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nerdboy64

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About nerdboy64

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  1. I'm making a 2D sprite-based game in SFML and I wanted to add an outline around each of the entities in my game world. This is relatively easy to do per-entity, but this approach has numerous problems. First, it's a lot more calls to the graphics card which could add up if there's a lot of stuff on the screen at once. Second, I don't want to have to put a line of code into each entity class to apply the effect. Finally, if the entity's texture extends all the way to its bounding box, the outline gets cut off unless I create a separate, slightly larger buffer to draw to first. Because of this I want it to be a global effect applied to the whole scene. I've done it in 3D with Unreal using the depth buffer, but in 2D there's no real depth axis--for something to be "in front" you just draw it later. So I'm wondering if there's a good way to achieve this effect, either by enabling the depth buffer in OpenGL or finding some other way to fudge it.
  2. Just a mini-update this time, nothing too major. The biggest change is that in simulation mode the test cube will act as an engine, pushing the boat forward. In addition to this, there are a bunch of small changes made to the editor: Machinery will appear in a translucent "preview" mode before being placed. Scroll wheel now rotates machinery. Machinery snaps to the horizontal grid by default, making it easier to line it up with the center of the ship. This can be toggled by pressing G. Machinery will only be highlighted when you're looking at it instead of all the time (eventually, you'll click to select machinery and be able to change options for them, for example the caliber and barrel length of a cannon). Right click deletes a surface or machine depending on which mode the editor is in. Also I got a new video editing program so now I can fast forward through building the exact same boat again.
  3. After a couple months of getting nothing done, I'm back on the Unreal wagon! This time I'm showing off the beginning of what will be the "machinery" system. Machinery is anything that actively performs a function such as weaponry, boilers, or radar. For now, though, it's just these cubes with an Unreal stock "tech panel" texture. I've also, er, changed the ocean shader somewhat. I'm not 100% happy with it, but it's already eaten more of my time than I'd like to admit, so I'm going to leave it as-is.
  4. In my last post I showed off an extremely early version of a project in which a simple boat could be constructed from triangular surfaces. Since then I've made a lot of progress in all aspects of the game. New features/improvements include: "Design" and "Simulation" modes split into separate levels Design mode now has a symmetry option, as well as the ability to view the vessel in wireframe to see the borders between surfaces Internal "compartments" are now handled properly; buoyancy calculations are disabled for sides of surfaces not on the exterior Designs can now be saved and loaded Main menu, almost like a real video game My plans for the immediate future are something like: More tools in the editor to speed up building Different materials to build with, each with different densities and other stats Ability to change "thickness" of surface (not rendered visually, but affects weight and eventually armor value)
  5. There will be options to accelerate time in strategic view. Not sure about the battle mode, depends on whether or not it causes the physics to totally freak out.
  6. The intent is to make a realistic naval strategy game with player-designed ships. It's what the game I mentioned in the OP, From the Depths, was trying to do but rather missed the mark in my opinion. Players would design classes of ship in creative mode and build instances of them using actual time and resources. Strategic gameplay would take place on a 2D world map, but when two fleets meet, they are taken to a full 3D physics environment to settle their differences.
