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| Tweet Topic Started: May 18 2008, 01:58 AM (3,762 Views) | |
| Zedman3d | May 18 2008, 01:58 AM Post #1 |
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I think its time for a community game. Anyone else agree? I was thinking along the lines of an online game but not a big advanced one, something simple. Maybe a 3D version of this game: http://www.owensworld.com/flashgames/play-662.htm I could be in charge of modeling the city and texturing and such, maybe with Bami's help since thats what gave me the idea (his renders). I have this done so far: http://filebeam.com/88cf134a1308345a8006a7f649d36ed7.jpg This is pretty much my vision but im open to ideas because yeah its a community game. What do you think? |
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| Zedman3d | May 26 2008, 09:00 AM Post #121 |
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Good to have you onboard Andrew75. Thats a good video as well. Send me your MSN so we can talk.
And i was thinking for the missle shooting/aiming, we could have maybe a line that shows where the missle will travel. Like a guide that maybe curves abit. So not just a dead straight shot but you can edit strength of the shot and angle of the turrent. |
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| Dead1yM00 | May 26 2008, 12:40 PM Post #122 |
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Genius
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i am so confused .....is this a turnbased were you adjust your angle and power (eg worms)? is it a FPS? is it something else completely? can someone please state EXACTLY what we are doing. |
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"I can't uninstall it, there seems to be some kind of 'Uninstall Shield'." "Crap... Someone knocked over my recycle bin... There's icons all over my desktop..." "'INSERT DISK THREE' ? But I can only get two in the drive !" http://www.gdargaud.net/Humor/QuotesComputer.html | |
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| Zedman3d | May 26 2008, 12:46 PM Post #123 |
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It is a tank game, no FPS, with 2 views. One like my screenshots, the other like Ashrats. There are also two modes. TurnBased and Freestyle. |
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| Dead1yM00 | May 26 2008, 12:56 PM Post #124 |
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Genius
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tell me more info. how exactly does gameplay work: does the player move around with the arrow keys? does the player select and move tanks in a strategy style? Zedman3d, could you (since this is your project) make a design document or somethings similar that outlines EVERYTHING. from something as basic as the aim of the game, to complex things like how AI should react in a given situation. |
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"I can't uninstall it, there seems to be some kind of 'Uninstall Shield'." "Crap... Someone knocked over my recycle bin... There's icons all over my desktop..." "'INSERT DISK THREE' ? But I can only get two in the drive !" http://www.gdargaud.net/Humor/QuotesComputer.html | |
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| Andrew75 | May 26 2008, 04:39 PM Post #125 |
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Andrew75
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recap on the camera system..... DOWNLOAD NOW! the camera's height can be fully controlled by the player independently as the tank moves its gun around. I'm not sure if i illustrated that clearly in the previous videos. but i feel this better shows it off. i was just thinging that the rails system can be done ether with code, (i cant code woth anything) or with MysteriXYZ, path system on some invisible geometry that isn't collision detectable except by the camera. and the cameras look at point, http://forum.ultimate3d.org/index.php?showtopic=2128 also keep an eye on the sphere,on its rail, (the small blue sphere at the end of the cameras red view beem not the green one) that sphere represents the cameras look at point, the blue look at point sphere's rail does not go inside the tank in the video. but in game the rail should extend inside the tank causing the camera to look down at a sharper angle (overhead like view) the resion it doesn't go inside the tank(in video) is only for keeping a visual on sphere at all times for reference on travel position related to cameras travel position on the camera rail.
P.S. i have a few ideas for the camera collision with buildings that are to close together, but first check out the first video again... in the first video see where the camera is hitting the wall , the camera's collision tells the rail system to move forwards along the guns Y Axis towards the barrel of the gun, ( not sure what Axis in ult 3d that would be) even if u cant see the tank under the camera u can still see the target and whats in front of the tank, the actual size of the camera collision sphere can be much smaller than that in the video. anyways lets say the tanks back its to a wall, and we rotate the camera to where the back of the camera is agenst the wall as well.. the camera gets moved forwards towards the way the tanks gun is pointing, never letting the camera rotate off center of where it should be pointing, next idea is just let the camera go inside buildings and have the building become transparent, but keep the terrain collision for the camera's sphere. |
![]() (SONIC CD REMIX) check out my vids http://www.youtube.com/profile?user=tuxmask75 Check out our projects vids http://www.youtube.com/profile?user=AXSXProject | |
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| ashrat3000 | May 26 2008, 11:11 PM Post #126 |
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u3d raytracer
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@Andrew75 The problem is, when you ram up against a wall and turn the camera, you will lose sight of your tank which can get very disorienting. However, if the camera always looks at the tank, your aim will be thrown off if the camera touches a wall. hmmm... @Dead1yM00 The game has 2 modes, one is full speed, where everyone is moving around shooting at each other. The other is turn based where you will pick an angle and move a certain distance and pick a power and fire then it is another persons turn. |
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| Andrew75 | May 27 2008, 01:57 AM Post #127 |
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Andrew75
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@ashrat3000 personally i don't feel its to disorientating ^ ^, but i guess some people may feel that way, lol hnmmm than id suggest the camera doesn't have a collision with anything except maybe the ground, also the height changing thing may be disorientating as well. anyways, these are just my thoughts thrown out on the table for u guys to manipulate the way you like or inspire new ideas for the play mechanics related to a camera rig, though there may come an even better idea just for the type of play is designed doen the line, my camera rig isnt very usefull for a Tanks type game like worms perhaps in its current state, though i can imagin it in that game, i feel a good camera rig can add wonders to a games final artestic look and apeal. though a more simple approch may be nessary.lol oh yeah , may i ask what time period the game is based in? modern? WW2? 1970's? check out these awsome blueprints,, http://www.the-blueprints.com/index.php?blueprints/tanks/ i think a second tank model or even a third one may be nice for verity, may i do one ? I'm working on another game with a friend, and heading to china with my wife next week. so I'm not sure how many models i can churn out , but i really hope i can do something usefull ^ ^ |
