lightbringer
2005.02.10, 06:42 PM
21 days ago I started coding a game based on a few ideas I had (much of the details were ironed out over the next few weeks). I had some original, thoughtful, and creative ideas that gave me a sense of a game I'd be willing to take on. As usual I was ambitious, and I realize now that the scope of my entry is more suited to a uDG entry than something that could be whipped up in just three weeks. Nevertheless I am proud of what I've done and interested in letting you guys see what I've got.
The game I have here is codenamed LVThree (don't ask about it's meaning, I just don't have the official name worked out yet and thus use my internal naming scheme). It is very rough, unpolished, and easily a couple weeks away from resembling the game I have in my mind. I am usually opposed to showing off items in development if I believe they will spoil the experience of the game come the 1.0 release, but I figured I didn't have much of a choice if I wanted to be a part of this contest :p. Originally I wasn't focused on doing a great game in 21 days, rather doing a great game and trying to get it done in 21 days. Compound that with the start of a hard and very tiring semester of school (School tires me when I arrive home, thus I stay up late, I wake up tired and arrive at school, then repeat) and it shouldn't be a great surprise that the weekends have been the only times where I've made significant progress on this game.
The engine and technologies showcased here I've been developing over the past year and a half. They are far from ideal, but I use and love them. (Maybe this violates a rule of the contest as I've say had a camera class I developed months ago that I could use that isn't available to the general public, if so, then too bad for me. Again, it's about the game quality, not necessarily getting it done for the contest.)
Here's a few things that you can expect to see in the 1.0 release that aren't in this:
- Smart bots and thus more aggressive gameplay
- Better texturing on some models and the skybox
- Cutscenes (so the race will actually have a starting and ending point! Currently there are a few things obviously wrong as you start thrown right into the action)
- Powerups actually working
- Music
- Physics
- Loads of bug fixing
- Loads of polishing
- Add loads of cheats
*phew*
Now to get to actually playing the game, here are the rules and controls:
- The goal of the game is to be the closest to the target damage when the race ends.
- The satellites (those white things) add damage to your car.
- The wrenches remove damage from your car.
- The powerup boxes currently do nothing (eventually you'll be able to use powerups to set other cars on fire and have other cool particle effects)
- WASD moves you around on the XZ plane.
- The mouse buttons dive you down or slow your descent.
- Q and E apply rotation to your car in either direction.
- Z makes your car transparent (although it screws the rendering up and actually hides things from you)
- X displays the scores of the other bots
- The red box on the bottom of the map is the finish line
- The blue box is where items are created, I might limit the players movement to it shortly.
- Fix scrollwheel bug so you can zoom in and out.
- This is not for general public consumption! There are too many things messed up for me to release this on MacUpdate.com or something, I will take no responsibility if this screws up your own system, PLAY AT YOUR OWN RISK. (blah blah blah)
- Something with the sound effects screws them up later into the race
Other points of interest:
- ~ brings up the console, type "/show stats" to show the framerate and gamespeed. Appropriately "/hide stats" hides those.
- - and + change the gamespeed in 20% increments.
- i toggles wireframe mode
- the settings are stored in ~/Library/Application Support/LVThree/preferences.ini
Yes, there are bugs, yes, things are missing and absolutely suck, but I think regardless this community will like it. I hope this represents the drive and talent I possess given the circumstances I was under when I produced this.
enjoy
Download (3.9MB) (http://dereksucks.com/stuff/LVThree.sit)
EDIT: Recommended Specs: Panther, GeForce 3+/Radeon 8500+, 800Mhz G4+
The game I have here is codenamed LVThree (don't ask about it's meaning, I just don't have the official name worked out yet and thus use my internal naming scheme). It is very rough, unpolished, and easily a couple weeks away from resembling the game I have in my mind. I am usually opposed to showing off items in development if I believe they will spoil the experience of the game come the 1.0 release, but I figured I didn't have much of a choice if I wanted to be a part of this contest :p. Originally I wasn't focused on doing a great game in 21 days, rather doing a great game and trying to get it done in 21 days. Compound that with the start of a hard and very tiring semester of school (School tires me when I arrive home, thus I stay up late, I wake up tired and arrive at school, then repeat) and it shouldn't be a great surprise that the weekends have been the only times where I've made significant progress on this game.
The engine and technologies showcased here I've been developing over the past year and a half. They are far from ideal, but I use and love them. (Maybe this violates a rule of the contest as I've say had a camera class I developed months ago that I could use that isn't available to the general public, if so, then too bad for me. Again, it's about the game quality, not necessarily getting it done for the contest.)
Here's a few things that you can expect to see in the 1.0 release that aren't in this:
- Smart bots and thus more aggressive gameplay
- Better texturing on some models and the skybox
- Cutscenes (so the race will actually have a starting and ending point! Currently there are a few things obviously wrong as you start thrown right into the action)
- Powerups actually working
- Music
- Physics
- Loads of bug fixing
- Loads of polishing
- Add loads of cheats
*phew*
Now to get to actually playing the game, here are the rules and controls:
- The goal of the game is to be the closest to the target damage when the race ends.
- The satellites (those white things) add damage to your car.
- The wrenches remove damage from your car.
- The powerup boxes currently do nothing (eventually you'll be able to use powerups to set other cars on fire and have other cool particle effects)
- WASD moves you around on the XZ plane.
- The mouse buttons dive you down or slow your descent.
- Q and E apply rotation to your car in either direction.
- Z makes your car transparent (although it screws the rendering up and actually hides things from you)
- X displays the scores of the other bots
- The red box on the bottom of the map is the finish line
- The blue box is where items are created, I might limit the players movement to it shortly.
- Fix scrollwheel bug so you can zoom in and out.
- This is not for general public consumption! There are too many things messed up for me to release this on MacUpdate.com or something, I will take no responsibility if this screws up your own system, PLAY AT YOUR OWN RISK. (blah blah blah)
- Something with the sound effects screws them up later into the race
Other points of interest:
- ~ brings up the console, type "/show stats" to show the framerate and gamespeed. Appropriately "/hide stats" hides those.
- - and + change the gamespeed in 20% increments.
- i toggles wireframe mode
- the settings are stored in ~/Library/Application Support/LVThree/preferences.ini
Yes, there are bugs, yes, things are missing and absolutely suck, but I think regardless this community will like it. I hope this represents the drive and talent I possess given the circumstances I was under when I produced this.
enjoy
Download (3.9MB) (http://dereksucks.com/stuff/LVThree.sit)
EDIT: Recommended Specs: Panther, GeForce 3+/Radeon 8500+, 800Mhz G4+