Simgus - 3D Physics Puzzle~ish game

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Buck1000
Posts: 93
Joined: Sun Dec 14, 2008 8:02 pm
Location: Seattle, WA

Simgus - 3D Physics Puzzle~ish game

Post by Buck1000 »

---~~SIGMUS~~---

Sigmus is a project I started this summer, after abandoning my previous attempt at creating a game. Its loosely inspired by Portal, although it has absolutely nothing to do with Portals. Its a 3D Physics Puzzle~ish game, with a goal of simply making it to the end of each map. I say Puzzle~ish, because its not exactly a Puzzle (there is no mystery as to how to reach the end), but its not an FPS either (or any other genre that I know of). Currently, there is only one working map, an attempt at a Training Level.

At the moment, the training level is incomplete, since the turret that the in-game voice speaks of is not implemented yet. (Well, it is, but it doesn't work correctly). I still have a few projectile types that I need to implement, and I'm planning on changing the tutorial voice to on-screen text. All in the next version =]

So, here are some screenies:

This is a view of what the player sees at the start of the training level (not exactly eye-candy, but still..)
Image

And, there is a menu at the start of the game, where you may select what map you want to load. I didn't take a screenshot of it though.

Here is the first challenge that the player faces, post-defeat (a stack of boxes)
Image

And, this is a picture of the attractive projectile types in action -
Image

So, here is a link to the game (.ZIP ~11MB) - http://www.mediafire.com/?qkyh2qoi1aiwa0r

PLEASE read the README included. It describes a major bug (jumping doesn't really work), and it explains the controls. If you don't read it, you probably won't understand how to do anything. Here are the controls anyway, just in case -

Q - Change firing mode [Single, Triple, Limited]
LeftClick - Fire Projectile
RightClick - Activate fired Projectiles
Scroll - Change Projectile types
WASD - Movement
Mouse - View Control

You will recieve ammo throughout the training level, as you pass predetermined points, and the in-game voice will explain to you what you need to do to make it through. So, don't give up simply because you have no Explosive projectile ammo. YOU WILL GET IT. Just keep moving forward :)

Here is a quick summary of the effects the various Projectile types have -

Normal - No effect
Explosive - Repulsive effect
Attractive - Attractive effect

I will implement Sticky, and Eraser projectiles hopefully by the next version. Also, as I've said before, there is supposed to be a turret in the giant room, but it isn't working correctly at the moment, so I took it out of the map. To end the level, fall through the vertical tunnel at the end. About halfway down, the screen colors are supposed to invert. Some of my friends who tested the game on their computers reported that it crashed at that point. I'm still working on fixing that... I think it may have something to do with the fact that the game uses OpenGL for rendering.

And, as I've said (and, as the README says), jumping doesn't work correctly! It works well enough to be usable, but there is no OnGround() function implemented, so fall-time is predetermined.

I realize that all of these bugs subtract from the game, but I've been working on it for quite awhile, and I think that its ready for some public exposure :D Please tell me what you think of it. Comments and Suggestions are welcome :)
Last edited by Buck1000 on Mon May 16, 2011 11:12 pm, edited 1 time in total.
stefbuet
Competition winner
Posts: 495
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Location: france

Post by stefbuet »

This looks nice :)
I jumped into the hole, everything became invert-color, and at the end of the hole, win repport error :P Btw the voice is pretty funny but I didn't understand what it was saying ...
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

Congrats Buck1000 on making your game, I won the level in about 30 seconds
The jumping is horrible tough, very low gravity and I could jump as much times as I wanted.

Still Good job

Edit:Second time got even more bugs, jumping didn't work sometimes, couldn't fire other types of projectiles, got stuck in the tunnel, end of the tunnel crashed when I didn't remove my fired projectiles.
Last edited by serengeor on Sat Sep 25, 2010 7:54 pm, edited 1 time in total.
Working on game: Marrbles (Currently stopped).
Luben
Posts: 568
Joined: Sun Oct 09, 2005 10:12 am
Location: #irrlicht @freenode

Post by Luben »

When i reached the bottom of the hole, i choose to restard the level, but when i did i started flying in approximately the direction where i was when i choose to restart, and bugged through the walls :P
Also when i misspelled into.xml the game crashed ;p
RaverGames
Posts: 17
Joined: Sat Sep 25, 2010 8:54 am

Post by RaverGames »

wow great game.

But its annoying that i hace to press the right mousebutton to delete the old projectil.

