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Work in Progress / Small gnomes BIG guns

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Duke E
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Posted: 23rd Apr 2009 14:20 Edited at: 3rd Dec 2009 16:30
An overhead view type multiplayer game i am working on: Small gnomes Big guns.

Back in the 80`s there was a game called "Psycho pig UXB" , and i wanted to do something similar, but it evolved somewhat =).

The idea is to have it multiplayer with up to 4 players on the same screen. Powerup pickups for weapons, healthpacks and shields.
Scenery as houses and things are dynamic and breakable with proper mass for larger objects.

The game atmosphere is a Tongue-in-cheek parody on lawn gnomes gone crazy boxed in to an arena. And no blood or violence .

It is DBP and Dark Physics / Ai.
My first DBP project, not so much shadering going on yet =)


Features and goals:
Character controller that automatically becomes dynamic when hit or falling.
I feel this was the most important.

Breakable scenery, i wanted to be able to make the objects in Blender and have the game divide the limbs up and join them together with breakable joints for the physics.
Now I just have to add the object to a ini file after modeling it for the game to read it in and break it apart for the physics.

Scorchmarks for the ground/terrain.
Tried planes but it didn't work as i wanted, it now uses a 3 stage blending with a mask for the terrain texture, first showing the grass texture and when a bomb hits it reveals the dirt texture underneath and adds some soot stains.
The whole arena will eventually become a desert with a little grass around the edges =)

Ordnance; Has directional, guided and timed bombs, and static ordnance (mines).
I want to include cluster bombs that divide on impact or trajectory apex. And some exotics like the Bunnybomb =P

Note:
Many things are placeholders still, as the guns and textures on the characters, i have been focusing on the engine. Tested it on my five year old Singlecore AMD AGP Nv7200 and it's playable with some reduced dynamic scenery. It uses timed movement, so it runs the same on any machine down to a limit, as the collision (Sparky's) for the impact triggered ordnance tend to tunnle at too low FPS (the physics still work all the time, just some bombs won't explode on impact).

Gameplay view


Another view


Video: The first portion is the game overhead view, then i roam a little with the camera. This is all Ai characters (white against blue). Either you can play against them with your joypad or have them as allies in teams. Starts off a little boring, I just kept spawning the current max characters (10) to get some action going =)

http://www.youtube.com/watch?v=gfbbonRH2h0

Video 2:
I added the scorch marks, boosted the alpha a little on this so they show up faster on the short video. Plan to use this as a detailmap later to show sooted dirt trough the grass.

http://www.youtube.com/watch?v=ZIQLni7I1GI

Video 3:
Shows the player controlled character (me!) playing with an ally Ai character against two enemy Ai's.
Added 3D sound and simulated 3D sound for stereo speakers, and some gnomelike sounds =)
Also has the scorch terrain blending that peels off the grass showing the dirt underneath where bombs explode, using only the black scorch marks became too dark imo.

http://www.youtube.com/watch?v=t0bq6-7_yV4

Video 4:
Added the final version of the scorch marks. Now uses the blending fully (thanks for updating the command) with a dynamic updated mask, main grass and a underlying earth texture and a fourth dynamic layer with faded scorch marks that also adds some grass spots and can be used to add other decals as blood stains.
Also began to add speech bubble emotes for the characters.
http://www.youtube.com/watch?v=xO23UP970Tk

Video 5:
Outdoor arena with fence, dynamic nuisance/obstacle objects. 3D explosion fireballs.
http://www.youtube.com/watch?v=T1uo_0vrEyo

/Regards

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Dr Tank
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Posted: 23rd Apr 2009 16:24
This looks great! I'm impressed. Mechanics seem solid. Having everything breakable is really cool. Nice explosion and powerup special effects. Looking forward to seeing more of this.

Van B
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Posted: 23rd Apr 2009 16:50
Looks like a lot of fun! - perhaps this is one for DarkNet, as it's just the sort of game that is a lot of fun playing online. Having armies fight against each other would be great.

Just re-iterating what DrTank has said, but it does look really solid and clean.


Health, Ammo, and bacon and eggs!
Plotinus
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Posted: 23rd Apr 2009 19:54
This looks superb - the AI seems excellent and the engine very polished. Gnomes and big guns are always a good combination. This is definitely going to be one to watch.
nackidno
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Posted: 23rd Apr 2009 20:03
Looks cool! I want to see more of this. Nice name too. The sound seem a bit choppy but that's not a major problem I assume? Keep it up Duke! It looks superb, as Plotinus said!

"Ja, för det är jävligt manligt att ligga fosterställning i duschen och raka röven! Testa det! "
Duke E
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Posted: 23rd Apr 2009 20:44 Edited at: 29th May 2009 01:30
Thanks for the great response guys!

I will edit the original post a bit later, adding screenshots and some more video. Working on scorchmarks, seems to be possible blending in to the ground texture realtime w.o too much fps cost.

Also the human player aspect is done, was alittle vague in my introduction. The target ring is separeately controlled and is moved with one of the thumb sticks (the Ai cheats! as they dont have to move the targetring), and the other thumb controls the player movement, it is pretty hard as you have to do both at the same time - if you don't move the player you will get a bomb in the noggin! great coordination training =)

Quote: "perhaps this is one for DarkNet"

Well i have been thinking on how to implement netplay with Dark Physics. Has to be one player with the beefyest machine running as a server and all clients not running physics and just update the objects. Will be alot of object position/rotation saving and sending, if it does not kill the fps it might work.

Quote: "The sound seem a bit choppy"

Yeah, havent focused on that much, only two sounds alternating so it cuts of the previous playng sound a lot.

