Programming
First test of level design …
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Once all the (old) assets where converted to the new engine, I tried to assemble that and design some rooms, with gates, elevators, and levels.
The main idea to far is to design an acceptable gameplay, and not to polish the graphics until there’s something funny to play
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Trying my 3d assets into the latest engine
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Just testing, to see how much work I’ll need to get that visually working into the new engine, without too much work.
As it seems, it just work PERFECTLY
‘Been playing with the realtime post process, ssao, video noise & large radius bloom are my favorites !
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The Flyin’ Island
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Recently, I became sort of addicted to the competitions organized on www.tigsource.com
Those are short contest (1 month), on various topics, aiming to create a game.
Some games are made with GameMaker, some in Java, some in Flash/AS, some with custom C++ engine, etc.
My contest entry depicts a ship’s cockpit, and more precisely, the Bridge Deck. The view is entirely in realtime 3D, including the cockpit.
All the visual assets in the game were modeled in a more or less accurate way, technically speaking, to focus on the immersion & visual appeal. Zelda Wind Waker was my main inspiration source.
I wrote my game with a friend’s engine, that covers all what it takes to create indie games. The engine was written in C++, but my game is enterely scripted.
The final delivery almost looks like a “game”, with interactivity, and stuff to do.
Now for a short sequence of credits : I did the visuals & scripting, Maf (maf464.free.fr) gave me some Amiga mods I could use, and Mazami Tanzi (www.tanzi.jp) did the (short) Japanese translation.
TO PLAY THE GAME, read below
- Download & unzip
- install OpenAL
- install VC Redist 2008
- Click on Start.bat
I included all you need in the archive.
Right click here to download the game.
Choose your language with the left & right keys, select with [CTRL] or [SPACE].
Press spacebar on the title screen to launch the game.
In game controls : <- and -> to control the aim, CTRL to shoot boulders.
Destroy the ships on your route, bit hitting them with the boulders.
If you don’t destroy any of them, they will hold you back and you will never reach the island.
Use the compass to find the direction of the Island.
VipeUt Bootleg Demake Finished (well, almost)
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I finally put the [Finished] stamp on this thing I had started for the “Bootlet Demake” TIGSource contest, on tigsource.com
It’s all but finished, anyway, I mainly wanted to emulate the very original rendering of a Vectrex, and make a small and playable game. I think I more or less succeeded, so let’s settle on something else.
To download that thing, click on the link below :
VipeUt-install.zip
Tech Notes:
It should run on a PC, WinXP or Vista, with a rather recent 3D card. Vista users : make sure the UAC is disabled, the engine won’t like it.
During the install, u’ll be prompted to deploy OpenAL. Please install it, unless you already have it, otherwise, the game won’t probably start.
The installer creates two shortcuts on the desktop, one using the full featured renderer (OpenGL 2.0), the other one using a more consusual rendering method, not as pretty but fairly ok.
Controls : use the arrow keys. Up = accelerate, Left & Right to strafe, Down = brake. The paddle is not handled.
The ship have a certain amount of energy, that decreases when colliding against enemies. Then it blows up.
Catch some bonus, that will drive the ship for you (autopilot), or increase your energy (power up). Just drive till the end, for 6 laps, and you’re done
Press ESC to quit the game.
ENJOY!
Adandonned House | Realtime remixed
0At long last, I finally managed to get something with this scene. After having almost re-modeled everything, and UV-unfolded the meshes properly, I found how much it was easy to paint the textures in Modo.
Here is it, realtime screenshot, directly from Barr’s nEngine :

Thanks to Jibifaak for the helping hand on Modo.
Stunt Car Racer
0Yop, nothing to add. That’s all I wanted to say, in rememberance of the nice hours we spent with some friends, dueling in Stunt Car’ with two Amigas linked by a serial cable …

Subsequently, I quickly made a 3D track, remotely inspired by STR’s tracks.
Here’s how it looks like, screenshot in nEngine :


Ain’t it cool ?
Gravity Force
0Wouldn’t it be nice to make a simple Gravity Force clone, in 3D, with the latest & top-notch 3D/Physic engine ?
The main ship would look like that :

Prop #0 / Steam Mainframe
0Just made a prop for Panzer Planet : a Steam Mainframe, ie a steam operated large scale computer.
Where’s the steam ? Where’s the computer ? No idea

Screenshots directly from the 3D engine, btw.
Exodus | Our sun is dying …
0 our.sun.is.dying
we.shall.escape.to.survive
please.lead.and.protect.us
to.the.exodus

Boss #0 / Krieg Maschine #0
0Thinking of a boss, at the end of level #0, I started to doodle.
I had the idea a kind of armoured bell, that would come in and out from a pit. Gotta define the sequence, with weak point and attack position.
Should not be too difficult …