  7. This is a project I started in Unreal Engine 4 a while back, got fed up with, dropped for a few months, and finally came back to. The project began in a Discord channel of a role-playing group for a game called From the Depths. FtD had some good ideas, but it's clunky, unrealistic, and not very well balanced. Our group in particular found it unsuitable for the early 20th-century-style naval battles we wanted to simulate. This is my attempt to do better. Needless to say this is pre-pre-pre-alpha footage and there's a lot to be done before it's ready for public consumption, but I'm quite proud of what I have so far. [video=youtube][/video] The major difference of this game versus every other 3D ship construction game I can think of is that it scraps the voxel system for what I'm calling a "surface" system, because it works by placing flat surfaces whose endpoints are on a grid. This has a few advantages that made it ideal for the kind of game I want to make: Less performance drop with large constructions (a few large plates vs. thousands of small blocks in a voxel system) More room for player creativity as you're not limited to a finite palette of blocks Lends itself to realistic physics and damage models Also, since the video went up I improved the texture mapping on the meshes and added a preview of the surface you're currently placing to the UI: Here are some references I used for the math: Per-triangle buoyancy that doesn't rely on knowing the volume Equations to generate realistic waves Implementation of the above in an Unreal Engine 4 shader
  8. [media][/media] [color=rgb(51,51,51)][font=arial]I recently took a C++ class at community college. As part of the final exam, each student was to create a "sampler project" showcasing what they had learned. I play both World of Tanks and War Thunder, and have watched Girls und Panzer more times than I care to mention. You might say I have a passing interest in tanks. This project gave me the perfect excuse to do something with that interest. It's not much yet, but I have big plans for it.[/font][/color] [color=rgb(51,51,51)][font=arial]You can read a little more about the project on my website.[/font][/color]
  9. It's been more than five months since I started working on this update. I never intended it to go on this long, but trying to implement shuttles increased the development time drastically. Eventually, I decided to push shuttles back to another update and release the new version with the feature that are working. I'm not going to rewrite everything I've already said once, so if you want to read more about the update, you can see my blog post here. To download the update go to the game's official page. You can either download the full game archive, the launcher which will automatically check for future updates. NOTE: The increased file size of the new version caused problems with the old launcher, so I had to update that as well. If you get an error with the launcher saying "The files received from the server are corrupted," redownload the launcher and try again.
  10. [color=rgb(51,51,51)][font=arial]It's been a while since I posted one of these, mainly because I've been working more on the Sooper Seecret Tank Project than on Shipyard over the last couple weeks. However, as Shipyard is still my primary focus, I figured I had better share what I have done.[/font][/color] [color=rgb(51,51,51)][font=arial]Auto-move[/font][/color] [color=rgb(51,51,51)][font=arial]A close friend of mine, who also happens to be an aspiring game developer (you can find his work here), suggested that I add this. He thought the current mouse controls were clunky (I didn't mind because I mostly use WASD), and proposed an auto-move or auto-path system to set your ship to move to the selected tile. So, that's what I added. In version 0.8.1, if you hold shift and right click, your ship will automatically move to the selected tile taking as many turns as it needs to do so. You can also cancel auto-move before it's finished by hitting space.[/font][/color] [color=rgb(51,51,51)][font=arial]Toggleable Map Grid[/font][/color] [color=rgb(51,51,51)][font=arial]Another suggestion from my friend, he said the grid in the navigation screen was visually distracting. However, I argued that it was useful to know exactly how far away objects are from your ship. So, the solution? Make it optional. From now on, it is off by default but can be toggled with F2. By the way, F1, takes screenshots while F12 opens the debug screen. Speaking of which...[/font][/color] [color=rgb(51,51,51)][font=arial]Debug Commands[/font][/color] [color=rgb(51,51,51)][font=arial]Currently, the debug window is only an output log used to see what the game is doing at any given time. However, I've added a new functionality for the coming version: commands. Most games have them in some form, and I figured that Shipyard would benefit from than as well. The current commands are as follows:[/font][/color] help -- Lists available commands. describe - Describes a specific command. givecreds -- Gives the player credits equal to the given number. givescrap - Gives the player scrap equal to the given number. tp -- Teleports the player to the given tile. First number is X, second is Y coordinate. warp - Warps the player to the given sector by ID number. repair - Repairs the player's ship to max HP. fillcrew -- Fills the players crew to capacity, but does not allocate them to systems. [color=rgb(51,51,51)][font=arial]Size Limit[/font][/color] [color=rgb(51,51,51)][font=arial]The size limit that I talked about a while ago in my outline for 0.8.1 has also been implemented. Now, while in the interior view of the shipbuilding screen, there is a border that dynamically adjusts whenever you add or remove systems, regardless of where in the 48x48 grid you start your ship. As stated in the outline, the Class 1 ships have a size limit of 16x16, Class 2 ships can go up to 32x32, and the soon-to-be-added Class 3 will be able to use the entire 48x48 grid.