Project Star Harrier (screens and demo)
Posted: Sun Jan 20, 2008 5:10 pm
I'm new to this community so first of all, hi everyone. I wanted to show you this project I started a week ago using C++ and Irrlicht. It's a little homage to Space harrier and After Burner, and both code and graphics are made made by me. Even though it's still very early in development, everything is temporal, I think I've enough to show and get some feedback, you can download it here:
http://usuarios.lycos.es/auralei/Star.htm
I'm interested mostly on the controls and the performance, the enemies have a very dumb pattern and are just there to test the weapons.
A video on youtube provided by MasterGod:
http://www.youtube.com/watch?v=EzTvrQyMnR0
A few screen shots:
As these are the Irrlicht boards I guess I'll rant a bit about my experience with it (skip it if you want ). I'm not new to game development, I've been programming games as a hobbyist for years, but this is my first game using Irrlicht. I've found the experience mostly painless, the code is clear and simple enough to change what you need and the features are good enough for my needs. There are bugs and it lacks some important things but that is the case with every single engine out there, even commercial ones, and simplicity is often not valued enough.
I used milkshape for the models (I'm a terrible modeller) and paint.net, artrage and terragen(skybox) for the graphics. I use my own routines for the particle systems (explosions,smoke trails..) and I added a postprocessing framework (based on the fabolous code by TheGameMaker!).
http://usuarios.lycos.es/auralei/Star.htm
I'm interested mostly on the controls and the performance, the enemies have a very dumb pattern and are just there to test the weapons.
A video on youtube provided by MasterGod:
http://www.youtube.com/watch?v=EzTvrQyMnR0
A few screen shots:
As these are the Irrlicht boards I guess I'll rant a bit about my experience with it (skip it if you want ). I'm not new to game development, I've been programming games as a hobbyist for years, but this is my first game using Irrlicht. I've found the experience mostly painless, the code is clear and simple enough to change what you need and the features are good enough for my needs. There are bugs and it lacks some important things but that is the case with every single engine out there, even commercial ones, and simplicity is often not valued enough.
I used milkshape for the models (I'm a terrible modeller) and paint.net, artrage and terragen(skybox) for the graphics. I use my own routines for the particle systems (explosions,smoke trails..) and I added a postprocessing framework (based on the fabolous code by TheGameMaker!).