely after visual feedback?
Always interesting in what technologies are used, what techniques are implemented, that kinda thing!

#6 gooncorp   Members   -  Reputation: 253

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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

#7 gooncorp   Members   -  Reputation: 253

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Posted 19 April 2012 - 07:16 PM

a picture of the inside of the shuttle

Posted Image

#8 Cdunn-1999   Members   -  Reputation: 111

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Posted 21 April 2012 - 03:12 PM

Very nice! Ive seen you post things on the Unity community...Keep it up!

#9 gooncorp   Members   -  Reputation: 253

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Posted 22 April 2012 - 01:40 PM

Very nice! Ive seen you post things on the Unity community...Keep it up!



hey thanks man Posted Image
working out the shaders on the windshield for the shuttle:

http://www.youtube.com/watch?v=V5ZXkB-o_Oo

#10 gooncorp   Members   -  Reputation: 253

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Posted 23 April 2012 - 02:07 PM

new prototype computer console system



#11 gooncorp   Members   -  Reputation: 253

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Posted 24 April 2012 - 03:13 PM



#12 gooncorp   Members   -  Reputation: 253

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Posted 27 April 2012 - 11:19 PM

some physics stuff with shuttle booster rockets:



#13 gooncorp   Members   -  Reputation: 253

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Posted 28 April 2012 - 06:20 PM

some more shuttle stuff;



#14 gooncorp   Members   -  Reputation: 253

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Posted 29 April 2012 - 04:18 PM



#15 gooncorp   Members   -  Reputation: 253

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Posted 30 April 2012 - 09:26 PM

woo check it out, please comment



#16 gooncorp   Members   -  Reputation: 253

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Posted 04 May 2012 - 04:16 PM

orbit code:




#17 gooncorp   Members   -  Reputation: 253

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Posted 05 May 2012 - 05:21 PM

ai



#18 gooncorp   Members   -  Reputation: 253

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Posted 06 May 2012 - 05:24 PM



#19 gooncorp   Members   -  Reputation: 253

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Posted 07 May 2012 - 09:18 PM

mother controls



#20 Tordin   Members   -  Reputation: 604

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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.
"There will be major features. none to be thought of yet"




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