[/font][/color] [color=rgb(51,51,51)][font=arial]Armor Types[/font][/color] [color=rgb(51,51,51)][font=arial]With shuttles on the way (though still not currently functional), I decided to implement light and heavy armor types. All weapons have a preferred armor type, and will receive penalties for attacking the wrong type. Currently, only the Twin Autocannon prefers light armor, while every other weapon prefers heavy. Ships are classified as heavily armored, while shuttles will be lightly armored. This means that, due to type penalties, the Twin Autocannon is more effective at dealing with fighters than some weapons with higher base damage. It has also had its base damage doubled to 24, making it just as (in)effective against ships but giving it a purpose in dealing with enemy fighters.[/font][/color] [color=rgb(51,51,51)][font=arial]Shuttles[/font][/color] [color=rgb(51,51,51)][font=arial]As I've already said, shuttles are still in progress and are not functional in-game items yet. However, I have made the sprites for a couple of them:[/font][/color] [color=rgb(51,51,51)][font=arial][/font][/color] [color=rgb(51,51,51)][font=arial]On the left is the Trans-Atmospheric shuttle, which will be used to send away teams down to the surface of planets as it can function both as a spacecraft and an atmospheric craft. On the right is the Light Fighter, a basic attack vessel which prefers lightly-armored targets (see above), making it ideal for intercepting enemy shuttles and fighters.[/font][/color] [color=rgb(51,51,51)][font=arial]Right now, I am continuing to work on shuttles and hopefully I'll have something usable in-game for the next one of these development posts.[/font][/color]
  11. nerdboy64

    Sooper Seecret Project Preview #2

    I'm working on a particle system to have the tracks kick up dirt as they go, but that would be a good idea as well.
  12. I know I really should be working more on Shipyard, but I'm just having too much fun with this tank. The tank is now a real object with some degree of physics. It can be controlled with WASD, and the gun will aim at your mouse. The physics were done using JBullet, a Java port of the Bullet physics library (originally for C++). The mouse aim was done using what in professional circles is known as a giant heap of trig. I actually spent several hours trying to figure out why I wasn't getting the right values from the formula, only to realize that I had forgotten to convert from degrees to radians and back again, as LWJGL uses degrees but Java's Math class deals in radians. Earlier I had a ton of fun (the sarcasm is tangible) learning about quaternions and how to convert them to something recognizable to humans. I realize now that it's hard to see the grass texture as a point of reference, but trust me, the tank is really moving. It's a lot clearer in-game, but the video rendering process made it blurry. [color=rgb(51,51,51)][font=arial]Music by Kevin MacLeod (http://incompetech.com/) -- Available under a Creative Commons license.[/font][/color]
  13. Recently, I've been working on an up-to-now secret project in addition to Shipyard that I would share if it went well. Well, thus far, that seems to be the case, so here's a little sneak-peak of what I have so far: I'm not going to give any details yet, but I will explain what's going on in the video. You are given a (currently untextured) 3D model of a tank, which you can fly around and look at. You can also control the turret rotation and gun elevation/depression using the arrow keys. It's not much, I know; the important thing here is that it has 3D graphics -- something I've never personally experimented much with until now. Like Shipyard, the game runs in Java. However, rather than using Java's built-in graphics API the way Shipyard does, this demo uses LWJGL. The code is, at this point, cobbled together from various tutorials, but as I get more used to OpenGL, I find myself relying on them less and less. The next step will probably be to add some sort of simple game world and make the tank actually playable. I already have various plans for the finished product, but I'm going to keep those to myself until I'm certain I can actually make them happen.
  14. Shipyard version 0.8.0 or "The Combat Update" has just been released! As the largest update the game has ever seen, there is too much to discuss in one post. You can read the abbreviated version on the Brass Watch Games blog or see the full changelog at the bottom of the game's page. If you already have the launcher, the uodate should be ready for download. Otherwise, you can get either the launcher or the full client archive from my website.
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