Quote: "Gnomes and big guns are always a good combination"

Gnomes are evil! =)

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Virtual Nomad
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Posted: 23rd Apr 2009 21:26 Edited at: 23rd Apr 2009 21:27
very nice! how about a single-player + first-person option?!

here's a quick screen grab from the video until you post a proper ss:



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Caleb1994
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Posted: 24th Apr 2009 00:31 Edited at: 24th Apr 2009 00:35
NICE! I agree gnomes are evil!!!!!!! hhHaha looks really fun!

if there was a follow button it would already be clicked

one suggestion is thatwhen a building gets hit a health bar comes up for that building that way you know when it's going to explode.

New Site! Check it out \/
Duke E
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Posted: 24th Apr 2009 01:02
Quote: "how about a single-player + first-person option?!
"


Thanks for the screenshot Nomad!
About a first person view, maybe. I have had the camera at character eye level and tested some, it's hard though when you get hit, very disorientating =)

Quote: "thatwhen a building gets hit a health bar comes up for that building"

Yeah that is doable, was thinking of some kind of "destroy the fort playmode" maybe, then it has to have some kind of healthbar.
Super Nova
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Posted: 24th Apr 2009 05:49
Couldn't help but laugh seeing the gnomes battle it out in the video, looks like fun.

"What I have shown you is reality. What you remember, that is the illusion."
Caleb1994
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Posted: 24th Apr 2009 07:36 Edited at: 24th Apr 2009 07:42
Quote: "Yeah that is doable, was thinking of some kind of "destroy the fort playmode" maybe, then it has to have some kind of healthbar."


That sounds like fun! Sweetness

What are the targets that pop up on the ground? oh and by the way i love games with random falling items haha

Quote: "Couldn't help but laugh seeing the gnomes battle it out in the video, looks like fun. "


AMEN!

New Site! Check it out \/
Duke E
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Posted: 24th Apr 2009 10:24
Quote: "What are the targets that pop up on the ground?"

That is the target rings, read the second post i made.
The Ai's targeting is instant so they just "pop up" where they aim.
When you play with a joypad the target ring is moved at a set pace with one of the thumb sticks. The players have other colors for playermarker and targetring (red green blue yellow).

Random falling items are so novel =P
Caleb1994
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Posted: 25th Apr 2009 05:22
oh ok thanks just wondering.
Quote: "
Random falling items are so novel =P"


Ha. Yup

New Site! Check it out \/
Duke E
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Posted: 7th May 2009 02:51 Edited at: 9th May 2009 06:25
Small update...

Finished the texture blending for scorch marks now thanks to 7.3's updated blend command. The memory block updates to add scorches to the two masks in realtime takes some FPS but not as much as i anticipated.
Totally satisfied with the look now. Even though i had to start over from scratch with the new blend command loosing a day, it now made the look exactly as i wanted. An opaque grass texture first that gets eaten away to show the soil. Previously it mixed the two textures showing the structure of the soil trough the grass.

Was testing with icons over the players heads to represent different emotes, but they got lost in all the action, so i made some speech bubbles to test with, i quite like them and will probably stick with them.

Added a video (4) of the new scorch marks to the main post.
(Figure i get rid of my old avi encoder and use x264/mkv instead to get better quality, but YouTube's re-encode does not impress )

Regards
Garion
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Posted: 8th May 2009 12:33
looks great

how about some super powers that drop occasionally?
Plotinus
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Posted: 8th May 2009 23:43
It looks really impressive.

Why not have some different voice sounds, rather than playing the same "ow" each time - perhaps have a few alternatives which could be selected randomly. It might make the sound a little more interesting.
Duke E
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Posted: 9th May 2009 06:08 Edited at: 9th May 2009 06:19
Thanks Garion and Plotinus

Quote: "how about some super powers that drop occasionally?"


Yes that is already possible. All powerups, ordnance and scenery (also the hats) are added externally with information files that are read in by the game. Just have to make models for different powerups and add them to the powerups.inf file. The inf files governs the objects ingame behavior and appearance.

Quote: "Why not have some different voice sounds"


Gnomes are not that eloquent , yet. I have only two alternating "i have fallen and hurt my self" sounds now, there will be more variation.
tha_rami
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Posted: 9th May 2009 12:20
Impressed, seems like a lot of mayhem, and thats always a good thing to cram in a single screen.


A mod has been erased by your signature because it was larger than 600x120
Garion
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Posted: 9th May 2009 12:59
Quote: "Yes that is already possible. All powerups, ordnance and scenery (also the hats) are added externally with information files that are read in by the game. Just have to make models for different powerups and add them to the powerups.inf file. The inf files governs the objects ingame behavior and appearance."

Wow, cool
Duke E
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Posted: 29th May 2009 02:08 Edited at: 29th May 2009 03:10
Update...

The engine skeleton is now pretty finished. Some tweaks here and there will be needed but all the stuff i planned are now in. Some of the ordnance need work still (cluster bombs).

New Video, #5 in the first post and some new screenshots.

Proper texture for the gnomes.
Color selection for the gnomes tunics, can be any color.

Player marker and target ring are now vertex manipulated to contour over terrain realtime, so they don't clip under angeled terrain planes.

Outdoor arena with a fence and surrounding hills plus skysphere. Players respawns overhead when thrown free of the arena.
Dynamic Graffiti decals for the fence.

3D fireballs for the explosions, vertex manipulated in game so they wont look too similar.

Exotics/Dynamic Obstacles/Nuisance objects. Dunno what to call them but they are objects like a spinning blade top, lawnmower, black hole and tornado (the exotics i have thrown together so far to cover the different options for testing).
They spawn from powerups (if you are unlucky).

3D menu, Nearly done, displayed close to camera clip plane with the game scene paused or in game loop.
Wanted the fastest possible menu that could be displayed over the existing 3D scene, does not impact the FPS at all.

Regards

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