Cthulhu and the Gun Lords of Terra

Comic 59 - I wanna talk to the Demon!

I wanna talk to the Demon!
Average Rating: 5 (1 votes)

25th Aug 2019, 5:20 PM
As promised I will share a few screen shots from my game stuff. . . .

Since there is not that much to see with the newest version of the program (yet), here are a few images from an older version of the program (which still used C++ and OpenGL), these images will hopefully give an idea of where I'm trying to go with the newer version (which will be similar, but better). You can see here the voxel terrain (which can handle both hexagonal and right angle objects).

I should add that this old version of the program was originally intended to be a Virtual Game Table, where the program would connect people over the internet and handle the rules, while the Human Game Master set up the game and controlled all the creatures. It had a 3 way split window (with a control panel to the left side, a main OpenGL display window, and a text scroll beneath the Game Display Window. The newer version will just incorporate everything into one window, and the plan is to make it more of a game, rather than a Virtual Game Table.

Getting to the Screen Shots :

The first image is one of Willy's people hovering above a bridge.

The next very closely related image has our blue friend blasting holes in that same bridge (which demonstrates the destructible nature of the landscape). I will add here that the new version will be a lot better at actually showing damage (more than just removing some voxels, you'll see damage in the nearby areas).

One thing you might notice in these older version images is that I'm not using perspective projection, but rather 3D ortho projection. I mention this fact because the newer version uses perspective projection with a 3D person camera, and this set up is similar, but creates a slightly different end-effect. The lighting model is also very simple here.

Before moving on to the current project, I thought I'd share some images from another, more recent, game.

This is a project I've been calling "Night of the Saucers," and it also featured destructible assets. In this case you are flying over the city in a space-ship, trying to shoot down flying saucers which are destroying your city (you can also destroy your city too, if you are not careful with your shots). Although this project was based on a 1st person camera, rather than 3rd person camera.

And, this project was not really voxel based, but instead dealt with trees (data-trees, not literal tress) of 3D assets, which could be damaged or destroyed. The plan is to add this functionality to the new project as well.

Also, while I mostly work in C++ and OpenGL, this project was a bit different. It was done using C# and XNA (for graphics and sound). There was some work on porting this project over to the Unreal Engine (with an actual team, rather than just me), but that fell apart fairly quickly.

Here is a screen shot from the ship : Looking out over the sci-fi city

Finally here are some shots of my current project, which has better lighting, and incorporates elements such as normal-maps. It is still pretty dark, in terms of not being lit very well (a big part of the problem is that the code is only set up for one light source, but that is something I will be fixing soon). Again, there is still much to be done, and I currently only have a dummy character to move around the landscape.

A close look at the new voxels

A view of the large grid

A view of the program in Edit Mode (where you can manually edit the landscape)

A look at the Voxel Grid

That is basically what I have for right now, there were a lot of screen-shots, and relatively little explanation, so if people have question, I'll be happy to answer. . . .

Comments:

Do you work in the video game industry? You have impressive knowledge and skills. Plus, you mention "porting over to the unreal engine" Unreal was a pretty major MMORPG as I recall.
Anyway, I found the screenshots and explanations fascinating. A rare insight into the mind of a video game programmer and how a game is made. Thank you.

24th Jan 2019, 3:01 AM edit delete reply

You are very welcome! :-)

Regarding the question about working in the video game industry : I am just a very dedicated hobbyist. Although I suppose if I release a successful game, I'll be able to say that I work in the industry.

Regarding Unreal Engine : to my knowledge, most people these days use an existing engine to make games (there are various options, Unreal being one of the major engines). It is a matter of not wanting to re-invent the wheel. I'm kind of an exception, since I like programming my own stuff from the ground up.

Anybody can download and work with Unreal Engine.

Of course, if you make a game with their engine that makes a million bucks, they'll want a cut of that profit. But, as far as I can remember, their terms of use are pretty kind to little indie developers.

They even have an visual development option called "Blueprints," so you don't even have to know how to code in order to make a game.

Working with Unreal was a decision made by some of the other members of the team, it was something I'd been wanting to try anyway, and it was an interesting experience.

However, like I said above, I'm stubborn and like to do everything myself.

24th Jan 2019, 3:47 PM edit delete reply

Personally I'm not a gaming aficionado, but I do wish you every success with the project.

27th Jan 2019, 4:37 PM edit delete reply

Thanks Lee!

28th Jan 2019, 10:36 PM edit delete reply

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