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Re: What are you working on?
[Re: MasterQ32]
#403146
06/14/12 22:56
06/14/12 22:56
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Joined: Jul 2002
Posts: 3,208 Germany
Error014
Expert
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Expert
Joined: Jul 2002
Posts: 3,208
Germany
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Thanks, ratchet! The game's in no fit state to be played right now (debug stuff all over the place!), but we're getting there - I guess the finished game can be seen in the distance, and not too far away. We'll let you guys know as soon as this thing is playable!
Perhaps this post will get me points for originality at least.
Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
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Re: What are you working on?
[Re: ratchet]
#403212
06/16/12 16:01
06/16/12 16:01
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Joined: Jun 2009
Posts: 258 behind this enternet window
zeusk
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Member
Joined: Jun 2009
Posts: 258
behind this enternet window
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Hi guys! long time no see! I've been working on a lot of new stuff centered around modeling characters for my new 3d assets store thats going to be up and online soon. The first model pack will be a standard medevil fantasy pack. Heres some preview images of one of the characters: Goblin Foot Soldier - The pack will include a Demon, Knight, Mage, lesser Dragon, and this Goblin
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Re: What are you working on?
[Re: zeusk]
#403223
06/16/12 17:51
06/16/12 17:51
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
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Joined: Apr 2008
Posts: 2,488
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The goblin needs a belt really ! The pants are just a painted color, it would need some real separation with upper body ! The boots are too simple, they wouldn't last a lot if they were pure cloth, you need to add more things , more strong material under the foot ! What toos do you use ? I find color too much green but perhaps it's personnal taste ? goblin colors other colors Don't you continue on your original game ? It had some original character and a good start !
Last edited by ratchet; 06/17/12 21:16.
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Re: What are you working on?
[Re: ratchet]
#403249
06/17/12 00:58
06/17/12 00:58
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Joined: Dec 2009
Posts: 256 USA , NY
msmith2468
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Member
Joined: Dec 2009
Posts: 256
USA , NY
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Hello I have been working on creating an Infinite Terrain Generation system. The terrain is generated randomly and the maximum height can easily be set as well as vegetation and ground textures. The ground textures are blended to make the terrain flow. It is easy to restrict vegetation to specific ground textures and easy to restrict specific ground textures to specific terrain heights. It still needs some work and I have some plans to make the program run better. as of now terrain is randomly generated and places that the player visits can not be visited again. I believe I have a method in mind that would save the terrain that the player has been to so that if they return it will look the same. Any ways You can watch a short video HERE!
Last edited by msmith2468; 06/17/12 01:00.
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Re: What are you working on?
[Re: msmith2468]
#403261
06/17/12 08:14
06/17/12 08:14
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Nice work msmith! What's your idea on saving the terrain? I believe if you do random_seed(my.x+my.x) whenever you create a new entity at (x,y), then you will get unique numbers for each tile, that are the same every time you run past that tile. You might have to take the absolute value of the thing though, in which case you might get a point-symmetry around the origin. To avoid this, you can try: random_seed(absv(my.x+my.y + sign(my.y)*my.x+ sign(my.x)*my.y)) or something like that. random calls after that will always produce the same numbers, but only for the same tiles. This means you don't have to save anything. Or, if you do want to save something, at least you don't have to save everything
Last edited by Germanunkol; 06/17/12 08:14.
~"I never let school interfere with my education"~ -Mark Twain
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Re: What are you working on?
[Re: Germanunkol]
#403265
06/17/12 08:42
06/17/12 08:42
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Joined: Apr 2008
Posts: 2,488
ratchet
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Joined: Apr 2008
Posts: 2,488
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Your infinite terrain generation is not bad, but it looks very flat and the same everywhere ? You should make big variations on terrain height perhaps, and why not some texture variation using multitexture, put some whater plane, this way on very low height there would be water. Trees variation also, rocks placement ... all that to find a non "looking the same everywhere" terrain Keep it up !
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