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[Story] Movement Finished
- WolfCoder
- 07/31/2010 06:26 AM
- 993 views
Version 0002a; Update 1
I've finally gotten the movement system to more or less work. Now that I'm done with that mess, it's time for me to start working on my "compendium manager". It's just like that really thick book that lists all the RPG elements in a game, I don't feel like calling it just a database. Every entry in each sheet of the compendium will be defined by a script. Every sheet in a compendium is a list of entries that all fit into one category. I also hope to have inheritance to make it easier to revise.
Setting
The strange "Gray Rock" place you start out in will not match the surrounding areas, and it will have lots of different kinds of little ruins in it. It's not at all a spoiler that this game is about walking through dimensional rifts. Later, you will be through many different areas that have parts of these same kinds of ruins in them to suggest the civilization from before somehow exploited a natural weakness in space/time to spread themselves to very remote planets and other galaxies.
From your (Tetsumori's) point of view, you barely notice anything. You were walking and it's as though the distant world you wound up in is right next to the one you were just in. The civilization was a bit basic and nobody probably even understands what is going on, they just kind of live as though it's all one large world.
It is baffling when you can walk into one place, but then try walking back into that place using a different route and you see something completely different.You can only match areas on a same world by the suns and moons you see in the sky. One world could have two moons when another could have none and a differently colored sun. How come the "holes" are lined up with each planet's rotation and orbit? Lots of this isn't even important to the game but they are all faint things a player could notice.
It's a good thing none of these just lead out into space making this constant tempest of air leaking out, sucking everything into some vast empty space to die or float as a vagabond until it falls and hits some celestial body (planet, star, etc.).
Changes
- Fixed edge-blocking and added it back
- Created a compendium manager
I've finally gotten the movement system to more or less work. Now that I'm done with that mess, it's time for me to start working on my "compendium manager". It's just like that really thick book that lists all the RPG elements in a game, I don't feel like calling it just a database. Every entry in each sheet of the compendium will be defined by a script. Every sheet in a compendium is a list of entries that all fit into one category. I also hope to have inheritance to make it easier to revise.
Setting
The strange "Gray Rock" place you start out in will not match the surrounding areas, and it will have lots of different kinds of little ruins in it. It's not at all a spoiler that this game is about walking through dimensional rifts. Later, you will be through many different areas that have parts of these same kinds of ruins in them to suggest the civilization from before somehow exploited a natural weakness in space/time to spread themselves to very remote planets and other galaxies.
From your (Tetsumori's) point of view, you barely notice anything. You were walking and it's as though the distant world you wound up in is right next to the one you were just in. The civilization was a bit basic and nobody probably even understands what is going on, they just kind of live as though it's all one large world.
It is baffling when you can walk into one place, but then try walking back into that place using a different route and you see something completely different.You can only match areas on a same world by the suns and moons you see in the sky. One world could have two moons when another could have none and a differently colored sun. How come the "holes" are lined up with each planet's rotation and orbit? Lots of this isn't even important to the game but they are all faint things a player could notice.
It's a good thing none of these just lead out into space making this constant tempest of air leaking out, sucking everything into some vast empty space to die or float as a vagabond until it falls and hits some celestial body (planet, star, etc.).
Changes
- Fixed edge-blocking and added it back
- Created a compendium manager
Posts
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It's a good thing none of these just lead out into space making this constant tempest of air leaking out, sucking everything into some vast empty space to die or float as a vagabond until it falls and hits some celestial body (planet, star, etc.).
This better not be sarcasm.
I've always wondered do you make the terrain yourself beforehand, or do you render it Game time?
You mean the level geometry? Both.
Click to enlarge
What happens is all this object data and stuff becomes flattened into what is called the WMB Simple Level Format. The format can contain just the polygons or a BSP Tree, but it's just the collision hull, polygons, entity positions (and params), and the lightmap.
The complicated part of this is the lightmap. What happens is the lights are calculated and the results are stored in generated textures that go on top of the original ones to make the final result. Shaders can be applied to the textures which take the original texture and the lightmap as inputs and make your own results, but I might not get that crazy.
I tried writing my own OpenGL version to go with my own engine way back, but it's too much work for a game. In the future, I may replace Acknex and port this game to an engine that's fully mine, but for now this saves lots of work.
Click to enlarge
What happens is all this object data and stuff becomes flattened into what is called the WMB Simple Level Format. The format can contain just the polygons or a BSP Tree, but it's just the collision hull, polygons, entity positions (and params), and the lightmap.
The complicated part of this is the lightmap. What happens is the lights are calculated and the results are stored in generated textures that go on top of the original ones to make the final result. Shaders can be applied to the textures which take the original texture and the lightmap as inputs and make your own results, but I might not get that crazy.
I tried writing my own OpenGL version to go with my own engine way back, but it's too much work for a game. In the future, I may replace Acknex and port this game to an engine that's fully mine, but for now this saves lots of work.
Pages:
1