View Full Version : Wacky FPS
UntouchableOne
21-08-2007, 09:30 PM
I had some one or two hours free this afternoon and decided to start with one of my ideas. Its really WACKY. Your character is a joker who was kicked out of the kings court in the middel ages, you got thrown into the bottomless pit but something went wrong,you got teleported to different time periods and different dimentions. You are on a quest to survive and get revenge. The 1st world you arrive at is bouncy land, and the 1st weapon is a "two of a kind". Yes the weapons are based on poker. You play an "evil" character. The game is going to involve many unusual elements that should make the game more interesting and fun, its in favour of innovation. Check out the prototype and tell me what you think: http://www.gamedev.za.net/filecloset/WackyFPS.zip
UntouchableOne
21-08-2007, 09:31 PM
Damn, that link got messed up. Just check out filecloset
Gazza_N
21-08-2007, 09:39 PM
An honest opinion: The premise looks good, but I think the speed of this demo is far too high. Is there any way to crank it down a notch? I found myself getting really disoriented, especially when using those gravity boots.
What did you use to build this demo, BTW?
UntouchableOne
21-08-2007, 09:42 PM
Yeah, its openGL. It runs faster on some systems and slower on others. I need to find a way around this somehow.
Gazza_N
21-08-2007, 09:45 PM
No worries. I hope you pull this off - it looks to be fun!
Cyberninja
21-08-2007, 10:37 PM
A good start. The game sounds like fun. :-) When can we expect the next update?
UntouchableOne
22-08-2007, 10:22 AM
Next update...mmm I only had two or so hours free yesterday. Im writing exams so when I have extra time, I will continue with the game. When I have enough to release a new version, I will.
Banlam
22-08-2007, 10:35 AM
I just want to check, is it just an open area, where you can shoot and jump?
If so:
I had problems with the gravity thing. I start off on the ground, then when i press space I jump up, and continue jumping up and down with the space button released. I have to hold in the space button to remain on the ground.
It would also be nice to use the mouse to turn left and right.
When you shoot the cards turn left and right as you turn left and right, not sure if they are supposed to.
The link: http://www.gamedev.za.net/filecloset/data/files/161/WackyFPS.zip
UntouchableOne
22-08-2007, 12:10 PM
Yep, if you read the thread, you're in bouncy land. By holding space, you use gravity boots that resist the planets bounce. I got to tweak the shooting method for best gameplay and the world needs more building. This was just a prototype. Thanks alot for the suggestions.
Banlam
22-08-2007, 02:07 PM
ah right, i didn't quite get the bouncy land idea till now :) Now it makes sense.
d-_-b
23-08-2007, 06:02 PM
Well it works under Windows Vista for now...
Told me I don't have a 3D Card(I have a Geforce 7100 GS, I think Vista doesn't allow OpenGL) and if I want to use Software rendering. The game was very slow for me and seeing someone posted it was to fast I assume you do allot of your game logic without keeping track of the time.
It also seem I could only fire one card at a time?
Regards,
UntouchableOne
23-08-2007, 07:23 PM
Yip, prototype, just checking if the idea is good enough, I think it is so Im gonna do it. Im aware of the speed issues, I'll try fix it before the whole game is released. That will be in a while. Thanks for the comments.
Himmler
25-08-2007, 02:21 PM
Kinda nifty. In what did you make it? If its game maker, please post the gm file. Also when are going to add mouse look?
Nice and smooth environment so far.
UntouchableOne
25-08-2007, 05:24 PM
Working on the mouse look now, the vertical look is giving me hell. I cant figure out a way to create the perfect fps camera. Im using opengl through BASIC code. Maybe when Im done with the game I'll try recreate it in GM, after I gain some experience in it. Does anyone know a method to create a fps camera in opengl using basic or similar code?
dislekcia
25-08-2007, 06:03 PM
You should just be modifying your view matrix... How are you moving your camera around at the moment?
-D
UntouchableOne
25-08-2007, 06:19 PM
Im changing the x,y, and z values of the camera so that it can move around the map.
UntouchableOne
25-08-2007, 10:56 PM
The fps camera issue is driving me mad. Its all good with the x and z axis but throw in the y axis(ie jumping) and everything gets confusing even shooting a target gets complicated because you need to calculate the direction using all 3 dimensions . Ive been trying many methods to get it right but I have failed so far. Im sure one of you guys have done this before, can anyone help?
dislekcia
26-08-2007, 04:21 AM
Ok. How well do you understand vectors?
