Project Ostium (old)
-
- Posts: 914
- Joined: Fri Aug 03, 2007 12:43 pm
- Location: South Africa
- Contact:
everything looks great, except that last part about messy code and not using oop. Up to there, project seemed mature enough to succeed.
It has good idea and style behind it, good to start with world editor, i like the ligths and gonna steel them right away for my editor.
Suggestion: moving object with arrows is fine, but can't you just click on the object and drag it around, by calculating intersection of mouse pick ray with plane y=0? Furthermore you could calculate intersection with terrain and move object on top of the hill in no time.
You should approach the coding seriously from the start, because you'll end up rewriting everything several times, and that will make you end up like those guys who learn from their mistakes, and they end up with list of mistakes instead of finished game.
It has good idea and style behind it, good to start with world editor, i like the ligths and gonna steel them right away for my editor.
Suggestion: moving object with arrows is fine, but can't you just click on the object and drag it around, by calculating intersection of mouse pick ray with plane y=0? Furthermore you could calculate intersection with terrain and move object on top of the hill in no time.
You should approach the coding seriously from the start, because you'll end up rewriting everything several times, and that will make you end up like those guys who learn from their mistakes, and they end up with list of mistakes instead of finished game.
Update on the level editor:
1. Added a line and a box to indicate the target of the selected camera
2. Save/Load scene functions are working fine now
3. Bug fixes
1. Added a line and a box to indicate the target of the selected camera
2. Save/Load scene functions are working fine now
3. Bug fixes
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
thanks for your suggestion pera. i will take into consideration.
the editor is close to completion, by that I mean sufficient for completing my game and so far I haven't get any problem yet. I'm going to use OOP in my game instead of the editor because i find it's much faster to write straight ahead.
and yeah, you can take the light icons it's open source! (if you want I can send it to you)
the editor is close to completion, by that I mean sufficient for completing my game and so far I haven't get any problem yet. I'm going to use OOP in my game instead of the editor because i find it's much faster to write straight ahead.
and yeah, you can take the light icons it's open source! (if you want I can send it to you)
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
whats a "FACE PACE ACTION ADVENTURE" ?
will there be jumping involved in the game (platform-like terrains and such)?
or you just slide around over terrain shooting bad guys?
will there be a save/load functionality in the game?
do you have a complete list of features of the game yet?
did you animated that character? is it blender and b3d exporter?
are you saving map to .irr scene format?
how do you rotate camera and objects?
will there be jumping involved in the game (platform-like terrains and such)?
or you just slide around over terrain shooting bad guys?
will there be a save/load functionality in the game?
do you have a complete list of features of the game yet?
did you animated that character? is it blender and b3d exporter?
are you saving map to .irr scene format?
how do you rotate camera and objects?
- the game genre was just a joke. basically a third person shooter game.pera wrote:whats a "FACE PACE ACTION ADVENTURE" ?
will there be jumping involved in the game (platform-like terrains and such)?
or you just slide around over terrain shooting bad guys?
will there be a save/load functionality in the game?
do you have a complete list of features of the game yet?
did you animated that character? is it blender and b3d exporter?
are you saving map to .irr scene format?
how do you rotate camera and objects?
- save/load game, yes there will
- not yet a complete list. i need to experiment more coding with irrlicht. but will be all simple
- the one with spec has animation but the green guy hasn't. and yes, blender and b3d.
- basically .irr but the file extension can be changed to anything else
- for now is just changing the rotation value, i havent add rotate and scale meshes (just like the arrow meshes) yet
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
yeap, cut scene and talking to NPC. i might add path editor for way points as well but i need to learn how the AI work before i start coding it.pera wrote:If the camera follows the player behind as he runs around... why do you need camera in editor? And the preview? Is that for cut-scenes?
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
-
- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
- Contact:
Hi, Virion.
Good ideas! The arrows are parts of IRRlicht or they have to made from code? (Coding the meshbuffer or loading a mesh)
Your ideas about the camera are very nice. I had about the same thing in mind with my cutscene module. Good job!
You could perhaps put a target icon inside the box like this:
Will you be able to have path editing with time? (So the camera could move on the path on a pre-determined time) Also another thing I had in mind. You could create "nodes" that would be "attached" together visually in the editor. Yo would need one for the camera and one for the target (unless, you won't animate the target)
If I'm not mistaken, IRRlicht SVN (Problably 1.5.1 and 1.5) offer a way to link the rotation to the camera. So We could use the camera and put a rotation directly instead of using the target.
Good ideas! The arrows are parts of IRRlicht or they have to made from code? (Coding the meshbuffer or loading a mesh)
Your ideas about the camera are very nice. I had about the same thing in mind with my cutscene module. Good job!
You could perhaps put a target icon inside the box like this:
Will you be able to have path editing with time? (So the camera could move on the path on a pre-determined time) Also another thing I had in mind. You could create "nodes" that would be "attached" together visually in the editor. Yo would need one for the camera and one for the target (unless, you won't animate the target)
If I'm not mistaken, IRRlicht SVN (Problably 1.5.1 and 1.5) offer a way to link the rotation to the camera. So We could use the camera and put a rotation directly instead of using the target.
hey christianclavet, thanks. the arrows were made in Blender .
the target icon looks cool I might use that idea, thanks!
yeah I've been thinking how to make the use of path to both moving cameras and NPCs around, still researching though.
the target icon looks cool I might use that idea, thanks!
yeah I've been thinking how to make the use of path to both moving cameras and NPCs around, still researching though.
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
I realize that I've been spending too long time for the editor. I should start making the levels after adding a few more features.
So far I've added
Fog settings
rotate
scale
and path
So far I've added
Fog settings
rotate
scale
and path
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
I started to create props for level
Concept:
In-game model
i will refine the model in the future, but for now, quantity is more important.
Concept:
In-game model
i will refine the model in the future, but for now, quantity is more important.
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
-
- Competition winner
- Posts: 1123
- Joined: Sun Jun 10, 2007 11:14 pm