Jump to content
  • Advertisement

lilljohan

Member
  • Content count

    33
  • Joined

  • Last visited

Community Reputation

489 Neutral

About lilljohan

  • Rank
    GDNet+

Personal Information

  1. lilljohan

    The SpaceGame in 3d!

    Yeah OpenTK looks to be quite dead, but it's working fine for me at the moment. Might have to switch to something else or maybe patch it myself if I encounter any issues in the future.   Weird that Chrome marks the installers as malicious, I just did a couple of virus scans and have been unable to find anything suspicious. I will have to investigate this further.
  2. lilljohan

    The SpaceGame in 3d!

    I have decided to convert my game RymdspeletHD (translation: The Space Game HD) to 3d. I suppose that the new title will be something like RymdspeletHD 3d Deluxe Edition. My idea with this conversion is that it might be a project that I may actually finish, instead of trying to make yet another full blown rpg or an epic freespace clone. I am using my home brew 3d engine to complete this (that I wrote for my freespace clone, which I never finished ). It's all being written in glorious C# with the help of OpenTK. I just implemented the cook torrance lighting model in the game and I am on the way to do some of the initial game play. Already got movement and shooting covered but collision detection is missing. It would be nice if you were actually able to hit one of those nasty asteroids. I have not decided exactly on how I will handle the collision detection yet but I will either do simple sphere colliders as I have done in the past or some kind of mesh based detection for more accurate collisions. I have attached screenshots of both the 3d and 2d versions to this post. As you can see I have quite a lot of work to do before I can match the visual quality of the old version. But at least the lighting will be dynamic and nice. If you're interested in playing the regular RymdspeletHD then it is still available at www.rymdspelet.net
  3. lilljohan

    Unnamed Space Shooter

  4. lilljohan

    Unnamed Space Shooter, with screen-shots!

    Here are a couple of screen-shots from a Freespace like space shooter that I have been developing for the last six months. I am using Unity3d and C# to create the game. There is only one mission in the game at the movement but most of the features that I want are already there like complex objectives, including but not limited to destroy a specific group, protected a specific group, reach a point etc. All objectives can be time limited, start after a specific amount of time, depend on other objectives and more. There are also multiple weapons both primary (lasers) and secondary (missiles), the player can active or deactivate individual lasers, multiple lasers can be active at the same time, and switch between available missile launchers. The missiles have target locking or they can be just simple fire and forget missiles. I have also implemented some auto-piloting functionality such as automatic speed keeping either at full or half speed. Or the ability to match the speed of your current target, useful for pursuing someone while blasting them to pieces. There is also an afterburner that allows you to go slightly above the ships speed limit and accelerates faster than the ordinary engines. The ship control itself is not realistic and is more like driving a car, I found this to be more fun than the realistic alternative. That's it for today, the screen-shots are in the gallery just above all the text, just in case you didn't notice.
  5. lilljohan

    A couple of hours with Unity

    The models are from [url="http://www.arteria3d.com/"]Arteria3d[/url] and [url="http://www.dexsoft-games.com"]Dexsoft[/url], except fore the fire in the torches which is part of the standard unity package.
  6. lilljohan

    A couple of hours with Unity

    I downloaded and I have now spent a couple of hours playing around with it, most of which was spent building the light maps. The result is a medieval city scene viewed from a top down perspective and a character that goes where you click. The camera can be moved be moving the cursor to the corners of the screen and there is also a monster that will try to hunt you down, although it does not deal any damage yet. Expect more updates soon. There is a web player available here: http://www.tinyrocke.../WebPlayer.html Update It is now possible to attack (and kill) the monster and he got a buddy waiting for you further down the road. There is also some wind blowing in the background. Update 2 The town is bigger now and there is new enemy "hiding" in it. I have also added basic path finding using Angry Ant's Path and some basic leveling, don't forget to spend your characters points or you will probably meet a gruesome death. Update 3 I have implemented the quest view and added one quest, "Kill all the monsters"...
  7. lilljohan

    RymdspeletHD

  8. lilljohan

    Final version of RymdspeletHD released!

    I have just uploaded the final version of my epic space shooter RymdspeletHD, enjoy! Direct download www.rymdspelet.net [media][/media]
  9. lilljohan

    I made a particle editor

    Thanks!
  10. lilljohan

    Particle Editor

  11. lilljohan

    I made a particle editor

    The title says it all, I made a particle editor for my current game project and it works well enough for the moment. It has most of the features that I need like adding / removing emitters and affectors, combining different particle systems and loading in meshes and attaching the system to a tagpoint to get a hint of how it will look ingame. It is written in C# and I have probably spent 20-30 hours on it over the course of a couple of weeks, this includes time spent on creating the particle engine as well.
  12. lilljohan

    Roads

    I have created some tools to create roads that follow the landscape nicely. I just define a set of points for the road, create a spline and make a couple of triangles along it and match the height of each vertex to the terrain. It works great so long as the terrain is flat ... I will have to figure out a better way to match the height, maybe flattening the terrain under the road but it's hard to get it to fit perfectly. And I will probably have to come up with an explanation for the existence of asphalt in my fantasy world
  13. lilljohan

    Paint, items and conversations

    The terrain base color map has become much more important now that the detail textures are gray-scale so I decided to make a painting mode in the editor for the color map. It consists of a color picker and an rgb value representation. It is also possible to right click on the terrain to use the color under the mouse cursor. The color picker is just a simple texture and the pixel color under the mouse is used when it is clicked on. There is also a new brush menu in the editor where different brushes can be selected and where the brush strength and size can be set. I have also made various improvements to the actual game, one of which is a new item system. Each item has a number of effects that are applied when the item is equipped and used. An effect can have various attributes such as different timing modes and a random chance of being applied. For example an effect that does 10 damage over 4 seconds or an effect that has a 20% chance of healing 14 health points. So when a characters hits something then all the effects of the currently equipped item are applied to the target. Here is a screenshot of the player character holding a nice untextured sword And finally I made some changes to the conversation editor, some stuff got move around, real open / save dialogs and various short-cuts for linking, moving and copying lines. It is also possible to change the font and the font size.
  14. lilljohan

    Multi-colored characters

    I just branched my standard shader into a special character shader that allows three areas to have different colors per mesh instance - skin, hair and eye color. I have also modified the terrain shader to use gray-scale detail textures instead of color textures. This makes it possible to combine four detail textures into one texture, one for each channel, resulting in less texture fetches. I use a base color layer on the terrain to bring back the colors and the detail textures are also used as height maps to calculate a nice per pixel normal. All in all this saves a couple of texture fetches and quite a lot of texture memory as only two textures are used instead of 9 (1 base + 1 detail compared to 1 base + 4 detail color + 4 detail normal).
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!