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Sohta
2004.09.27, 05:11 PM
Well, this isn't much, but still, I really need comments about performance, stability and user interface details.

http://homepage.mac.com/m_gonthier/Criminal.zip

Controls:
w a s d : move around
tab: toggle view distance
v: toggle visor
escape: get your mouse back / pause
cmd-F : go to fullscreen

notes:
- the fullscreen resolution is set to 1024 * 768
- the collision height for the character is set to around knee height ( accidental, and hard to change until I get the actual model for the hero )
- all the artwork is placeholders

I'm walking on thin ice here, since I get rid of the mouse in windowed mode. I THINK that I managed to do it gracefully enough, but comments are welcome.

Thanks in advance, more will come eventually.

arekkusu
2004.09.27, 05:34 PM
Bundle your frameworks:

dyld: /Users/arekkusu/Desktop/Criminal.app/Contents/MacOS/Criminal can't open library: /Users/garinh/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL (No such file or directory, errno = 2)

drzeip
2004.09.27, 05:49 PM
First of all the mouse wasnt hidden straight away so i got a bit confused. Iit would also have been more reassuring if you had gone straight into fullscreen mode.

Are you using OpenAL?? Is sound supposed to be coming out as I also tried to use openAL and i can't get any sound output. I thought I was just doing it wrong but if you have sound then maybe my soundcard ( crappily supported weirdo one ) doesn't work with it or my library is muffed.

Anyway nice start, I particularly like the castle. Can't wait to see it textured.

Oh there was some strange blending stuff going on with the man - the walls were all seethrough. Is that to help debug your collision checking?

Sohta
2004.09.27, 06:31 PM
Right, bundled OpenAL ( had to be done sooner or later ). It was more trouble than I expected ( had to recompile it from scratch ).

First of all the mouse wasnt hidden straight awayStrange, for me it disapears right away. Could someone else please comment on this issue?

The sound code is all there, but nothing is being played...

I particularly like the castle. Can't wait to see it textured.Well, that could take a while... As I said, it's a placeholder. It is meant for another project ( wich is pending ). In the meantime, it's a usefull high triangle count ( 11721 ) model.

the walls were all seethroughYep... it's intentionnal. I'm toying around with ways of dealing with corridors without scripting the camera if possible .

Edit: I am aware that the loading time is high, but that's because the castle's normals are compiled at runtime ( wich will soon change )

arekkusu
2004.09.27, 07:21 PM
Mouse doesn't always disappear at first. Have to Esc, then click in window. Usually it does. I've noticed the same thing started happening in Shoot Things after <some system update> (maybe a 3rd party addon like the ATI control panel...) Try delaying your hide by a few seconds?

The visibility through the walls works OK, however you probably still need to script or otherwise limit the camera, since it's really easy to put the eye partially into a wall and get only portions of the scene occluded. Detecting that with some bounding areas and pushing the eye out might work?

Performance on this machine is fine. (10.3.5, Radeon 9600.) Loads in < 1 sec. Very low CPU usage too.

UI wise, the font in the visor tabs is too small to read at the default window size. Collision checking seems OK; I suppose climbing stairs is in progress?

phydeaux
2004.09.27, 07:26 PM
I think a more automatic camera would be nice. I guess it sort of depends on what gameplay is going to be like (the UI design as a whole depends what the gameplay is going to be like.)

Loading time was fine for me, as was performance, but I have a 1 ghz tibook.

Sohta
2004.09.27, 08:22 PM
I suppose climbing stairs is in progress?
I whished..., as long as I don't have a proper model for Lance, testing it would be a bit hard.

As for the camera issue, It can certainly be done. But I have to create a new collision map for the camera ( colliding against the castle's triangle themselves wouldn't do ). And doing so for a placeholder model like my castle would be a waste of time.

When I take/have the time, I plan to figure out a way to make the polygons between the camera and Lance be transparent ( A properly placed alpha light with high attenuation might do the trick *takes note* ).

skyhawk
2004.09.27, 08:36 PM
I feel there is too much contrast in the lighting, try setting your ambience a bit higher