And sometimes it lags but i had 60 - 61 PFS :(.

And at least a question witch Physic Engine you use?

RaverGames
grumpymonkey
Posts: 222
Joined: Mon Jan 19, 2009 10:03 pm
Location: Miami, Florida
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Post by grumpymonkey »

niiiiccce game! The levels and graphics were awesome, I loved that tunnel after the first boxes it looks really professional. Physics were good and the thing at the end of the level looked cool. It crashed when I reached the bottom though.

...voice is pretty annoying though xD

Things to work on:
- Fix the jumping, you can jump forever
- add more than just shooting a ball otherwise it will get boring fast. Maybe something that involves rapid movement form the player. Kike jumping on platforms or jump pads, etc.
- Add special effects like muzzle flash and a gun animation. Moving props(maybe giant gears..), enemies, npcs

this definitely has potential, keep working on it and it can be cool game
Image
cobra
Posts: 371
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Post by cobra »

Hi. Nice game so far.

Here are some suggestions:

I managed to knock myself through the floor of the map by shooting the ball a few times.

Assuming you use Bullet physics, you need to implement collision filters. (even if you don't, obviously)

Also, you apply force to the character even if it's not on the ground. Here is how I solved this problem with raycasting for a simple FPS framework (character controller to come with future irrBullet versions):

Code: Select all

bool IPlayerBase::isOnGround()
{
    const vector3df from(body->getWorldTransform().getTranslation()+vector3df(0,-0.2,0));
    const vector3df to(body->getWorldTransform().getTranslation()+vector3df(0,-10.0,0));

    btCollisionWorld::ClosestRayResultCallback rayCallback(irrlichtToBulletVector(from), irrlichtToBulletVector(to));

    // If collision masking is implemented, this needs changed to support it or the raycast won't work.
	/*if(useFilter)
	{
        rayCallback.m_collisionFilterMask = collisionFilterMask;
        rayCallback.m_collisionFilterGroup = collisionFilterGroup;
	}*/

	Game->getDynamicsWorld()->getPointer()->rayTest(irrlichtToBulletVector(from), irrlichtToBulletVector(to), rayCallback);

	if(rayCallback.hasHit())
	{
		btRigidBody* body = btRigidBody::upcast(rayCallback.m_collisionObject);
        if(body && body->hasContactResponse())
		{
			if(rayCallback.m_closestHitFraction <= 0.4f)
                return true;
		}
	}

	return false;
}

Maybe you can implement this.

When I clicked "Restart Map," the game crashed.
On second respawn, I was violently thrown out of the map model.


Keep working. It's nice!
Good luck.
Josiah Hartzell
Image
Buck1000
Posts: 93
Joined: Sun Dec 14, 2008 8:02 pm
Location: Seattle, WA

Post by Buck1000 »

Thanks for the comments! You guys are awesome :D I'm implementing a new info-box thingie to replace the voice now. Updates will scroll into view, so the user can read them at their own pace. It'll be finished by the next release.

Thanks for the code cobra! I've been looking for something like that for a while now. Its the last thing my character controller needs :) Jumping was messed up pretty bad before. I noticed how sometimes the player can't jump, but I couldn't fix it up to this point =]

I have no idea why it crashes at the bottom of the tunnel, nor do I know why the player gets shot through the level after a respawn. I haven't been able to reproduce those results on my computer... If the problems are still there in the next release, then I may need some help to fix them..

There are colliison filters, but none between the player and projectiles :) I'll add that in. And, the right-click doesn't remove projectiles, it activates them. I need to disable the activation for the normal ones, since they don't do anything. And, I'll add the actual visual activation effects in the next release.

I'll add more NPCs. There is currently a turret, but its buggy, so I didn't include it in the release. There will be moving platforms and such in the final release. The moving gears idea is cool =] I modelled the training level in one day, using the editer designed for Descent 3 (D3EDIT). I textured it in DeleD. The tunnel was just a bunch of extrudes, and a bend =] Thanks for the positive comments =]

Its the first release, so it still needs alot of work. I'll update the screenies/logo/info in my main post as I release new versions.

Thank you again for all the comments! :D
netpipe
Posts: 670
Joined: Fri Jun 06, 2008 12:50 pm
Location: Edmonton, Alberta, Canada
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Post by netpipe »

http://www.xup.in/dl,10634637/SigmusV01.7z/

linux port, very nice frame work. hopefully we can expand on this :)
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
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