Very pretty, the lighting (both static and dynamic) is
exceptionally good.
Are you using Max? Collisions felt nice and solid here, but
I know MUR
against irregular surfaces is a pain-in-the-a**. It becomes
a constant
balance between optimization versus handling exceptions to
the general
collision model.
You should add a pose for the slope slide (arms out, knees
bent, think
surfing, or like the apogee of the jump cycle). And new
footstep sounds.
Will this be a Melon simulation that follows the classic
ruleset or the 2nd
edition? I say ditch that game and make this into
World-of-Warcraft-lite, I
heard there's a lot of money to be made in those
BTW, the framerate was terrible on my baseline machine
(Amiga 500), all I
got was a blue screen. You need to fix that.
-nick
> -----Original Message-----
> From: dirgames-l-bounces nuttybar.drama.uga.edu
[mailto:dirgames-l-
> bounces nuttybar.drama.uga.edu] On Behalf Of Barry Swan
> Sent: Tuesday, October 31, 2006 9:52 AM
> To: dir3d-l nuttybar.drama.uga.edu; Director -
Shockwave - and Flash Game
> Production
> Subject: [dirGames-L] Ragnar-rock early demo (aka Melon
simulator)
>
> Take a look:
>
> http://www.in
ludo.com/demos/ragnarrock/
>
> It's big, it requires a decentish set-up (sorry, no
options page yet,
> which
> would of course feature the normal 'low / medium / high
/ ultra-high
> settings - consider this to be 'ultra-high' mode), and
absolutely nothing
> is
> final in it at all, but I proudly present a
work-in-progress which I think
> looks reasonably nice*
>
> *It's also a little on the dark side, since I did the
modelling at night
> and
> never remembered to re-do with brighter settings...
>
> Controls are my usual default set-up - cursor keys to
moves, space to
> jump.
> Hold L to look around.
> You can climb ladders (walk into them), and you can
also find I've not
> done
> all the collision modelling, so if you fall through the
scenery, hit Q to
> quit to main menu and start again. Try walking through
the fence to your
> immediate left on start-up to get onto the hills.
There's a few other
> spots
> I haven't blocked off too, so feel free to explore.
>
> I still have a bit of fiddling to do with regards to
collision detection
> (the whole system uses MUR btw), but I'm happy with 99%
of it (my only
> real
> gripe right now is walking on slopes into certain
walls, it either stops
> you
> dead rather than shifts you along, or it can try to
push you up the slope
> so
> you constantly 'move / slide / move / slide').
>
> It shold be obvious where you fall through the scenery
because you are in
> a
> spot you shouldn't be, as opposed to the actual
collision routine going
> wrong. If you think you fell through because of a bug
in my code, let me
> know the location and roughly what you be doing to
break my baby.
>
> Comments, constructive criticisms etc all are welcome.
>
> Forgive me all the screenshots - I have been working on
a screengrabbing
> routine at the same time and got a bit overly happy in
testing The 3rd
> batch of screenshots also shows a few stills from the
world map bit I'm
> sorting, but you can't test that in the demo.
>
> Barry
> gerbil theburrow.co.uk
>
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> http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
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