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marclurr

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About marclurr

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  1. It sounds like you need to model the drivetrain and use that to 'transmit power' to the wheels as a separate concept. You'd need to track things such as: - Is clutch engaged (not necessarily true or false, a value between 0 and 1 similar to throttle would allow you a simplistic approximation of a slipping clutch) - Which gear is selected (R, 1, 2, 3, 4, 5, 6, Neutral). Each gear would have a ratio which changes the engine RPM to wheel RPM. I believe 4th gear is usually a 1:1 ratio. Neutral would be 1:0, R would return a negative rotation (negative relative to whatever your 'forward' direction is) - The above model ignores the idea of 'final drive' Going further you might model - Inefficiencies in the powertrain - The differential And probably many more things I'm missing.
  2. marclurr

    No Weapons Side Scroller #2

    It's been a bit over a week since my first entry. Unfortunately I've not spent as much time as I'd planned, in fact I've done zero coding until today. Thankfully today I managed to get almost all of the boilerplate I think I'll need out of the way and I can now actually work on some gameplay mechanics. I'm still planning to go with the grappling idea. The current thinking is around two core mechanics, a grappling hook crossed with a bludgeoning tool is the primary weapon - used to beat enemies into debris with the option of collecting the destroyed enemy on the killing strike. The second mechanic would be using the dead enemies as a projectile. Expanded out to a full game with multiple enemy classes (not necessarily the goal for the challenge), the different collected enemy types would have different characteristics when used as a projectile. For example a fast ship would become a fast projectile dealing low damage, but a big heavy bomber ship would become a slow-moving explosive. I'm hoping to have something rough running this week. I still need to think about power-ups in order to fulfil the challenge objectives. An obvious route would be to allow multiple grappling hooks to be collected, or an upgradeable limit on the number of enemies you can acquire. I'm also having a think about a theme/setting for the game. Until now it was ubiquitously going to be based in space, but the almost melee gameplay styles I'm imagining feel like they might fit a steampunk setting better. Perhaps I shouldn't stray too far form themes which have an abundance of good, free art, as that is definitely my weakest related skill. That's it for this week, maybe I can get a screenshot or video for next week.
  3. marclurr

    No Weapons Side Scroller #1

    During a session of habitual lurking, I stumbled across the most recent Gamedev Challenge; which is to build a side-scrolling shoot-em-up which cannot include any traditional weaponry. I've been looking for something concrete to get me motivated into actually finishing something and as I don't have much of an imagination, this was the perfect opportunity. In terms of mechanics, I'm going to try and put together a couple of gameplay prototypes this week but my current thinking is around some kind of grappling system. Perhaps grabbing objects or enemies and using them as projectiles. Another possibility is the player tethering to enemies and discharging electricity to cause damage. You could tether to multiple enemies and deliver a reduced shock or a single enemy and deliver the full energy causing more damage. I'm not sure how I could make that 'fast-paced' though. Maybe a mixture of the two could work. I was originally going to use Java and lwjgl but am put off by how large the distribution would need to be (game binary + JVM is probably required to run reliably). So I'm going to dust off my C++ knowledge and give it a go with SDL.
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