Hi there,
Well, spent all of today working on this project. It's a fully functional game maker. Right now, there's really only one kind of game you can make, and that's a walk around beat em up.
The first map editor is almost complete, and it's what will be used to develop all of the outdoor games.
Current Features:
-Create ,save, and load matrices
-Loading of textures for matrix and skysphere
-Saves all information to be loaded into game engine
-Smooth Matrix
Pending Features:
-Generate matrix from heightmap
-Built-in help files
I plan on using an old editor of mine for outdoor games. It's currently on hold until we get some native csg commands in DBP, or I write my own. (Some of you may remember this project)
Current Features:
-Vertice lighting
Pending Features:
-CSG
-Lightmapping
-Export as .x
The third alternative, is to support .bsp maps. Haven't personally played with BSP much though. I understand it's pretty much broken though, so that may need some heavy modifications to get working.
Anyway, here's an in game clip of my game engine. Basically what goes on is there's a small intro(.avi) and you've just been stranded on a planet, and aliens are coming to get you. Kill them all and get to your spaceship and you win!
[Highest Quality 17 megs]
http://www.curvedbasic.com/gm/concept/Moon_higher.avi
[High Quality 8 megs]
http://www.curvedbasic.com/gm/concept/Moon_high.avi
[Low Quality 3 megs(no sound)]
http://www.curvedbasic.com/gm/concept/Moon_low.avi
*Note: Music by a band called Hoobastank, alien model from the Alienware compo., and the model is included in DBP. They're all placeholders for now.
Anyway, time to talk a little bit more about the engine and its features itself. This is being programmed in DBP, so it performs exceptionally well (60+FPS with 50 aliens on screen animated at once on my machine). As of now, there's three different ways to win a game.
1.) Kill all the enemies
2.) Reach a waypoint(like the spaceship)
3.) Kill all the enemies and get to a waypoint
I plan on adding a few more victory conditions, such as collecting a set number of items.
The whole engine is based on scripts and config files. All intro files can have a combination of an .avi movie and text. I have a mini parser in the works that can really improve the introductions by giving them narrations.
With this parser,I can also tweak enemy properties to how I like(Damage, awareness, speed, health, etc.), as well as other game factors.
Just to keep myself in order, I'll write down a pending feature list.
Pending Features:
- Guns
- Spells and effects
Water
- BSP support
- Indoor Level editor
- Loading and placement of scenary objects
- Unlimited levels
- Development environment for Scripts and configs
- *Multiplayer(considering)
- Customizable Menus
- Customizable In game interface
- A* pathfinding or something similar
- Day/Night cycles
Things to Fix and work out:
-Smooth animations(ensure an animation finishes before starting a new one.)
-Improve lighting(More control over ambient light)
-Improved water
User Suggustions:
-Lan co-op play
-Interactable objects.(Throwing, etc.)
<- Designates something has been added or checked off.
Some other things to be expected of course are piles of media which I've been collecting for some time, as well as other little editors. Built one last week that'll tell you everything you need to know about your system, which could be helpful if you just want to know what your system can push.
Kind of a lot to suck in at once, but just let me know your
comments about the video if anything
.
Also, please give any
suggustions you have for this project. The earlier I implement new features, the better(Ex: Multiplayer).
A book? I hate book. Book is stupid.
(Formerly known as Yellow)