Worklog for Duckstab[o]
PhyBall
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Just go me a copy of FruityLoops to use for soundeffects and general audio. Cleaned Up Gui_Classes Audio_Classes Rewritten dp_Grizmo Now Oriention related movement is fully working dp_Controller Template in Place This is the Machines Main Class It used in an extended format to group Models,Audio,PhysicalBodys,ControlInputs Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Menu System is now working perfectly allowing both main and ingame rendering During ingamerendering all physics updates and keyupdates are suspended for ingame menus and resumed on return Currently doing Instant Music Swaps but thinking more toward fadein/fadeout for seemless intergration Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Currently doing some refinements to the include files ready for
implementing customscripts for greater flexibility and easy level
creation dp_Audio _This has now been improved to allow for easy loading/pausing and swap channels ie for menu vs game dp_Gizmo _This is a new orientation control im working on the complement the camera and move system since various driod sphere forms will control differently _Sphere RollUP,RollDOWN,RollLEFT,RollRIGHT _Tracked Forward,Backward,TurnLeft,TurnRight Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Adding in the more complex class basses to the Engine dbp_Model __Setup Data __Mesh __PhysicsInstance __Graphical Additions (Material,Shaders,Textures) __Physical Additions (Mass,Material,Hull) __Plus Unique Names for Engine Integrity dbp_Joint __Setup Data __PhysicsInstance __Restriction and StressLimits __Plus Unique Names for Engine Integrity dbp_MTrigger _This Is a PhysicalEffect added to the dbp_Model.Instance _Adds Impluse,Force,Linear and Angular Velocitys _Can be SingleTimed,SingleCalled,nFire(MaxCalls),tFire(Timed) dbp_JTrigger _This Is a PhysicalEffect added to the dbp_Joint.Instance _Adds Min and Max Values to JointLimits _Adds Stresses _Can be SingleTimed,SingleCalled,nFire(MaxCalls),tFire(Timed) dbp_MSolver _This is a TriggerSolver it Can activate and Stop MTriggers when objectives are reach ie Pos,Rot,Velocity There no Physical Limit to the number of MTriggers this can control allowing the building of Complex damage effected Physics dbp_JSolver _This is a TriggerSolver it Can activate and Stop JTriggers when objectives are reach ie Pos,Rot,Stress There no Physical Limit to the number of JTriggers this can control allowing the building of Complex damage effected Physical Bodys ie Making Joints Weak,Strong,Broken Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Almost 90% of the Media and Classes are ready for the FirstComplete Level. :) Working on a SingleVolumeTrigger to allow for more easy creation and calling of the db_Splash and db_Message classes This Will also be Extended into a AudioVolume Trigger to Allow to Positional Sounds Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Yep I cant beleave i finally got maxmod to work it was really simple
due to the fact that tv3d doesnt use the native Flip command all that
was needed was TAudioStream(MusicTrack).update() LOL i feel so stupid :) Continued Working On the MusicDataBase and SFXDataBase these will be a combination of Streaming and StaticLoading due to the number of Contact SFX thats going to be need Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Currently Coding the Menu and Ingame Message Classes MainMenu -Start -Profile -Graphics -Audio -Exit db_MainMenu this is the menuclass it will be extended to allow easy intergration of extra menus db_Splash this is a ImageShower it can be given x,y,w,h coords alpha SingleImage or Animated Image Starttime,duration,callback also db_Effects can be added db_Message this is an ImageShower with an addition db_Button and db_KeyTrigger (Forced Close,Skip via Spacebar ect) contains all db_Splash abillities db_Button this is a MouseOver Button Currently it uses BoxArea for MouseInteraction db_Gui_Controller this is the MenuPage Controller This Stores Last and current active page Gives Callbacks to Engine to Allow for Game Pausing/Loading/Dumping Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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To Improve on the Variety of gameplay im adding in Resources to allow for more diverse play style You Can Collect Wood Wire Various Metals Glass Various FuelCells (Both Liquid and Solid) ect.. During GamePlay you Can learn the Ability to Teleport Materials to and from your DockingStation also order Machines to be Teleported to the Level Cost Will be a Factor and Various Sized DockingStations Will have restrictions due to Cloaking and Radar Scanning. Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Level Design are Coming along nicely Added Gui Controllers for the engine Splash and MouseOvers With Timed and Interative CallBacks Working on the ResourceDumper to Keep the Engine Clean Also Added GFX class to manipulate static images and buttons to allow for that extra graphical charm Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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1a. LevelDesigner Easy Drop,Placement of both Static and Physical Objects 1b. EntityLayer Adding in Position/Rotation Data for Creation of WorldActors and Droids 1c. ObjectiveScripts Going to research this some more have used squirrel before but would like to check out my options 2. CandyLayer Adding Shaders/Particals to the Level Objects Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Since Ive already Got a large collection of classes setup im going to move onto the First set of tutorial levels. 