View Full Version : not sure about the name (circle of death)
02 February 2012, 04:06 PM
a short time ago, i got in mind to start a new solo projekt of mine. it should become a rocking manic shooter. which will be a bit different to the other one. im not pointing onto determenistic way, i got in mind that a AI controls the strategy where and which opponent should be spawned to and which weapons and so on will be in need. so the AI will analyse your way, your behaviour and the AI will learn on your reactions.
im doing everything on it. like coding, graphics, sound (ok the background music which is now temporare in, isnt from me and will be changed. but as long im a greenhorn in sound coding...) gamedesign. and for the first steps i used a webgl tutorial.
you will be able to play a demo online via webgl. so i suggest to use google chrome there should be the webgl device native enabled. in firefox you are in need to enable that. (google for it how this should be done)
currently im working the player out.
so here some first impressions:
i do believe in transparency, so you can follow the development here. (sorry i dont have a loading bar in. i heard it already that often that peoples are wondering why nothing appears. you only have to wait a bit. maxium around 2 minute, till everything is loaded. and you can use the inspector at google to observe if something isnt loaded or in the loading process)
its a very early state. im focusin now on the framework and not on the gamedesign at the moment.
i will happy about some feedback.
it will stay a indipendent, maybe im going to use some funding groups for some investments.
02 February 2012, 05:20 PM
and here some shaders i made. it will be use on one hand in for the gamedesign and on the other its looks ****ing great.
here some experiments i made:
02 February 2012, 10:45 PM
like the robot ant the shaders!
but i miss some round edges on the robotmodel here and there!
02 February 2012, 01:30 AM
so ecken sich die ecken,
ob sie rundlich nun verrecken?
oder sich in die lšnge strecken.
doch sie werden sich im bogen lecken.
um die narren stets zu schrecken.
of course they going to be smooth ;) (english translation) lol
thanks that you like them.
02 February 2012, 02:56 AM
i started with an developerblog. some shit needs to be said i think. ;) and you guys can read that or not!
03 March 2012, 05:03 AM
my webspace is online again!! :) thanks to alex jandl who gave me a bit of his space, while my webspace was down! and thanks to world4you for their quick reaction and that they dont deleted my space while i havnt payed the bills!!! :) thats quite cool!
03 March 2012, 04:34 AM
in the last few days, exactly 2 days, i got to work on some nice shaders. this vulcano shader will be used in two games i do work on at the moment.
here the first impression about the shader... i hope you like it. of course this shader is in very early stage, lot of things need to be implemented but ...
03 March 2012, 12:52 PM
well thats maybe an important info. about the shader from the posting above, this sahder should just display the fluidy reaction of the lava. so dont mind how it is displayed at the moment - how the lava will look, is of course the last step in this progess.
03 March 2012, 04:28 AM
after a long nite...
here the map which displays the lava add to the heightmap.
looks ****ing good to me.
the original heightmap:
the lava add:
03 March 2012, 06:35 AM
as much as it looks now like a brain, as much it had cost my brain LOL
do you this feeling, you sitting infront of something and you know it should work. and you try to figure out whats happen and you cant find the bug. and then... it takes just a couple of seconds to fix it... (btw. im just a passionate hobby programmer. with some visions)
the good thing now it works... :bounce: ;)
03 March 2012, 11:18 PM
hier a screenshot of a random spawned lava.
03 March 2012, 11:48 PM
sorry am i, bid inglisch i spik. :D
04 April 2012, 07:57 PM
actually i had to improve the lava behavior.
due the fact, that the frame rate suck now that imensly. i have to optimize as next the code. in the meantime i have now 18 textures running. which i think to break down to the half, or i hope its possible to break the amount down about 50%. either i should reduce the texture resolution to 512.
04 April 2012, 06:00 PM
now im redoing the entire shader. i do think it will look soon way better :)
04 April 2012, 03:38 PM
i added more turbulences and stuff. it needs to smooths down...
04 April 2012, 07:53 AM
here you can follow the LSD webgl engine process. its been a quite early release. but i do think its way better if i do start now with the engine instead of working on the game while the engine isnt ready. which been a monkey in butt - if you have to reorganize tons of generated texture ids by hand and stuff. so i will focus for the next months on the engine, so just technical things. this will speed up the entire developing process imensly finally.
04 April 2012, 07:53 AM
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