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Messages - ggadwa

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dim3 Versions / Re: Web-Shooter Alpha 5
« on: September 19, 2016, 08:08:08 AM »
I've finished the redo of textures.  There's still a lot of work to do to create new random types of textures and more variance, but not the textures are all "classed" into different chunks of the map; those classes will always share a similar tint and so chunks of the map, like walls and pillars, will be within the same color scheme and same texture "looks", same for floors and platforms, and then ceilings, and then map decorations, like boxes and shelves and such.

While there is some high color bright stuff (I'm trying to be really random, not just your regular grays and browns) it works well together because the tints cover the map across classes of textures and the map gains a "look" instead of the crazy quilt it was before.

Next step is the redo of how the map generates.  The base is there, but I'm going to change the algorithm to make maps that are linear instead of blobs (i.e., have a path, like all modern shooters.)  When most people make maps, they usually start with a path and build the map around it, and it'll never make a good shooter if it's a giant blob with enemies just everywhere.

Then that will influence monster placement.

[>] Brian

Idle Chatter / Re: new Zombie game :-)
« on: September 19, 2016, 06:50:14 AM »
You should be able to do displacement or parallax with a shader...

Yes, you'd have to write a new shader, though, and make sure you had enough geometry in whatever you were looking at to displace, so it's a bit costly.

[>] Brian

Idle Chatter / Re: new Zombie game :-)
« on: September 16, 2016, 01:22:48 PM »
That's really atmospheric!

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: September 13, 2016, 05:15:26 AM »
So I'm finally freed up enough time to get back to working on this, if anybody is still here!

I feel like what I've done (as I said, experiment to see how possible it is) as phase 1.  Now I'm going to take what I learned there, and re-apply it to phase 2, which will have a good bit of rewritten code in the generators.

Goals from phase 1 are:

1. More random, but more of a actual playable map, which means less a blob and more a collection of rooms and choke points
2. More randomness is textures

As far as I got with phase 1, everything, which random, had a very small limit of things that would be generated.

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: August 29, 2016, 05:38:27 AM »
Wood doesn't have to be a wacky color to be unique - tons of things can be varied, such as plank width, length, grain size, grain depth, nails or no nails, color can be more reddish or less reddish, more saturated or unsaturated, can be oriented diagonal or latitudinal... just stuff that comes to mind


[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: August 26, 2016, 11:57:25 AM »

Finally, some time!  I've been thinking and re-evaluating the code here and there, and I think I'm being to cautious.  For instance, when generating textures, if I generate something wood like, I have it randomly pick colors in the range of browns.  For all intents and purposes, it makes all the wood look the same.  And I try to restrict certain textures to certain types of objects.

While this makes a more regular type map, it also tends to make the same things over and over.  Who cares if the wood is lime green?  Or has randomly spaced wacky boards?  Or it's on a stair case?

Basically, I need to stop being restrictive and make it as random as possible.

Idle Chatter / Re: new Zombie game :-)
« on: August 26, 2016, 05:13:23 AM »
Slowly adding stuff. I know the zombie's triangular shoulders need desperate attention, and the enemies need new models (they're from Ronja over 4 years ago built using MeshWorks) but that's coming

Wow, meshworks!  That's where this journey started for me, I think I used a penguin model from them as a test model ... last updated in '03 on their website.

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: August 13, 2016, 09:31:04 PM »
Right now it's "can it be done" and I still feel like I'm doing a lot of cheating.  It's sort of a sandbox where I can experiment with ideas for generating content.  Eventually, a game, and maybe an engine.  I just need to clear more time right now!

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: August 12, 2016, 08:16:43 PM »
I just realised what this reminds me of.  No Man's Sky!  Obvs a little different, but you've got an algorithm that generates maps and enemies and textures and stuff, which leads me to my question:

Is it possible to get your web shooter to generate areas on the map on the fly so that as you approach the end of a particular area, it starts generating a new one?

Certainly, but right now, the light mapping is SLOOOWWW and it's probably never going to be fast.

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: July 29, 2016, 12:25:51 PM »
I have so much I want to do but I'm completely stalled by life!  Hopefully in a while I'll have new progress.

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: July 05, 2016, 06:27:09 AM »
I've been looking at the maps it generates, and they are neat, but have one big problem -- they are big blobs, and this is probably more realistic for real world locations but not realistic for game play.  Most shooters have a linear path to follow; even though it might wrap around or a door might open that leads you back, for the most part, you are trapped in a path or maybe a branching path to grab a key or pull a switch.

I think I need to change the generator to be more of a path based thing than a giant blob.

Be given a hundred directions to go at once doesn't make the best game and destroys flow.

[>] Brian

dim3 Versions / Re: dim3 v24 Release
« on: July 04, 2016, 01:24:40 PM »
No, I don't think I ever added that.

[>] Brian

dim3 Versions / Web-Shooter Alpha 5
« on: July 04, 2016, 01:22:20 PM »
Again, there's a long way to go, I just put up versions when I'm at a good breaking point.  This is a look if you are curious kind of thing.  NOTE: Chrome or FF.  Safari is missing mouse control (and can be slow) and it fails in Edge due to bugs in their WebGL implementation I need to tell them about :)  In Chrome or FF it runs great.

* start page now has complete configuration settings
* room decorations can now be mixed
* added pipe decorations
* machine decorations don't have cables in open ceiling rooms
* larger decorations are no longer allowed to block lights
* a bunch of fixes to how gravity works in the phyics
* liquid flag wasn't working properly
* fixed a bug where generator would not get even distribution of monster types
* blobs have must larger body size ranges and no longer require heads
* fixed a bug random body changes could open up seams
* animal model types have improved heads
* humanoid models have random back hunches
* some models can have limbs but no toes or fingers
* liquid and damage tinting
* monsters turning was broken, and can now face placer when idling
* fixed some math problems between model generation and coordinate systems
* better monster stalking
* lots of clean up in the entity code to commonize all the movement routines between entities
* all entities have acceleration/deceleration
* swimming physics and updated flying physics
* auto-jump out of liquids
* setting for meshes to have simple bounds collision geometery
* better colluded polygon remover
* monsters can get in fights over damage
* animation on animal type model legs are better
* different random speeds, acceleration, turns, etc for monsters
* monsters randomly have ability to fire
* add ability for projectiles to have different lobs and bounce settings (monsters only now)

[>] Brian

dim3 Versions / Re: dim3 v24 Release
« on: July 01, 2016, 07:01:57 AM »
Hmm I quite like how well Dim3 works on older hardware - don't want to break it.  I'll try a few workarounds - if for example there are any particularly big lights, I could just switch them off when in adjacent rooms using a script and switch them back on when you're in the room they're meant to light up...something like that

Or just keep hallways far enough away from other rooms or have the parts of those rooms away from where the light in the hallway is; sometimes in games they separate things to work around how the engine works.

[>] Brian

dim3 Versions / Re: dim3 v24 Release
« on: June 29, 2016, 06:15:02 AM »
That'd be a light cone, it'd basically have to be another couple settings on the lights, some more data passed to the shaders, and more calculations on the shaders.  I was always running into shader limits on earlier video cards, though, so not sure what changes something like that would make.

[>] Brian

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