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Work in Progress / WIP: "Scorched Real Estate" : a lesson in annihilation : compo entry

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Redmotion
21
Years of Service
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 20th Sep 2004 05:42 Edited at: 23rd Sep 2004 07:04
Using a few tricks i've learned over time, I have been developing
some routines for my scorched earth compo entry. Heres some screenshots to go you a taster....
http://redmotion.bravehost.com/images/scorched/loading01.jpg
loading screen
http://redmotion.bravehost.com/images/scorched/techdemo03.jpg
BOOM
http://redmotion.bravehost.com/images/scorched/techdemo04.jpg
SMAAASSHHH!!!!

It'll be at least another few weeks before I have something ready to demo.

Let me know what you think. (Skybox from adv terrain demos - the rest are home grown)

PROJECTS:
Scorched Real Estate - beta release scheduled for october
Redmotion
21
Years of Service
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 20th Sep 2004 05:49 Edited at: 20th Sep 2004 05:59
Currently I can get 40 building models with newton physics applied to their components, but this drops fps to around 40-25. For the current
game mechanic I intend to use this is acceptable. It looks like slow motion anyway! (It is 1000+ seperate physical objects.)

(I'd like to personally thank Walaber for one of the best things to hit Dark Basic - and for keeping something so brilliant - FREE.)

Things to do:

* explosion/fireball effect and destroy cannon fire on impact
* add smoke particles to non-colliding/moving objects
* Add in 6-10 more building models for variation/height and protection
* create turn based strategic gameplay.
* build a fully featured demo level
* add model for cannon

* Add enemys and AI

There will be four zones for up to four opponents - The idea is that military factions are trying to take control of a city. A kind of civil war - this city being the one area in which victory could well mean acendancy into government for your faction. Your cannons will be movable and there will be movement points to spread between actual movement and firing and aiming.

PROJECTS:
Scorched Real Estate - beta release scheduled for october
French gui
20
Years of Service
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Joined: 11th May 2004
Location: France
Posted: 20th Sep 2004 06:04
Seems to be very cool! (smoke seems a bit opaque... )

My English is not so good I'm just French
Redmotion
21
Years of Service
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 20th Sep 2004 06:24 Edited at: 20th Sep 2004 08:11
French gui: Cheers.
Quote: "smoke seems a bit opaque"

I have to use instances to stop the frame rate dropping further!
I did have an alpha fade on the smoke but transparency doesn't work at all with instances. You get white boxes around them.

edit: can have a constant transparency of say 75% - that seems to work.

PROJECTS:
Scorched Real Estate - beta release scheduled for october
Snipa Masta
20
Years of Service
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Joined: 20th Mar 2004
Location: Bristol,UK
Posted: 22nd Sep 2004 04:15
The smoke is way too unrealistic, looks too big and there is no variation, and you cannot see through it.
French gui
20
Years of Service
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Joined: 11th May 2004
Location: France
Posted: 22nd Sep 2004 04:33
... but the use of Newton in your project is a good idea . I'll keep an eye on it!

My English is not so good I'm just French
Redmotion
21
Years of Service
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 22nd Sep 2004 06:56 Edited at: 23rd Sep 2004 07:07
Oh, well! I was quite please with the smoke. Can't please everyone
I guess...

Heres a picture of the cannon for you to have a go at!

http://redmotion.bravehost.com/images/scorched/cannon01.jpg

On the subject of smoke:
The smoke is taken from a photograph of something burning after being bombed, you couldn't see through that smoke....

EDIT: Smoke in a different way - notice wierd transparency blocks out all smoke behind?

http://redmotion.bravehost.com/images/scorched/techdemo05.jpg

PROJECTS:
Scorched Real Estate - beta release scheduled for october
walaber
20
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 22nd Sep 2004 11:42
have you recently updated DBPro? if so, you need to set "disable object zwrite" for ghosted objects, apparently that helps a lot. if you're not ghosting and just using transparency, just use "set object transparency obj, 2" <- the ",2" is the key.

also, object numbers DO MATTER. DBPro generally renders from low to high, so put your transparent objects higher (in index order) than your other objects, that way they will be drawn last, and the transparency will look better.

by the way, the canons and screenshots look sweet

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB

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