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Work in Progress / submarine game

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Zokomoko
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Posted: 11th Oct 2006 20:21
hello all

As my project reached 1000 lines of code I thought it might be the time to post a WIP thread.

This project was inspired by the movie "Red October" which featured american and soviet submarines.
The project is planned to be a multiplayer game.
I guess there's not much to say as most things are pretty common sense (you have torpedos, sonar, nuclear missiles.. and maybe more "top secret" stuff I can come up with to spice things up".

I'm toying with the idea of making a CTF mode.. would it be cool?
there are two types of submarines: attack subs and nuclear subs.
Attack subs are small,fast and manuvarable but have relatively less fire power while nuclear subs are big and slow but are very powerfull (plus have the ability of fire nuclear missiles at other submarines!).



As you can see from the screenshot, the graphics isn't all that good. I would like some tips on how to make it better, what's lacking, what's not suppose to be there.. any comments are welcome plus if there's any modeler/texture willing to help that would be excellent (there's not much needed.. just a model of a submarine)

Up until now I've been working very hard on the movement and collision aspects. A milestone was achieved today as both of these are completed!
I'm very proud of the collision system as it can predict where and when you will it the ground from the very second you start to move
Xenocythe
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Posted: 11th Oct 2006 20:27
ooooh pretty cool original idea to


Jack
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Posted: 11th Oct 2006 20:50
looks nice but there are 40000+ polygons. I cant see then.
are you using a matrix?

good luck with it

Zokomoko
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Posted: 11th Oct 2006 21:06
thx

I'm not using a matrix.. I'm using an advanced terrain.
The ship itself is about 1000+- polys, it is rather suprising that it renders so many polygons as you would assume the fog would decrease the amount of polys being drawn, no?
Jack
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Posted: 12th Oct 2006 00:10
no thats wrong the fog will not decrease anything. Only the FPS
maybe you can try "set camera range" to a lower level

Agent Dink
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Posted: 12th Oct 2006 05:40
Heh, looks cool... Red Oktober (a forum user) will probably drop by this thread eventually...

Quote: "ooooh pretty cool original idea to "


Not really, but it's cool nonetheless. There area quite a few sub simulations out there.

Sometimes the only way over a wall is to pile up enough bodies to climb over - Dave W.
Peter H
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Posted: 12th Oct 2006 18:29 Edited at: 12th Oct 2006 18:30
Quote: "maybe you can try "set camera range" to a lower level"

Yeah, set the camera range to the same as the fog range...

that way you aren't rendering polygons that are obscured by the fog anyway

should save you loads of fps.

[edit] the bubbles are a nice touch, make sure you keep them!

"We make the worst games in the universe..."
Zokomoko
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Posted: 12th Oct 2006 20:34
Quote: "maybe you can try "set camera range" to a lower level""


why didn't I think of that! hehe



Here's another screenshot, I've added some more GUI and currently working on the trails. after I'm done with the trail effect, I'll start working on making some cool looking torpedos..

Quote: "the bubbles are a nice touch, make sure you keep them!"


thx, they make it more of a underwater feeling.
Syncaidius
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Posted: 12th Oct 2006 21:09
Looking good so far. I like the GUI too and I see you managed to increase the FPS even though you've also got more polygons.

Keep up the good work!

Medieval Coder
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Posted: 12th Oct 2006 22:29 Edited at: 12th Oct 2006 22:30
How did you get the # of polygons?

Zokomoko
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Posted: 12th Oct 2006 22:40
Quote: "STATISTIC

This command will return an internal statistic from the engine. Providing a value of one as the parameter will cause the command to return the current number of polygons used to render the scene.

Syntax
Return Integer=STATISTIC(Statistic Code)
"
Medieval Coder
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Posted: 12th Oct 2006 22:46
Ahhh I should have known that! Thanks zokomoko!

The game looks very good! I can see an unlimited number of oportunites for this game.

Zokomoko
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Posted: 12th Oct 2006 22:56
np

and thx
Jack
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Posted: 12th Oct 2006 23:13
has it worked to set the camera range down?

