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Slowly becoming game-like.

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I think I really underestimated what it would take to build a project such as this. As I muddle through various bits and phases, I find more cans of worms to open, and worms flying out everywhere! I do believe though, that while I have a bit of a narrow renderer definition based on a single type of level design, other aspects are slowly coming into focus. Working out foibles with physics, AI, and movement have been tedious, but always rewarding when you “discover” something. It’s amazing how many times I’m re-inventing the wheel here, but I must stay on course and not cave-in to the temptation to revert to an old engine.

The game is starting to look a bit more atmospheric, and I have about 99% of the macro details completed for *this* level, and some micro details forthcoming. I like the overall look of this level and game in general. I’ve also implemented some sounds, some more effects, and the AI is really improving with some simple additions and changes. The renderer is also getting less glitchy and more solid. Still a few little things to iron out, and my next task will be to create an outdoor level with trees and vegetation and start tackling some of those rendering features.

Main room of Saucer map.

I am really liking this palette, it’s quite a departure from Alien Arena I think. As the little details start arriving, it seems to be coming alive.

Main Saucer room, upper level.

It’s definitely a more varied and bright color scheme than Alien Arena, and even with the DOF effect on, visibility is vastly, vastly superior. I do know that I’m going to be adding some more smaller details, but the layout is 100% complete. I think 😉

Power core room. This area will likely get a bit of “junk” added to give it the feel of an industrial mess. For now I’m pretty stoked about the lighting/shadowing here.

Alien Arena was pretty gory throughout most of it’s lifespan, but especially in Generation 3. Saucermen is going to keep that trajectory, and take it up a notch in some ways. It’s getting there, but not quite how I envision it, just yet.

Hallway section. Bit darker then before.

I am definitely getting close to where I’ll be making the other weapons, and items. I’m pretty excited to see what I can come up with for weapon designs. I like how the basic photon blaster came out, and the minelayer is my next project. I also need to work on the explosion effects and I’m in need of dynamic lighting. Actually the dynamic lighting could come pretty soon, as that will sort of “plug in” to my existing lighting algorithm.

At some point I also need to start working on the multiplayer. A lot is already in place and should work fine, but I do have to address client prediction and antilag. I’m already quite familiar with these, and implementing isn’t all that hard knowing the concepts behind it all. I realize that my last five posts or so may seem a little redundant in terms of the screenshots I am presenting, with it mostly just being refinements here and there. The next blog post should have some newer content and visuals.


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