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Post by BlueMagnificent on Sept 5, 2014 1:26:16 GMT 1
As we learn more and more about Urho3D Engine, I figured it will be helpful to have a way to share the small we have learnt without having to wait for a tutorial request. So for that I will be starting a simple "game applications" that will feature a person fixed at a static position at the middle shooting at attacking drones. The main idea is to properly document and detail out how this application was implemented: the physics, sounds, particle system, event processing and other useful concepts. This will greatly help out those among us having issues grasping the nuts and bolts of Urho3D and depending on how things turn out the application might further morph into a level where the character is allowed to move around. There will be no need for well detailed models and assets since the primary aim of this is to learn from the coding process and not to admire the visuals( which will come later ). This thread will be used for its discussions and development, and when its done an article on the implementation process will be posted on the Tutorials thread and if possible published as PDF
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Post by BlueMagnificent on Sept 5, 2014 2:37:59 GMT 1
just as an addition, this game application will be implemented in both AngelScript and C++
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Post by BlueMagnificent on Sept 18, 2014 13:28:15 GMT 1
Okay... About the experimental sample, its going to be a centrally fixed character player with drones attacking roundabout from the air like in the image below This sample is going to feature a health statistics UI and equally an enemy proximity UI
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Post by BlueMagnificent on Oct 10, 2014 9:35:50 GMT 1
Yeap... That has actually been such a long silence but that doesn't mean nothing was happening. Its really not easy keeping up I must confess but its worth it.
So this is to let you all know that work is still going on.
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Post by BlueMagnificent on Oct 13, 2014 21:53:47 GMT 1
In accordance to the mind set guiding Project DARKDOVE I decided to further simplify this experimental sample (ES) to be more like a centrally fixed First Person Shooter.This means that instead of having a character showing on screen it will just be the camera which will be rotating on its axis. But that doesn't mean that a character will no be introduced later, we will always progress . BASIC GAMEPLAYThe Gameplay is simply to shoot down drones that will be attacking round about from your fixed point. These drones emerge from afar off and then gradually converge to the center. On getting to some distance from the central target (which is probably you ) they launch forward at it, exploding on impact. Each successful impact reduces health, so the objective is to destroy as many drone as possible. MODELSWe won't be needing much models just drone and probably a plane for the floor. But the good thing is that all modes needed are available. They may not have the best forms but the serve the purpose quite well . Here is a model for the drone I made, it has animations for extending and contracting its arms. INTERFACEFor now the interface is going to be as simple as it can be convenient for us to work with. There is going to be a health bar, a radar for enemy proximity with or without an enemy counter and a target view. CODING STRUCTUREThe overall coding structure will be made so as to enable further extension without breaking the underlying foundation. For example when we add a human model and make the game a third person shooter. Lets not forget the purpose of this is to get to understand Urho3D Engine better and not to make a visually dazzling application.
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Post by BlueMagnificent on Oct 21, 2014 1:54:37 GMT 1
Greetings Fellow Project Mates I hope we all are having a great week. Despite the chance constraint, work on the ES has been moving on gradually. Just a few touches and ES will be ready as a simple application, after which I will draft out tutorials on it. That shouldn't take more than a week, hopefully. Some adjustments have been made to the general interface. While testing out the radar or proximity UI, I found out that it was a bit distracting looking to it at the right end of the screen while playing. To solve this the UI was reposition to the center bottom together with the health bar all in a seemingly integrated display unit. This new style makes the screen look tidy with a lot of space to actually view the scene. The only issue is that I'd have to find a suitable place for the enemy count widgets. If that is going to cause problem I might drop it off entirely.
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Post by BlueMagnificent on Oct 22, 2014 0:38:53 GMT 1
I guess it will be best to place the enemy count widgets here for now, I figured it wouldn't be nice leaving it out of the show
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Post by BlueMagnificent on Dec 27, 2014 20:06:39 GMT 1
As was noted in another thread this experimental sample has now been upgraded to Proof-Of-Concept
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