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Round One!

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HopeDagger

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8-Day GameDev Challenge (Day One)

Today I kicked off with a great start. When I woke up this morning I sat in bed for 40 minutes or so planning the game out in my head, then wrote it out in a semi-formal design document after food/shower. I won't go into detail about what it's about, just that you play the role of a heavily-shrunk space fighter inside a human, battling various bacteria infections! Oh darn, I gave it away. [smile]

Alright, so the idea of the game is to navigate several randomly-generated levels while killing off waves of enemy bacteria colonies. The goal is to destroy them as fast as possible, since they can deal damage to the body by eating away at the cells around them. This is represented by having a destrucable environment (a la Liero and Worms) that the bacteria can actually destroy. You need to destroy them while minimizing damage to the body's cells. Sounds tough! Good thing you'll gain a new unique weapon with every stage you manage to clear.

The working title is "Gone Micro", but it's obviously tentative. I'm using C++ with Allegro for this project, and so far it's proving more than sufficient for the task.

Here's our screenshot for the night:




Features of what you're looking at:

  • The foreground's texture uses flipping+repeating to appear seemless across the whole level.
  • Using 640x480 resolution, so double the level topography precision that Liero had (320x240).
  • The background can be dynamically coloured for each level type, and scrolls 'slower' than the foreground to give a cool distance effect.
  • Although not shown, the sprite manager is now also implemented.


Motivation has not waned yet, so all is well! :)
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Mmmmm... pixel terrain.

I always wanted to do a game with that sort of explody terrain, but I guess I just never bothered because it seems like too much work.

I wonder how hard it'd be to do in OpenGL...

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Quote:
Original post by Ravuya
I always wanted to do a game with that sort of explody terrain, but I guess I just never bothered because it seems like too much work.

I wonder how hard it'd be to do in OpenGL...


It's very easy to do if you're using a software-based drawing library. In hardware you'd need to resend the modified terrain texture to the hardware EVERY SINGLE TIME it's modified, which would kill any plans of it being a realtime game. :P

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I did a little one of these once. Mine used a quad-tree to represent the level and stored vertex buffers at an appropriate level of the tree for decent batches of tris. I used an orthographic projection to get the 2d look.

It worked fine in real-time! Even though I often had rounghly pixel-sized triangles, I only had to update vertex buffers when the geometry around them got blown-up (or editted in the level editor). So it pretty much always ran fast. Although I can imagine situations which lots of explosions all over the place where it could slow down.

Unfortunately I lost the source at some point due to a dodgey disk. I think I still have an executable somewhere so I might be able to post a screenie sometime.

I love these types of games. Liero was a blast. Used to play at my friend's place quite a bit. I wouldn't mind making a "little man" style game once my current project is done (which might be a long time!).

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Looking good for end of day one, HopeDagger. I look forward to an interesting week in your journal [smile].

Are you releasing the end result?

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@LachlanL: Awesome! I was thinking about using hardware rendering, but the notion of managing all of those verts like that scared me away. I'd love to see the source if you can ever recover it. :D

@EasilyConfused: Thanks! I never 'not release' things, so it'll definitely be Showcase-ified. [smile]

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Heh. Well the good thing was, if there was a large area of "dirt" (or air, or whatever) you could draw it quickly with few tris. The triangle counts only got large in highly-detailed parts of the level.

I'll have another look on my desktop at home tonight. Maaaaybe I can dig up some source.

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