BHLFH - Biohazard lab from hell
Posted: Wed Jan 17, 2007 4:52 pm
Hi everybody.
I am wanting to develop a 3d version of my artificial life simulator
( http://www.stauffercom.com/evolve4 ).
The game premise is a poorly run biohazard laboratory (hence the name 'Biohazard Lab From Hell'), and the players job is to eradicate the biohazards. Game play will be unique in that the baddies are evolving while you play. The creatures that survive will be used to seed the next level of game play. At least thats my hope for this game.
The problem is, I am a total noob to 3d development. This engine looks great. I tried some of the 3d level editors will little success (my fault, for being so impatient). The best editor I have found was a DOOM editor (doom_builder.exe).
So my first question is this: Can IRRLICHT use doom .wads??
My next question is really to solicit any good 3d people who would like to make this project a reality.
More info on what I am trying to do:
=======================
If you follow the link above, and explore the screen shots etc... you'll notice its a 2d overhead view of a lots of grid-like creatures. My initial goal is to be able to "go into" this world by using this 3d engine, and allow the player to explore while the simulation is running. This would be more or less a "god mode" type thing.
The next step would be to have the player interact with these creatures (mostly by killing them). With just that change, the system should right away exhibit evolution of creature behavior, as the creatures you do not kill will breed and the one you have killed, won't be breeding at all.
Of course tweaking the simulation model, and game play characteristics would follow.
The maps or levels wouldn't need to be elaborate initially. Either would the creatures (simple blobs initially). Anyway, that's my plan. And being able to get a quickie map built is my main goal right now.
In my opinion, the strength of this game concept comes from the core alife simulator I have built. which is already up and running. Its strengths are the ability to simulate thousands of creatures in real time, and exhibit natural selection in a short period of time.
What I have done so far:
================
1. I have the IRRLICHT engine, compiling inside my Visual Studio .NET 2003 environment
2. I can build the quake map demo and modify it to use other quake3 maps.
Thanks for taking the time to reading this.
Cheers.
Ken
I am wanting to develop a 3d version of my artificial life simulator
( http://www.stauffercom.com/evolve4 ).
The game premise is a poorly run biohazard laboratory (hence the name 'Biohazard Lab From Hell'), and the players job is to eradicate the biohazards. Game play will be unique in that the baddies are evolving while you play. The creatures that survive will be used to seed the next level of game play. At least thats my hope for this game.
The problem is, I am a total noob to 3d development. This engine looks great. I tried some of the 3d level editors will little success (my fault, for being so impatient). The best editor I have found was a DOOM editor (doom_builder.exe).
So my first question is this: Can IRRLICHT use doom .wads??
My next question is really to solicit any good 3d people who would like to make this project a reality.
More info on what I am trying to do:
=======================
If you follow the link above, and explore the screen shots etc... you'll notice its a 2d overhead view of a lots of grid-like creatures. My initial goal is to be able to "go into" this world by using this 3d engine, and allow the player to explore while the simulation is running. This would be more or less a "god mode" type thing.
The next step would be to have the player interact with these creatures (mostly by killing them). With just that change, the system should right away exhibit evolution of creature behavior, as the creatures you do not kill will breed and the one you have killed, won't be breeding at all.
Of course tweaking the simulation model, and game play characteristics would follow.
The maps or levels wouldn't need to be elaborate initially. Either would the creatures (simple blobs initially). Anyway, that's my plan. And being able to get a quickie map built is my main goal right now.
In my opinion, the strength of this game concept comes from the core alife simulator I have built. which is already up and running. Its strengths are the ability to simulate thousands of creatures in real time, and exhibit natural selection in a short period of time.
What I have done so far:
================
1. I have the IRRLICHT engine, compiling inside my Visual Studio .NET 2003 environment
2. I can build the quake map demo and modify it to use other quake3 maps.
Thanks for taking the time to reading this.
Cheers.
Ken