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About This Project

A surviving astronaut on Mars, struggling to stay alive.

  1. What's new in this project
  2. Update First Post, file Script Vehicle. I already have the vehicle's rear transmission. The next step is to work on the front transmission, which includes wheel steering, spring and wheel motor.
  3. Working on the suspension of the vehicle, the prototype looks, well, a hard suspension. -- Constructor Vehicle. function this:Start() self.jointFL = Joint:Slider(self.bell0:GetPosition(false).x,self.bell0:GetPosition(false).y,self.bell0:GetPosition(false).z,0,1,0, self.chassis, self.bell0) self.jointFL:EnableLimits() self.jointFL:SetLimits(-0.1,0.1) self.jointFL:SetSpring(100) self.jointFR = Joint:Slider(self.bell1:GetPosition(false).x,self.bell1:GetPosition(false).y,self.bell1:GetPosition(false).z,0,1,0, self.chassis, self.bell1) self.jointFR:EnableLimits() self.jointFR:SetLimits(-0.1,0.1) self.jointFR:SetSpring(100) self.jointBL = Joint:Slider(self.bell2:GetPosition(false).x,self.bell2:GetPosition(false).y,self.bell2:GetPosition(false).z,0,1,0, self.chassis, self.bell2) self.jointBL:EnableLimits() self.jointBL:SetLimits(-0.1,0.1) self.jointBL:SetSpring(100) self.jointBR = Joint:Slider(self.bell3:GetPosition(false).x,self.bell3:GetPosition(false).y,self.bell3:GetPosition(false).z,0,1,0, self.chassis, self.bell3) self.jointBR:EnableLimits() self.jointBR:SetLimits(-0.1,0.1) self.jointBR:SetSpring(100) end Test Spring Vehicle 4 Wheels.mp4
  4. Vehicle analysis. As you will have two vehicles, this vehicle is something special, because in its four wheels has four bells, then in the back the two bells will have two spring unions that stick to the chassis, in turn the tires are attached to each bell with a hinge union. On the front transmission I do not yet have it very clear, initially must be think a hinge union to turn the bell and then the spring union, I have to think better this. Any suggestion is welcome.
  5. The script for the vehicle has been started. Initially four wheels, although it is necessary to go thinking about 6 wheels, this one serves us as base to go developing the system. Vehicle.lua
  6. It looks great, and that's the average number of polygons I've established, between 5,000 and 6,000.
  7. Not finished but I will refine more this so more wip What do you think of my model ? It is low poly, althought it makes a little more 6000 poly but I think i can make less poly too for perfomance...
  8. Yeah, it's a good idea, a bigger one to transport supplies.
  9. Can have two vehicle as one small and one big ?
  10. Great your vehicle is better than mine ! Ok I will work this it
  11. For some reason I am motivated to create a test prototype for a vehicle. So we already have our temporary model for when a more robust and elegant model arrives. The idea is that the player can get into the vehicle and walk the surface of Mars.
  12. The only difficulty I've had in my vehicle prototypes is that it affects my performance a lot, I think it's because of my low computing power, vehicle rocks, they lower the fps a lot, but it would be good to try again. It would be to make a simple prototype to see if it works better.
  13. This is a movie, I don't remember the name, I remember that in some time I looked for some vehicle similar to this one, but it was impossible. Those jobs are always paid.
  14. It looks great, I was just thinking about that, including a vehicle. I was looking for just one, but that one looks really good. Implement the driver to be the astronaut, I have the experience to program it.
  15. What do you think for Vehicle for Mars ? Yes it is a work in progress This image is starting on the cockpit from the vehicle with Blender.