1. Topics Covered 1a. NanoSphere Controls. 1b. CameraMovement (The Camera Class is still in progress since to Sphere is Moved in a Global direction this will currently cause some conflict) 1c. Material Interaction 1d. NanoForms (Changing the Material Base of the NanoSphere) Going to think over tonight if these Should Be a Single Level of Be the First Chapter of the Gam, as i could easily add in a few terrain types to show different FormCollisions and Friction vs Speed.. Currently Im HardCoding the Levels is its easy to manipulate the physical properties but will be adding a Level Designer with the Next few Weeks Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Began creating the Classes for Cubic ForceVolumes Cubic ElementalVolumes To Allow for additional level difficulties Attract,Repel (Material Reactions) ie Magnets Wind, Negative_G Fire,Ice ie (Wood Burn , Ice Melts , Metal Shatters , Water Freezes) Using these in combinations will allow the creation of very open ended levels with large replay value as learning new technologys will allow you to return to previous levels and reach new areas,targets Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Added in More Materials to give more variety to the engine since the physics will give almost unique results everytime Revamped Some of the Designs for Droids keeping Terrain interaction in mind at all times. 1. Chopper Mounts a limited Power PropellerSet 2. Grabber Mounts a Pincer to the Droid allowing you to drag objects 3. Lifter (i,ii,iii) Grab,Tilt Grab,Lift,Tilt Grab,Lift,Tilt,Swivel 4. Basher Front Mounted Boxing Glove Low Power Fighting Attachment 5. MountedCannons(Ammo,Size,Power) 6. MountedLasers(Range,Power) 7. MountedGuns(Ammo,FireRate,Power) Complex Groups 1. Vehicals These Cover Various Types (Hoping to add Boats :) and Gliders) 2. SelfLaunch Mainly Used to Destroy Buildings Ect By Launching Your Sphere at the Objects But can also be used to reach distant areas 3. Trailers (These are used for Basic TransPort of NanoCargo) 4. NanoCrates,NanoShperes (These are your Main Fuel and Form Materials (Completion of some levels will involve collecting a percentage of each to Create a MegaDriod,MegaCannon)) Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Been Playing around all day with this finally starting to evolve into something along the lines of fun 1. You are a SuperIntelligent Sphere Created using complex nanobite structures. 2. Over the Course of the Game you can Improve 2a. Intelligence allows direct linking with more complex droids 2b. Speed Both LinearSpeed and Rolling Friction can be Improved 2c. Material Composition You can Modifiy Material ie Wood,Metal,Glass 2d. Specials Learn Boost Jump Shrink Grow Explode Split Absorbform AbsorbEnergy 3. The Droids These Are Basic Machines By Destroying a Droid you Can absorb its Details and General Structure giving you the ability to Create your Own Personal Droids in game (Clamp) Allows you to pickup Objects within a ScaleLimit (Hook) Allows you to Latch onto objects Within Range and Swing (Hook2) Allows you to Do monkey Type movement By Hooking and releasing alternate appendages (Magnet) Allows you to Stick to Metallic Objects (Also can Pull these objects if light enough) (Pusher) Add Force to Object infront Good For Clearing obstructions (Gun,Cannon,Laser) These Can be used to destroy Droid and Obstructions Generic Machines These Cant be Created they are found around the levels they can be Lifts,Trailers,Cannons,Ramps infact almost anything could appear. Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Started Creating the Materials Libary for the Basic Terrain Objects Glass/Ice Tarmac/Wooden/Metal Rubber Early Test are quite fun Creating Pinball Style Terrian With Slopes :) Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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This Is a Hobby Game for the moment to take my mind away from Areonx
and SandBox as I would prefer not to stray from coding to much. Think MonkeyBall and you wont be far off what I am trying to achieve just with more puzzel type gameplay. Thanks to other projects ive got a basic understanding of the Newton engine so progress should be quite swift The Game Will Revolve around Three Main Tasks Timed Run :ie Checkered Flag Fastest Time to the Finish Objective Run: ie Timed Phases Complete task to gain extra time Solver: Complete all Tasks Within TimeLine You Will Control a Sphere With the Abilities to Change its own Materials Mass,Friction,Elasticity to Help Solve the current Puzzels Due to the Fact that the actual Physics Overheads are small due to local interaction im going to be adding in lots of eyecandy to use some of the wasted Cpu/gpu Currently im building a Lanscape Editor and Trying to add as much functionality as possible 1. Realtime Terrain Editing? Using Standard Splatting Methods to Pick location and +/- Heights Conmpared to alphabrush alpha. Would the Best Way be a. Get alphaArray of alphaBrush x,y Get HeightArray of Terrain x,y HeightArray[i] +/- (AlphaArray[i]*Power) Then Set HeightArray 2. BaseTexture Manipulation For This I Use as many Textures as Wanted But use Three Versions 256,512,1024 This is so I can Set Smaller Textures To Chunks that aways remain in the Distance and Switch Between all three when close to the area also Some of these textures will be stretched over several chunks 3. Splatting This is Still Work in Progress as im still not to sure of the lanscape limitations Is The Standard Base+ 3 splatlayers per Lanscape or per chunk Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |