Oblivion
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winter_moon
- Posts: 14
- Joined: Thu Feb 24, 2005 5:51 pm
Oblivion
I have started work on a game I am currently calling Oblivion I hope that this will turn into a good and inovative game
The idea behind oblivion is:
I personally like FPS games but there were elements in them I didn't like and wanted to change.
I wanted a more dynamic landscape than the static meshed landscape as found in most FPS games in this game I wanted to do 3 things
-Give the ability to destroy the landscape completely with surficient rockets you can level the entire base.
-Which I hope should be default lead to the next thing a more tactical game as you have no preplaned route through the base you must workout how you can use your limited resources
-Also the enermy base will act and re-act to your actions using a typical RED ALERT example you may break into the power plant to shut down power to tesla coils. BUT you may also cut power lines or lay a mine depending on the situation. Also enermy technitians may repair minor problems.
I have started a few basic techdemos for the terrain scene node meshing hosted on this forum i would realy appriciate any comments. http://www.blindrage.co.uk/cgi-bin/yabb ... 1122843411
The idea behind oblivion is:
I personally like FPS games but there were elements in them I didn't like and wanted to change.
I wanted a more dynamic landscape than the static meshed landscape as found in most FPS games in this game I wanted to do 3 things
-Give the ability to destroy the landscape completely with surficient rockets you can level the entire base.
-Which I hope should be default lead to the next thing a more tactical game as you have no preplaned route through the base you must workout how you can use your limited resources
-Also the enermy base will act and re-act to your actions using a typical RED ALERT example you may break into the power plant to shut down power to tesla coils. BUT you may also cut power lines or lay a mine depending on the situation. Also enermy technitians may repair minor problems.
I have started a few basic techdemos for the terrain scene node meshing hosted on this forum i would realy appriciate any comments. http://www.blindrage.co.uk/cgi-bin/yabb ... 1122843411
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winter_moon
- Posts: 14
- Joined: Thu Feb 24, 2005 5:51 pm
Oblivion
No I thought up the name idea a while back before the elder scrolls game came out so i'm thinking of changing it but havent got round to it yet.
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Guest
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winter_moon
- Posts: 14
- Joined: Thu Feb 24, 2005 5:51 pm
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winter_moon
- Posts: 14
- Joined: Thu Feb 24, 2005 5:51 pm
I currently have a partial complete techdemo to demonstrate how far I have currently got with it.
The terrainscene node is normally the ground on most games but as I am going to have a tuneling option as well as a mole vechile (along with tanks, flame tanks, flying things etc..) mean that it must support tunneling through it somthing which no other game has done thus far to my knowledge.
The TechDemo shows a pretty crappy landscape as I havent yet made a level editor
The controls are quite simple.
- turn camera with mouse
- move forward/backward/strafe with arrow keys
- fire w/s
The techdemo is designed to test the meshing of the node as it is remeshed every frame and to prove to upton the his computor will not explode
A screenshot of the techdemo
www.blindrage.co.uk/Screens/Rob/TechDemo2.JPG
The TechDemo
http://www.blindrage.co.uk/Screens/Rob/ ... _11_02.zip TechDemo 2.77 MB
The terrainscene node is normally the ground on most games but as I am going to have a tuneling option as well as a mole vechile (along with tanks, flame tanks, flying things etc..) mean that it must support tunneling through it somthing which no other game has done thus far to my knowledge.
The TechDemo shows a pretty crappy landscape as I havent yet made a level editor
The controls are quite simple.
- turn camera with mouse
- move forward/backward/strafe with arrow keys
- fire w/s
The techdemo is designed to test the meshing of the node as it is remeshed every frame and to prove to upton the his computor will not explode
A screenshot of the techdemo
www.blindrage.co.uk/Screens/Rob/TechDemo2.JPG
The TechDemo
http://www.blindrage.co.uk/Screens/Rob/ ... _11_02.zip TechDemo 2.77 MB
red faction..
the game red faction was an FPS with a partially destructible landscape, but you're right, no game has enabled a fully destroyable landscape yet.
if you pull it off, to the point of even allowing vehicles to tunnel through the ground, tell me how!! I would be very impressed!!!
if you pull it off, to the point of even allowing vehicles to tunnel through the ground, tell me how!! I would be very impressed!!!
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
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winter_moon
- Posts: 14
- Joined: Thu Feb 24, 2005 5:51 pm
The TechDemo shows the landscape scene node working there are one with tunneling options. I did it by modelling the landscape with a 3d matrix of internal nodes which are on or off and make up the vertices the meshing was the main problem which I have solve in the demo. This is my first program so the coding is not very well constructed but if you want a copy of the code or have any questions or want to get involved email me at goss.robert@gmail.com
and I havent played red faction but have heard about it any feedback on howit works would be nice
and I havent played red faction but have heard about it any feedback on howit works would be nice
Not like you do it.
It used a solid mesh scene like any other game I think but it had sectionaly premodelled destructable models like a piller that chunks would fall off when you shoot it.
Not really anything like what you've created about to try the demo sounds like an awsome idea.
you could call it "The Core" lmfao
It used a solid mesh scene like any other game I think but it had sectionaly premodelled destructable models like a piller that chunks would fall off when you shoot it.
Not really anything like what you've created about to try the demo sounds like an awsome idea.
you could call it "The Core" lmfao
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winter_moon
- Posts: 14
- Joined: Thu Feb 24, 2005 5:51 pm
I wasn't really going to have this game as a commercial
I wasn't really going to have this game as a commercial venture I was thinking of possibly releasing it freeware.
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Guest
I'm pretty interested as to how you're going to achieve the deformable terrain. It sounds as if you're effectively creating blocks of vertices that are pushed around when they're deformed (almost like those things with the pins in that you can take your hand impressions with) - wouldn't this be extremely resource intensive for even small levels?
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winter_moon
- Posts: 14
- Joined: Thu Feb 24, 2005 5:51 pm