  16. The hud player is based on an image of the astronaut, and the respective bars are made with drawing operations in Leadwerks. If you want to collaborate in the improvement of this part of the project, feel free to modify the code and make new suggestions for it. HudPlayer.lua
  17. Lua is a programming language that has the option of simulating the object-oriented programming paradigm. At this point the work method implemented is to work with classes that are implemented through the use of tables. For example in the project I have a file that simulates a class called HudPlayer The content of this file refers to the player's hud, such as his image shown on the bottom right and the respective health, energy, and oxygen bars. And the content of that file is as follows: Hud = {} function Hud:Create() local this = {} this.context = nil this.window = nil this.imgPlayer = nil this.damage = nil this.dEnergy = nil function this:Start() self.context = Context:GetCurrent() self.window = Window:GetCurrent() self.imgPlayer = Texture:Load("Imagenes/HudPlayer.tex") self.damage = 0 self.dEnergy = 0 end this:Start() function this:Draw() self:DrawBarHealth() self:DrawBarEnergy() self:DrawBarOxigen() self:DrawImgPlayer() end function this:DrawImgPlayer() self.context:SetBlendMode(Blend.Alpha) self.context:SetColor(0.941, 0.521, 0.2) self.context:DrawImage(self.imgPlayer,self.window:GetWidth()-185,self.window:GetHeight()-243,339/2,410/2) self.context:SetBlendMode(Blend.Solid) self.context:SetColor(1,1,1) end function this:DrawBarHealth() self.context:SetColor(0.941, 0.321, 0.2) self.context:DrawRect(self.window:GetWidth()-327, self.context:GetHeight()-50,200,50) self.context:SetColor(0.556, 0.082, 0.082) self.context:DrawRect(self.window:GetWidth()-322, self.context:GetHeight()-45,190,40) self.context:SetColor(0.2, 0.2, 0.2) self.context:DrawRect(self.window:GetWidth()-322, self.context:GetHeight()-45,self.damage,40)--Max 190 self.context:SetColor(1,1,1) end function this:DrawBarEnergy() self.context:SetColor(0.133, 0.886, 0.156) self.context:DrawRect(self.window:GetWidth()-322,self.window:GetHeight()-49,190,5) self.context:SetColor(0,0,0) self.context:DrawRect(self.window:GetWidth()-322,self.window:GetHeight()-49,self.dEnergy,5) self.context:SetColor(1,1,1) end function this:DrawBarOxigen() self.context:SetColor(0.176, 0.901, 0.898) self.context:DrawRect(self.window:GetWidth()-322,self.window:GetHeight()-84,190,5) self.context:SetColor(0,0,0) self.context:DrawRect(self.window:GetWidth()-322,self.window:GetHeight()-84,10,5) self.context:SetColor(1,1,1) end function this:AddDamage(damage) self.damage = damage end function this:AddDamageEnergy( energy ) if self.dEnergy < 190 then self.dEnergy = self.dEnergy + energy end end function this:RecoverEnergy( energy ) if self.dEnergy > 0 then self.dEnergy = self.dEnergy - energy end end return ( this ) end So the way to work is to create these files to attach to the project. For example a particle system to simulate a storm on Mars, or similar things.
  18. Me I use Gimp, Blender and Lightwave for graphics mostly and I know some basic on Lua other as C++ and Python. If you want we can work as together for code in Lua you need to share as private for dropbox or Drive from your project ? What do you need for 3D Model in your project?
  19. I don't consider myself a programmer, but I feel more comfortable writing code in lua script. My knowledge in modeling and animation are good, however far from being someone professional in this aspect, so I always resort to look for models on the Internet for free and create animations with Fragmotion, going through Blender to apply modifiers to download polygons to those models. Lately I don't make my own animations, I rely on the use of external tools like Fuse, which is free and then I upload those models to mixamo that allows you to create very professional animations. I can easily create architectural models, cubes, columns, houses etc, but I find it difficult to create organic models. You can also manipulate images with corel Draw, Gimp and paint.net, nothing else, create alpha masks, change colors and create very basic figures. So I'm more inclined to write lua code, I think that's my forte, plus I know to a sensible degree the Leadwerks development environment.
  20. Pretty one this idea Ok, we must already provide this kind of survival mechanism in the code, so it's you who makes the code? I learn to do the code so I can model in 3D if you want. What kind of 3D software do you use?
  21. Whether history can be changed on the basis of ideas that adapt to development. On the theme of the game, it would be to keep this as simple as possible, and Mars a desolate place only with rocks, helps a lot. So it would be a survival game, based on the basic needs of the character, vital signs, initially oxygen, life bar and energy bar. The starting point of the game would be next to the rocket, when and return to the planet, his friends of the scientific mission have died and therefore the mother ship, has been scattered in a very large sector offering resources to survive, food, water, and artifacts that improve their resistance and their ability to breathe. The idea is to make this as simple as possible in order to finish.
  22. Cool screenshot! It is good starting for story too, we can improve or change it if it is needed... We will see it if you are agreed And for gameplay, what it is kind on that ? Puzzle, Action, Adventure or other thing ?
  23. I thought, something like the astronaut was in orbit with more companions in a larger spacecraft, but an accident happened, and everyone had to evacuate in an emergency, however everyone died, and our man managed to escape in this capsule and return to the planet Mars. On the subject is: Who were those people, a scientific research team, What were they doing before the accident, the return to earth was planned. It is not that it is the definitive idea of a history, anyone can contribute improvements or suggestions, having this as initial point, we pass to the method of work. Translated with www.DeepL.com/Translator
  24. Many things come to mind when you want to implement a game, based on what was done at the time, it would be nice to have a reasonable brainstorm for the game. Starting from being reasonable in thinking about what we could do and what we couldn't do. So initially we need a story...
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