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flachdrache

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Everything posted by flachdrache

  1. ... just sounds kind of skewed I "used" linux 20 years ago with the first appearance of "rpm" by red hat (afaik) - its more like i "tried" however, since there was no easy install but more like a bunch of suggestive, might-be-possible ways. There is a good bunch of very useful software ... but all an all ... "elbowroom" ?! I do understand that, hence peoples linux is my windows2k - an reliable OS - but that is no more (and another story). However, i dont get quit why supporting the vista/win8 - its good tradition to release an OS and a "enhanced user version" closely after ... windowsME, media center edition, vista, win8. If people expect no tension they might be wrong by design. edit : whoops - ".rpm" is from 1997 edit2 : you can try and figure out where it crashes openGL.
  2. ... newsflash about my achievements and all the damage I have done on my smartphone, with the option to share it. ... claymore's and goldcoin's - obviously. edit : since videogames there was a list of best players - these can only be viewed by people playing the game - this does make no sense anymore, cause you want people joining the game - hence notify possible customers how much they not succeed. edit2 : hmmm, makes perfect sense, since videogames had possible customers passing by.
  3. PS: I road that mobiles are texture limited and not by geometry throughput ... huge/many light maps might be a tradeoff too?!
  4. Hmm - building games was mostly always about the art of faking ... in le2 I would use "shadow-decals". Like render shadows from the tree and place these as decals to its roots taking light direction into account. This tech has been used in many ways AFAIK. That being stayed - does le3 support "light styles". You know switching between two light maps? Pulse, flicker, wave etc. for indoor lightning strikes and such alike.
  5. I road that name before ... no idea though. PS : There might be issues with "people" before. :/
  6. PS : my game is based on a concept story and the prototype will be a prequel but since its purely gameplay driven the story doesn't matters that much there - if it's solid the story goes on but gameplay will not change much (that's why I have to put that much functionality in it though). IMHO if one develops for PC, one should think big (and might drop some features).
  7. IMHO its an invention or one interpretation of life - dante is still dante even if it evolved quit a bit. The question for game designer might be more like ... story or gameplay driven, the context and the options e.g. timeframe & engine capabilities.
  8. Well in computergames, keys open doors. The option to 'hack' doors wasn't just invented because running for the next key card became boring - 'hacking' is an additional skill. There is always room to strife. Compare 'Dantes inferno' - the c64 version vs. the 360 version ... basically the same game [which is great] however system capability does the trick there. So, its not just about a more modern version but about what a platform can do (input etc.) too.
  9. ... take jump-run, maze or tower-defense games - all pretty old concepts. With "functionality" I meant such concepts - the form might just strive from the 'first' appearance of these concepts. In terms of a tower-defense, Imagine you staying on a beach looking straight down to your feet ... unfortunately the beach has a crab issue, sneaking towards you. At first one might just slightly wave the camera after first crabs managed to break through till the game is lost or a next stage is reached. There might be a lot of options for effects, animals etc. - the penalty would be the camera moving around ... see also "head over heels" there should be a free version on the net. hth
  10. Hmmm, design is somewhat 'form & functionality' ... if you watch you tubes from design gurus its additional simply problem solving towards pleasure and punishment - the human body works that way so it seams to be a logic thing to adhere. However, making things too difficult and the punishment too severe will just annoy the majority of players. My inspiration is mostly the dark and hideous place called childhood e.g. Friday the 13th - a new beginning and a Commodore plus 4 game called 'Treasure Island' ... but things might get to obsessive so, stick with f&f.
  11. Less than 2 hours ... check X Just kidding - nice idea and screenshots do look pretty good.
  12. S.T.A.R.S. Cant find the time still. :-)
  13. well, hd photographies are artificial - so, its not real ... whatever.
  14. ... i think that photo textures can do a lot, that iam a little jelly about the lightflares, that nature sux anyway and that character's (animation, cloth and skin shading) are lacking behind to 99%. did i won something ... if not i'll kill a kitten on your be_half.
  15. Hmmm, le2 renderer was state of the art ... now its just what a 3d engine should deliver and "all other" do. However, i think josh made his point clear that he rather build the foundation for a new kick-*** renderer instead of forever adding stuff on. The le2 ssao is still pretty good though.
  16. @ yougroove ... these rocks are used differently and have the drawback to not scale very well - they are designed and work very well in a traditional level setup (think "KingKong" or "Tarzan" movie here) though. With CSG you want something like p.o.m. ... see the articles. hf
  17. plus ... terrain model sets done quit some time ago : inDoor "usable" items some time ago : inGame "gui" setup & stuff - w.i.p. : ... really ?! - i need to write freaking html to post images. ... congrats "future world" - from 'drag&drop' to 'open mini code window, write some stuff just to display an image'. ... ah, OK - automatism.
  18. We should have made a model sharing service, since users here often live from the same, free sources.
  19. calm down ... dont panic and dont try to shoot someone ... no fun intended - one really cant extract your issue from the bunch of posts here ...
  20. He asked for extending the demo game to be fully functional as his prototype e.g. savegame, inventory, level change and such. Imho other things do go past "gamedesign" but are about "game engine design" - in a game you create a camera class to do what its supposed to do ... even if you might give it the option to message a global object to disable terrain shadows IF the camera is in a cut scene - however, a camera class for a game engine might be able to deliver/carry any gameType it might be used for. I strongly suggest to build on top of "darkness awaits" e.g. with a inventory / a savegame to display complex tasks within just one game source base - extending it to do other gameTypes might then be up to the user.
  21. There was no word on culling afaik yet - if csg gets sortet into bsp then there might be an option to pre compute pvs [i always wanted to write that]. This and easy to use networking would be a dream engine imho.
  22. You asked that in another topic a year ago i posted something like "merged and extended it from what you released here on the forum - bulled class and the fix for "HOST_TIMESCALE" and appspeed() where missing afaik".
  23. welcome "back" i guess, things evolve not just around here ... but we mostly just dance nakid in front of our mirrors - pretty much all as usual.
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