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Traffic jams and killing fields

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The game is pretty playable now that I eliminated the crash bug that was nagging me for weeks.

Enemy gangs fight against each other. You can hear distant gunshots of enemy gangs fighting and you can tell by the way the crowds of people run away where the gunshots are coming from, it looks pretty cool in motion.

I really want to give impression of a chaotic environment once gunfire starts. I have a "cops" like camera shake as you run through the city, and the civilians/cops react to gunshots. News choppers circle areas of interest, you can view the action from the news chopper in a TV sort of presentation.



I still need to add some kind of visual indicator as to which direction gun fire is coming from, and there's a lot of polishing to be done.

The vehicle/traffic AI is pretty much done...they still have violent pileups every now and then, but they're pretty cool looking :-D I'm going to add a particle system for sparks, as well as full damage modeling on the vehicles.

The traffic resets pretty nicely after a pileup like the one below, once the player turns around and is a certain distance away, the cars resolve the traffic problem.

- Dan

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Yea, it's definitly not very realistic. It helps me stress test a lot of cars in a close space also...situations like this will never occur in the real game, the AI is set up to avoid this kinds of pile ups....if they do occur though, they know how to resolve themselves.

The game holds up pretty well in this situation ~30 FPS @1024x768

- Dan

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Gah! You're killing me with your awesome features and bad ass graphics! Got a release date for the Beta yet?

Keep it up!

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Quote:
The pileups look pretty cool but it's not very realistic.


o.O

I'm sorry but I'm disagreeing with you there. First off, this is a game. Second off, it does look like a real-life pileup. What do you want, a pretty picture? Pileups are chaotic and cars end up all over the place.

Look at all that he has done on this game, by himself, and then you complain about the pileups not looking real? oi :p

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How are you dealing with content streaming? I am trying to implement my game much like this article describes, for continuous worlds, but I would love to hear how to created your scene graph and that kind of thing.

<3 visage

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That looks so nice for an individual project.

And here's me with the HELO WROLD of OpenGL, the spinning cube.

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Quote:

I'm sorry but I'm disagreeing with you there. First off, this is a game.


Ok...

Quote:

Second off, it does look like a real-life pileup. What do you want, a pretty picture? Pileups are chaotic and cars end up all over the place.


I live in a city environment and you don't see pileups in the city. Although, during the winter on highways is a different story.

Quote:

Look at all that he has done on this game, by himself, and then you complain about the pileups not looking real? oi :p


I'm not complaining, but trying to point out something that you don't see in the city and the author of the game agrees with me.

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...complain...


Complain is such a harsh word in the realm of a progressive project like this.

In no way do comments like this need to me taken as a complaint, but rather a 'point' that something does not reflect a quote/unquote real life event. It is a game, I understand, but critiquing a game while it is being built is only considered "Advice" at that point.

I'm still pondering why Mr Smooth got Suspended! BAD INDIE, BAD!

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Maybe he simply asked one of the moderators to be suspended, so that he can spend less time on GDnet and concentrate on his game for the IGF :) Nah seriously, no idea :(

Y.

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Nah, was suspended for a retarded reason, but it had to happen because 'rules are rules'... Anyway, I'll save the juicy information spill for when he comes back.

dgreen02 returns in T minus 3 days (Aug 24th, 2 days before my birthday, woooooooo)

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Should the cars have such dark sharp shadows when they are already in the shade of a building? To me, it kinda makes them look like they're in the sun.
Hey, I don't mean to be tiresome... nice work!

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Yea good point on the cars, I'm suprised nobody pointed that out earlier.

I still gotta test to see if an object is shadowed or not, and if so, I need to reverse the normals or something like that.

- Dan

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