Thaumaturge
21-03-2008, 12:05 AM
Well, in keeping with the request in Dislekcia's prototype thread, and having decided that a few other old projects were worth showing, I hereby present my own little list of old and abandoned prototypes.
Please note that all of these are pretty cold - years old, in fact, I think.
None have real names, I don't think, I'm afraid. ^^;
The first was, as I recall, intended to be a 3D Roguelike game, which got as far as generating randomly-sized square rooms, connected by corridors. I'm quite happy with the corridor results, at least.
The pattern of blue dots at the top-right is a minimap of the level, with the player's position and orientation given by the little green arrow.
Controls:
w,s,a and d produce forward, backward and strafing movement, while the mouse controls the view direction.
Hit escape to exit.
Download. (http://gamedev.openhazel.co.za/filecloset/data/files/406/rooms.zip)
http://img509.imageshack.us/img509/4361/capture20032008231521ib2.th.png (http://img509.imageshack.us/my.php?image=capture20032008231521ib2.png)
Known problems:
- There is no collision detection.
- The wall models are horrible.
- The rooms are "turned off" incorrectly in some cases (they're intentionally not rendered under certain - alas, buggy, it seems - circumstances).
- The corridors are very dark (this was intentional, as I recall, with the intent of replicating Rogue's one-block-view-distance corridors).
The second was probably a large influence on Ludus Magicus (which some of you might remember from some months ago - I do still intend to make it more readily available once I have that website of my own to upload to.
It was intended to be a sort of board game, or perhaps a board-game-RTS-hybrid - I'm honestly not sure at this point. It also implements a height-map board, with picking based on (currently invisible) nodes.
I seem to recall that I abandoned this project when I discovered that, at the time, flooding the board, even small as it is, with fire resulted in noticeable slowdown. (This doesn't seem to be the case any more, at least not that I've noticed in the runs that I've performed today.)
Controls:
The red circle indicates the selected node; clicking the left mouse button with such a node selected will enact the currently-selected spell, if any.
The spells are available via the set of buttons on the left; only the explosion and fire spells actually work, I'm afraid.
The fire spell causes flames to appear in the selected node and a few nodes around it.
The explosion spell creates a brief particle effect and a dent in the heightmap. Repeat rapidly for best effects, I find.
Hold down shift and move the mouse to change the camera direction and angle of elevation.
Hit escape to exit.
Download. (http://gamedev.openhazel.co.za/filecloset/data/files/405/boardgame.zip)
http://img505.imageshack.us/img505/6136/capture20032008231111hm0.th.png (http://img505.imageshack.us/my.php?image=capture20032008231111hm0.png)
The third, and final is essentially a top-down scrolling shooter extended to 3D, and takes place in a sort of tunnel (as opposed to the rectangular playfield of a scrolling shooter).
I recommend moving backwards immediately when the game starts; if I recall correctly, as the test level is currently set up, much of the action occurs behind the player's starting position.
Feel free, however, to play with the level file (test.lvl) - it's a simple text file.
Controls:
w,s,a, and d produce forward, backward and strafing motion, while the mouse directs the player's direction.
The mouse button fires the current weapon, while the space bar cycles between weapons (which I don't think differ overmuch).
As per usual, hit escape to exit.
Download. (http://gamedev.openhazel.co.za/filecloset/data/files/407/tunnel_shooter.zip)
http://img148.imageshack.us/img148/8669/capture20032008231236fv4.th.png (http://img148.imageshack.us/my.php?image=capture20032008231236fv4.png)
~
That done, I head off to download the prototypes that I don't yet have. ^_^
Please note that all of these are pretty cold - years old, in fact, I think.
None have real names, I don't think, I'm afraid. ^^;
The first was, as I recall, intended to be a 3D Roguelike game, which got as far as generating randomly-sized square rooms, connected by corridors. I'm quite happy with the corridor results, at least.
The pattern of blue dots at the top-right is a minimap of the level, with the player's position and orientation given by the little green arrow.
Controls:
w,s,a and d produce forward, backward and strafing movement, while the mouse controls the view direction.
Hit escape to exit.
Download. (http://gamedev.openhazel.co.za/filecloset/data/files/406/rooms.zip)
http://img509.imageshack.us/img509/4361/capture20032008231521ib2.th.png (http://img509.imageshack.us/my.php?image=capture20032008231521ib2.png)
Known problems:
- There is no collision detection.
- The wall models are horrible.
- The rooms are "turned off" incorrectly in some cases (they're intentionally not rendered under certain - alas, buggy, it seems - circumstances).
- The corridors are very dark (this was intentional, as I recall, with the intent of replicating Rogue's one-block-view-distance corridors).
The second was probably a large influence on Ludus Magicus (which some of you might remember from some months ago - I do still intend to make it more readily available once I have that website of my own to upload to.
It was intended to be a sort of board game, or perhaps a board-game-RTS-hybrid - I'm honestly not sure at this point. It also implements a height-map board, with picking based on (currently invisible) nodes.
I seem to recall that I abandoned this project when I discovered that, at the time, flooding the board, even small as it is, with fire resulted in noticeable slowdown. (This doesn't seem to be the case any more, at least not that I've noticed in the runs that I've performed today.)
Controls:
The red circle indicates the selected node; clicking the left mouse button with such a node selected will enact the currently-selected spell, if any.
The spells are available via the set of buttons on the left; only the explosion and fire spells actually work, I'm afraid.
The fire spell causes flames to appear in the selected node and a few nodes around it.
The explosion spell creates a brief particle effect and a dent in the heightmap. Repeat rapidly for best effects, I find.
Hold down shift and move the mouse to change the camera direction and angle of elevation.
Hit escape to exit.
Download. (http://gamedev.openhazel.co.za/filecloset/data/files/405/boardgame.zip)
http://img505.imageshack.us/img505/6136/capture20032008231111hm0.th.png (http://img505.imageshack.us/my.php?image=capture20032008231111hm0.png)
The third, and final is essentially a top-down scrolling shooter extended to 3D, and takes place in a sort of tunnel (as opposed to the rectangular playfield of a scrolling shooter).
I recommend moving backwards immediately when the game starts; if I recall correctly, as the test level is currently set up, much of the action occurs behind the player's starting position.
Feel free, however, to play with the level file (test.lvl) - it's a simple text file.
Controls:
w,s,a, and d produce forward, backward and strafing motion, while the mouse directs the player's direction.
The mouse button fires the current weapon, while the space bar cycles between weapons (which I don't think differ overmuch).
As per usual, hit escape to exit.
Download. (http://gamedev.openhazel.co.za/filecloset/data/files/407/tunnel_shooter.zip)
http://img148.imageshack.us/img148/8669/capture20032008231236fv4.th.png (http://img148.imageshack.us/my.php?image=capture20032008231236fv4.png)
~
That done, I head off to download the prototypes that I don't yet have. ^_^