Zokomoko
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Posted: 12th Oct 2006 23:19
yes, it increased the FPS by 20
Red Ocktober
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Posted: 13th Oct 2006 17:49 Edited at: 13th Oct 2006 18:02
aaahhhhhh yesssss submarines... i finally found it 'Dink...

great stuff Z... i'm building a similar game (not in DB, althoughi did look at making it with DB at one time), a lil closer o a sub sim, and it's great to see another hard working sub man around...

the pics look great... you've obviously have put a lot of work into this already (1000 lines of code and the artwork and models shown in the pics), so you have some idea of the amount of work ahead of you...

suggestion:
Quote: "there are two types of submarines: attack subs and nuclear subs.
Attack subs are small,fast and manuvarable but have relatively less fire power while nuclear subs are big and slow but are very powerfull (plus have the ability of fire nuclear missiles at other submarines!)."


make the different types attack subs and ballistic missile subs (boomers)... attack subs are also nuclear powered...

hey, good luck... i'll definitely be following this one around... if i can help in any way, just ask...

--Mike
Zokomoko
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Posted: 13th Oct 2006 18:43
Quote: "make the different types attack subs and ballistic missile subs (boomers)... attack subs are also nuclear powered..."


done

if you have any spare submarine models lying around I would love to get some


(guy86222*DELETETHIS*@hotmail.com)
Red Ocktober
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Posted: 13th Oct 2006 20:58 Edited at: 13th Oct 2006 21:00
i have a lot of submarine models... some good, some not so good, some really great...

unfortunately, i'm using most of the great ones in my game...

which ones in particular are you in need of... maybe i have one i'm not planning on using...

the one in the screenshot looks like a WWII German Type XXI... were you using that as a placeholder... that's not a nuclear attack sub, as i'm sure you already know...

--Mike
Zokomoko
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Posted: 13th Oct 2006 21:01
please add me to your messenger
jinzai
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Posted: 17th Oct 2006 03:27
Dude, you are CAVITATING!!!!!!!!! All stop...rig for silent running...jeeesh, they can hear you in Miami beach!

This is XLNT. I agree on the hull ID. The Soviet Akula, Sierra and Mike class are all neat looking modern (sort of) subs.

Don't forget the diesel electrics, and also...there is a class of sub that is in between attack and boomers...the cruise missle sub. Oscars are a nice example...Sorry, but Soviet subs are all I know very well. They are nice...and sold to every developing nation on earth now...India has several Novembers, which are really older than most of us now.

How about giving him that Typhoon class sub with the hydromagnetic drive? (Oh, wait, where is that sub now, anyway? They should've checked in like...7 years ago, or so...weird.)

Oh, and Israel has subs now, too...they look pretty slick, but...they are of the cruise missle/fast attack variety.

There was a naval simulation program...way back in the late 80s called Action Stations! That was a neat program. Of course, it was all skimmers...too bad that.
Zokomoko
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Posted: 27th Oct 2006 19:26
here are two new screenshots:

*added a new particle trail system, see the bubbles coming out of the submarine
*improved the performace of the collision system
*code has been optimized a bit more, see the nice frame rate
*added a "sky" sphere to give the water more depth






unfortunately I spent most of my time in the army so I didn't have much time working on this project.. hopefully this will be changed in the future

tell me what you think.
jinzai
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Posted: 2nd Nov 2006 10:44
I like the top view better. The cavitation is a vortex, and there are many more bubbles. I do like it, but...it does not look like I imagine submarine propeller cavitation to look. The bubbles form at the edge of the blade, and they have a definite vortex pattern to them.

It is similar to the contrails produced by airfoils. In fact, contrails are water vortexes in air, and cavitation is an air vortex in water.

Still, I like the overall starkness of your work. I can still see detail, which is nice. I would like to see you work on the particle system. I have not used them yet.
UFO
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Posted: 2nd Nov 2006 17:46
This looks very interesting. It looks real too. Good job!

Please make sure your screenshots don't strech the screen, though. It gets kind of annoying

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