![]() (SONIC CD REMIX) check out my vids http://www.youtube.com/profile?user=tuxmask75 Check out our projects vids http://www.youtube.com/profile?user=AXSXProject | |
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| ashrat3000 | May 27 2008, 02:17 AM Post #128 |
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u3d raytracer
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A couple of kinds of tanks would be good. I was thinking 1 of them can allow 3 people to get in, 1 drives, 1 shoots the main shells, and the other shoots a turret. But here is a problem, we may need physics. What happens if a jeep is hit by a rocket? It doesn't just slide. And if a tank hits a rock and goes over it? If we need physics, the model must be one mesh, and centered on the origin. Currently, I have 3 meshes, 1 for the tank body, 1 to swivel with roty, and the barrel swiveling on rotx. So we might need 2 models for each vehicle. 1 high poly and a couple meshes for the actual tank, and another low poly, 1 mesh, for the collisions. Or we could just use rectangular prisms (or something). |
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| Andrew75 | May 27 2008, 02:51 AM Post #129 |
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Andrew75
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hnmm makeing the model a single model will cause the model to be diffacalt to anamate all the moves, |
![]() (SONIC CD REMIX) check out my vids http://www.youtube.com/profile?user=tuxmask75 Check out our projects vids http://www.youtube.com/profile?user=AXSXProject | |
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| Zedman3d | May 27 2008, 07:54 AM Post #130 |
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Ill create a design doc by the end of this week, im sorry but i have some issues at school... And cant we rig the Tanks with armatures like bones? |
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| Dead1yM00 | May 27 2008, 08:37 AM Post #131 |
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Genius
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ahh, ok. i want to do the turn based AI (ive already started, @lunardi, you can do the normal AI if you want), and i created a nice turn based engine. maybe i can ask silverfire56 to host again so you people can have a look... |
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"I can't uninstall it, there seems to be some kind of 'Uninstall Shield'." "Crap... Someone knocked over my recycle bin... There's icons all over my desktop..." "'INSERT DISK THREE' ? But I can only get two in the drive !" http://www.gdargaud.net/Humor/QuotesComputer.html | |
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| Dead1yM00 | May 27 2008, 08:57 AM Post #132 |
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Genius
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ok people here is my work on turn based AI at the moment Turn based AI. most of the work is acctually in the the game engine, rather than the AI. i used a ds list to keep track of all the players. is this how you people would of gone about it? please tell me what you think. |
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"I can't uninstall it, there seems to be some kind of 'Uninstall Shield'." "Crap... Someone knocked over my recycle bin... There's icons all over my desktop..." "'INSERT DISK THREE' ? But I can only get two in the drive !" http://www.gdargaud.net/Humor/QuotesComputer.html | |
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| Zedman3d | May 27 2008, 09:14 AM Post #133 |
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Forum God
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I cant use GMK's. I converted to gm6 as well but there was an incompatible function. |
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| Eansis | May 27 2008, 06:22 PM Post #134 |
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ghost
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I want to re-iterate, my stand on this project. If the project is not be split into 2 factions, I will WAIT to add FPS functionality. Let me repeat this: I will WAIT to add FPS functionality. Now, onto other matters: We will have to realize these things: Having split-screen for free-for-all (non-turn based) will be impossible for those equipped without a game-controller (since to balance the game, mouse control will have to be eliminated, making the following problem even worse: Most keyboards can have a maximum of 3-4 keys pressed simultaneously!) Physics is currently not feasible. The only physics wrapper I know of for Ultimate3d is ODE, and it is slow, glitchy, and missing functionality. So any "physics" we will have to make ourselves (I recommend focusing on aesthetics and believability rather than "physics.") Andrew75's camera method should be used, but I must clarify this: Should the crosshair be based on the actual trajectory of the shot with environmental factors taken into account (gravity, air-resistance?) I do not think so because this will make placement of shot's far too easy. The collisions of the tank-Ray-traced or ellipsoidal? Remember that ellipsoidal collisions, with the rotational parameters enabled, do not work correctly. |
VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
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| ashrat3000 | May 28 2008, 02:32 AM Post #135 |
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u3d raytracer
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The tank format I'm using is 1 bone for the mesh that goes with roty, and another bone (linked with the first bone) for the barrel.Calm down man, FPS WILL be added after this is done. Even if no one wants to help, I'll do it my self. It looks like it could be fun. All you have to do after making this game is make the view 1st person and give the guy a gun, thats it.True, Split screen for the full speed play won't work. Well, there is bullet. Yeah, I really dont want to add physics, but really, if a jeep just slides when it's hit by a rocket, it doesn't look good. Making our own "physics" would be a good idea. The real physics could be a bonus though, once everything else is done if someone gets Bullet to work properly it can be added. Yeah, for the turn based this is a nono. For the full speed, it could work because you will be driving the tank and aiming and shooting a dodging at the same time, so a little help with the aim would be ok. Currently its ellipsoidal, but it isn't scaled properly. Some of the collisions are off, but I think it looks fine. I'm not using the rotations. EDIT: I will upload the mock (and I mean mock) tank in a couple minutes so you can see how its rigged. Here is the tank |
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