You should be using vector-based movement and rotation on your camera. If that sounds like gobbledygook, you need to spend some quality time with Google ;)
-D
UntouchableOne
26-08-2007, 11:02 AM
Oh yeah..using trig in the movements calculations. Im going to try that.
Squid
26-08-2007, 11:48 AM
You should be using vectors for movement and quaternions for rotation. As for the mouse look you just need to modify your view matrix using you GLU.gluLookAt();
Something like this should work:
GLU.gluLookAt(x, y, z,
(x + Math.sin(angle) * Math.cos(angleup)),
(y + Math.sin(angleup)),
(z + Math.cos(angle) * Math.cos(angleup)),
0, 1,0);
Where angle and angleup just need to be modified by your mouse. Like so:
movedy = Mouse.getEventDY();
movedx = Mouse.getEventDX();
angle -= movedx * sensx;
angleup += movedy * sensy;
if (angleup >= 1.57) {
angleup = 1.57f;
}
if (angleup <= -1.57) {
angleup = -1.57f;
}
Don't forget to reset your mouse to the centre of the screen afterwards.
Gazza_N
26-08-2007, 03:32 PM
Squid's pretty much given you what you need for mouselook. I can relate with your problems though - I've only just finished solving all the camera niggles in Deathbringer. Worry not! As everyone says, camera movement and angles are nothing a little applied trig can't fix. ;)
UntouchableOne
26-08-2007, 04:35 PM
Thanks a lot for for that squid, I'll try implement that asap. Co-incidently I'm writing my trig/geometry paper tomorrow so maybe it will help when I get around to continue with the game. I will let you guys know if I got it to work out or not. Gazza_N deathbringer rules. What do you guys think will sound better as a title? Joker's Revenge or Revenge of the Joker? I like the 1st one. What you think?
Banlam
26-08-2007, 08:16 PM
joker's revenge definitely sounds better
Gazza_N
26-08-2007, 08:22 PM
Gah! Naming your games is the hardest part...
How about replacing "Joker" with "Jester"? "Jester's Revenge"
Then again, "Jester Quest" has a nice ring to it...
UntouchableOne
27-08-2007, 12:48 AM
Jester's Quest makes it sound like you're an insignificant jester on an adventurous quest to make something of himself. Actualy you're a jester that got thrown into a bottomless pit by the king and somehow survived. You are raging with fury and want revenge. When I see quest in a title, I think of all the goody goody adventure games I've played in the past where you play a hero. In this game you play the "bad guy" who just wanted to do good at the begining. This is quite a long reply for just a title. Sorry, I got carried away.
Fengol
28-08-2007, 05:58 PM
Sounds like Malcolm, the evil jester, from The Legend of Kyrandia (http://en.wikipedia.org/wiki/The_Legend_of_Kyrandia)
Tr00jg
28-08-2007, 06:18 PM
This is quite a long reply for just a title. Sorry, I got carried away.
A title is one of the key parts of a game (especially when you are unknown). How many times have you downloaded free games from GMC (or a similar freeware database) simply because of a name? I am sure it was almost every time!
"Soldier Attack" --- Yawn.
"Bongo's Quest" --- Kinda yawn
"The 3 yodelers" --- Hmm, whats this?
:)
Gazza_N
28-08-2007, 07:17 PM
"The 3 yodelers" --- Hmm, whats this?
When polka/yodeling is involved, I don't actually want to know...
@Fengol: I was thinking exactly the same thing on my way home from work ;)
Why not take a leaf from Command and Conquer 3's book and call it "Jester's Wrath"?
Thaumaturge
28-08-2007, 07:43 PM
I like both Jester's Wrath and Jester's Revenge, personally - although it seems to me that, given the poker-related weaponry, perhaps "Joker" might be better than "Jester". I suggest Joker's Wrath.
As to the game itself, I rather liked the prototype. The high bounces are fun, and I like the idea of card- and poker-related weapons. It did seem to me, as I recall, that when firing rapidly my previously-fired cards disappeared, as if I could have but one "bullet" extant at a time.
It also seems to me that the weapons are overlaid onto the screen, or are placed relative to the player's position, rather than being placed in world-space - if I fire as I turn, a card already fired turns with me, staying always in the centre of the screen. Was this the intention? It does, at least, give an interestingly odd effect, which may fit with your theme...
