Jump to content

New game engine examples

Josh

812 views

The new game engine needs to roll out with some top-notch examples showing off what it can do. Here's what I want:

  • First-person shooter
  • Offroad racing game
  • Space shoot-em-up side-scroller.
  • Side-scoller platformer similar to the Contra Playstation game.

Now what I can use your help with is finding good example games on YouTube or Steam that I can start designing these samples around. Post your ideas below!

  • Like 1


16 Comments


Recommended Comments

22 minutes ago, reepblue said:

What about a VR game also?

I am thinking all of these can double up as a VR game.

Share this comment


Link to comment

FPS like Resident Evil 7: Biohazard   

instead off-racing I would suggest 3rd person shooter with ability to drive vehicles

Space shoot-em-up Velocity 2X

For side-scroller maybe something like Inside or Little nightmares? ( with a lot of physics examples )

Share this comment


Link to comment
37 minutes ago, rogy said:

instead off-racing I would suggest 3rd person shooter with ability to drive vehicles

I would prefer the opposite: games that are simple as possible so people can learn from them (and I say this as a C++ user while I'm sure the examples will be in Lua, since that's what most Leadwerks users use).  But I know it's kind of two opposites, to make games that are simple but impressive.

Share this comment


Link to comment

I use c++ too. A first person example would suit me as changing it to a third person game is not too difficult.My decision whether to buy the next game engine(turbo) will not depend entirely on examples but rather on price, I won't pay monthly.

Share this comment


Link to comment
1 hour ago, gamecreator said:

I would prefer the opposite: games that are simple as possible so people can learn from them (and I say this as a C++ user while I'm sure the examples will be in Lua, since that's what most Leadwerks users use).  But I know it's kind of two opposites, to make games that are simple but impressive.

I want fairly simple mechanics with code that is easy to understand, together with AAA artwork.

Share this comment


Link to comment

Resident Evil 2 Remake all the way. Pretty easy mechanics. Puzzles that would work well with the scripting side of things. Smaller kind of map zones making it easier to extend by people. Doesn't require a ton of enemies at one time. Easy enemy mechanics, they basically just slowly follow you.

Share this comment


Link to comment

Here's a good FPS horde shooter example: Earth Defense Force
https://store.steampowered.com/app/410320/EARTH_DEFENSE_FORCE_41_The_Shadow_of_New_Despair/

Legions of onscreen giant bugs, robots and space ships and their accompanying corpses, body parts and wreckage
Fully destructible city-scapes - every building you see can be destroyed.
Great particle effects ranging from simple grenades to player targeted nukes.
Lots of drive-able vehicles from motorcycles and tanks to towering mechs

The devs even proudly proclaim that they willing sacrificed visual quality in order to generate more onscreen enemies as gameplay was more important than graphics. Perhaps you can show them an engine that will provide both?

 

Share this comment


Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Blog Entries

    • By Josh in Josh's Dev Blog 2
      I've restructured the plugin SDK for our new engine and created a new repository on Github here:
      https://github.com/Leadwerks/PluginSDK
      The GMF2 format will only be used as an internal data transfer protocol for model loader plugins. Our main supported file format will be GLTF.
      As of now, the plugin system can be used to write texture loaders for different file formats, model loaders, or to modify behavior of particles in the new particle system. The FreeImage texture loader has been moved out of the core engine and into a plugin so you no longer have to include the FreeImage DLL unless you want to use it. The main supported texture format will be DDS, but the FreeImage plugin supports many common image file formats.
    • By Admin in Leadwerks Company Blog 2
      The GMF2 file format provides the fastest possible load times for 3D models. A preliminary specification and SDK for loading and saving files in the GMF2 file format is now available on GitHub here:
      A Quake 3 MD3 model loader is included as an example.
    • By Josh in Josh's Dev Blog 2
      The Leadwerks 5 beta will soon be updated with particle emitters and an example particle system plugin. Previously, I showed some impressive results with physically interactive particles that collide with and exert forces on the environment. I decided to use the plugin system for controlling particle behavior, as this offers the best performance and can be run on the physics thread. 
      A particle system plugin uses some predefined structures and functions to modify the behavior of particles when they are emitted or as they are updated. This allows for unlimited features to be added to the particle system, because anything you want can be added with a plugin. A system for sending settings to the plugin will be implemented in the future so you can adjust the plugin settings and see the results. The default particle settings and features will probably stay pretty barebones and I will just use the plugin system to add any advanced functionality since it is so flexible.
      void EmitParticle(ParticleModifier* mod, ParticleSystem* particlesystem, Particle* particle) { if (mod->emissionshape == EMISSION_SHAPE_BOX) { particle->position[0] = Random(-mod->area[0], mod->area[0]); particle->position[1] = Random(-mod->area[1], mod->area[1]); particle->position[2] = Random(-mod->area[2], mod->area[2]); } else if (mod->emissionshape == EMISSION_SHAPE_CYLINDER) { particle->position[0] = Random(-mod->area[0], mod->area[0]); particle->position[1] = Random(-mod->area[1], mod->area[1]); particle->position[2] = Random(-mod->area[2], mod->area[2]); auto l = sqrt(particle->position[0] * particle->position[0] + particle->position[1] * particle->position[1] + particle->position[2] * particle->position[2]); if (l > 0.0f) { particle->position[0] /= l; particle->position[1] /= l; particle->position[2] /= l; } } particle->position[0] += particlesystem->matrix[12]; particle->position[1] += particlesystem->matrix[13]; particle->position[2] += particlesystem->matrix[14]; } There are three other new Lua examples included. Coroutines.lua shows how a sequence of actions can be added to an entity before the game starts, and the actions will be executed in order:
      --Create model local model = CreateBox(world) --Add some behaviors to be executed in order model:AddCoroutine(MoveToPoint, Vec3(3,0,0), 2) model:AddCoroutine(MoveToPoint, Vec3(-3,0,0), 2) model:AddCoroutine(MoveToPoint, Vec3(0,0,0), 2) --Main loop while window:Closed() == false do world:Update() world:Render(framebuffer) end This is great for setting up cut scenes or other sequences of events.
      An example showing how to enable tessellation is also included. Tessellation is now a per-camera setting.
      camera:SetTessellation(10) The number you input is the size in pixels of the tessellated primitives. Use zero to disable tessellation. Tessellation is disabled by default on all cameras.
      Finally, an example showing how to use a texture loader plugin is included. All you have to do is load the plugin and after that textures can be loaded in VTF format:
      local vtfloader = LoadPlugin("Plugins/VTF.dll") local tex = LoadTexture("Materials/wall01.vtf")  
×
×
  • Create New...