This is an old abandoned project of mine I thought I'd release... source is included but it's ugly and hacked together (why I abandoned it!).
But it looks quite pretty and I'm quite proud of the level editor at any rate! So it would be a shame for it to rot on my harddrive forever without anyone seeing it ^_^
Download: http://xzist.org/temp/WaterSky.zip
(windows only)
Requires some kind of shader support to run. Features per pixel point and hemisphere lighting! (ripped straight from the GLSL book!) Two executables, with and without bloom, obviously without bloom is much faster.
Use WASD to move, that's about it. You can pick up fuel cans (white square things) and carry them to the generator (white cylinder thing) in order to start it up so that the lift will function. If you fall from a higher to a lower platform the lift will come back down. Turn on the sound for some SFX!
To access the level editor press E.
From there, hold the right mouse button to move the camera. Left click to select stuff, move selected things with WASD, RF to raise/lower. The black arrows between a moving platform and a generator indicates that the generator must be activated for the platform can move, this can be changed in the editor (and things can be set active or not by default).
I think the stereo sound is the wrong way around or something too.
The movement's horrible and the character isn't animated properly or anything.. I know I know.. it's ABANDONED! This is its last outing, its swan song, good night everyone! It was fun!
I guess that "bloom" too is rather "stupid amount of glow"..
edit: if you're curious, you can see some earlier pictures of it here...
abandoned unnamed project
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Everyone's struck speechless by my awesomeness.
but I do still have ideas similar to this project I may continue with. It's mainly the engine was really badly designed (i.e. wasn't), so I'm working on making a well built engine/framework before I start on any more games.
For all those people that say "build a game, not an engine", I've found that approach has failed me. I need the enforced discipline of building something that is more general-purpose and that must be clean enough to be re-used. Or maybe I just ought to have had clear requirements for that game. Hmm. But I find I abandon projects so often, that if I don't write an "Engine", then I will just have a string of useless hacked together spaghetti messes.
but I do still have ideas similar to this project I may continue with. It's mainly the engine was really badly designed (i.e. wasn't), so I'm working on making a well built engine/framework before I start on any more games.
For all those people that say "build a game, not an engine", I've found that approach has failed me. I need the enforced discipline of building something that is more general-purpose and that must be clean enough to be re-used. Or maybe I just ought to have had clear requirements for that game. Hmm. But I find I abandon projects so often, that if I don't write an "Engine", then I will just have a string of useless hacked together spaghetti messes.
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