All in all, an interesting start - I look forward to seeing where this goes! ^_^
UntouchableOne
28-08-2007, 08:24 PM
Thanks guys. I should be releasing another version soon and the name can be voted for after that maybe. The concept of the cards staying with the player wasn't intentional, I put the set of coding at the wrong place but if you guys think it would be beneficial to the game dynamic then I might keep it as it is. Tell of what you think about it.
Thaumaturge
29-08-2007, 12:00 AM
Oh, I forgot about this when I posted my last message:
It runs faster on some systems and slower on others. I need to find a way around this somehow.
How are you handling the game logic? Are you updating the game logic each frame, every so many milliseconds, or using some form of chore/idle function?
If you are updating each frame or using a chore/idle function, are you taking into account the time elapsed since the last update? If not, then a faster computer should produce faster logic, as there will probably be more logic updates per second than on a slower computer.
If you're not doing so already, I would suggest implementing a timer variable, which you update each logic update and use to establish the elapsed time since the last update. You should then be able to run the program on computers of varying speeds without noticing a motion and logic speed change (although of course underpowered computers will probably still be problematic; that, however, is likely to remain a problem, and is, I believe, normal).
UntouchableOne
29-08-2007, 11:19 AM
Thanks for that but I fixed the speed issue a few days ago, well I think I did. I need to upload it to see if it runs good on the members pc's. Will do so soon. I need to create a better shooting mechanism.
UntouchableOne
30-08-2007, 12:14 AM
Ok. I decided to upload the 2nd prototype. Not much changed but what the hell. Thanks to Gazza_N and Thaumaturge I got a name for the game. If we're lucky the name will remain as it is. Thanks to Squid also for the mouse look coding. Well here it is. Tell me what you think. www.gamedev.za.net/filecloset
Thaumaturge
30-08-2007, 06:08 AM
I like the improvements. ^_^
The star looks very nice, and I like what appears to be the beginnings of a HUD on the left - jester-hatted heart makes for a nice logo.
There were a few things that I feel might call for correction:
Firstly, the mouselook code seems to be a little off - specifically, the position of the camera seems to change as one looks up and down, which can make determining one's position relative to another object (such as that star) a little difficult, I found. I suspect that you are rotating your camera about a line that does not pass through its origin when you react to mouse y movement, although I could be off in this - nevertheless, perhaps check for an offset somewhere in your viewing code that might be responsible...
Secondly, it still seems that I may only have one card in existence at a time - if I fire a card just after firing another, the previously-fired card disappears.
Thirdly, there doesn't seem to be any horizontal momentum when bouncing - if you stop propelling your character forwards, he just stops and drops where he is. If this is intentional, then fair enough, of course.
All in all, however, positive development, I'd say! ^_^
UntouchableOne
30-08-2007, 10:27 PM
Thanks for trying it out. I know about the mouse perspective thing, it was annoying me too. I dont see anything wrong with the code though, I'll investigate further. The shooting function it really f***ed up, so I didnt see a point in making the ability to shoot multiple cards if the mechanism is messed but I have to get the shooting right in order to proceed with development.
UntouchableOne
30-08-2007, 10:28 PM
Oh and thanks for mentioning the momentum thing, I never thought of that but I will add that to the game.
UntouchableOne
31-08-2007, 02:45 PM
I fixed the camera problem. I was wondering, for those of you that downloaded the game, is the game running at a stable speed? Not too fast or slow?
Thaumaturge
03-09-2007, 02:49 AM
I'm glad to have been of help, and that you managed to fix the camera - what was the matter, if I may ask?
The speed seemed fine on my machine (P4 2.4GHz, 512MB RAM, GeForce FX 5200 with 128MB RAM).
UntouchableOne
03-09-2007, 12:00 PM
Good. I think the speed issue is fixed. The camera was perfect. The one line of code was above another. I moved it down and bang! It works perfect now.
Gazza_N
03-09-2007, 12:21 PM
Had any luck with your projectiles yet?
UntouchableOne
03-09-2007, 12:39 PM
@Gazza_N. I last worked with the game on friday. I got 1 more exam tomorrow and then I can give Joker's Wrath some attention. I'll let you know if I succeed or fail - TU1
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