the experiment
Posted: Sat Dec 12, 2009 8:25 am
After coding for over one and a half year now (with an interruption of 8 months) and switching over from a basic knoglege of C to a subsub basic knnoledge of c++ is seems to be time to let you know about my little project. I try to write an application that shows the capabilities of irrlicht for a community- built clone of descent, a 1st person shooter veteran that was published in three versions and then never succeeded to be relaunched in up to date developments. The third version, descent3, is like the ealier versions stil played, so it survived not less then ten years now.
The main difference to other egoshooters is, that you have 6dof, six degrees of freedom in comparision to the four degrees of most games of that genre.That means you dont walk and run but fly (and bank, that means rotate round all three axes of the cam)
Watch a movie
http://www.youtube.com/watch?v=tsA0Y5mtymQ
What I have done so far (not all is shown in the example) is: Descent- like cam movements, joystick- style mouse controll, collision walls, spawned items.
Define settings in a XML- File: preferences for the player in one file, gameobjects in another file. Freely define weaponslots (where you can switch weapons) and launchers (where you can fire weapons simultaniously like in descent primaries and secondaries). But it is possible to define slots and launchers in each number and name them as you like. Define types of spawnstations that spawn random or fixed powerups in fixed plus random time. Define playerspawns. ++. Currently I set up a viewport setup custumable in the user preferences. Next step is netcode: start with a chat window. (I'll test irrnet lite).
The main difference to other egoshooters is, that you have 6dof, six degrees of freedom in comparision to the four degrees of most games of that genre.That means you dont walk and run but fly (and bank, that means rotate round all three axes of the cam)
Watch a movie
What I have done so far (not all is shown in the example) is: Descent- like cam movements, joystick- style mouse controll, collision walls, spawned items.
Define settings in a XML- File: preferences for the player in one file, gameobjects in another file. Freely define weaponslots (where you can switch weapons) and launchers (where you can fire weapons simultaniously like in descent primaries and secondaries). But it is possible to define slots and launchers in each number and name them as you like. Define types of spawnstations that spawn random or fixed powerups in fixed plus random time. Define playerspawns. ++. Currently I set up a viewport setup custumable in the user preferences. Next step is netcode: start with a chat window. (I'll test irrnet lite).