Author Topic: Elimination FPS: Ideas for Worlds?  (Read 20863 times)

0 Members and 1 Guest are viewing this topic.

Offline Hot_Dog

  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: Elimination FPS: Ideas for Worlds?
« Reply #15 on: September 02, 2011, 09:57:10 pm »
Sewer and jail sounds great.  the main character could get captured, escape the jail by killing guards, and get to a sewer hatch.  Then he has to get out of the sewer.

I like the jail idea, and indeed there is one jail scene so I could have 1 jail level.  But the sewer, despite being a wonderful idea, would be too similar in appearence to the factory textures I have

Offline yunhua98

  • You won't this read sentence right.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2718
  • Rating: +214/-12
  • Go take a dive in the River Lethe.
    • View Profile
Re: Elimination FPS: Ideas for Worlds?
« Reply #16 on: September 02, 2011, 10:12:56 pm »
Escaping the jail is enough I guess.

Spoiler For =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.
<hr>
On hold for Contest.


Spoiler For ===Staff Memberships===:






Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11
<hr>

Offline willrandship

  • Omnimagus of the Multi-Base.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2953
  • Rating: +98/-13
  • Insert sugar to begin programming subroutine.
    • View Profile
Re: Elimination FPS: Ideas for Worlds?
« Reply #17 on: September 02, 2011, 10:27:17 pm »
What about having it lead into a forest? Can the rendering engine handle variable-height walls like DOOM could? That'd be kind of cool, and have very different textures. If not.....Maybe have the Jail lead up into a big castle?

Offline Hot_Dog

  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: Elimination FPS: Ideas for Worlds?
« Reply #18 on: September 02, 2011, 11:17:59 pm »
What about having it lead into a forest? Can the rendering engine handle variable-height walls like DOOM could? That'd be kind of cool, and have very different textures. If not.....Maybe have the Jail lead up into a big castle?

I think I may do the sewer idea actually.

Also, there's no variable-height walls in the engine, as much as I wish there could be :(
« Last Edit: September 02, 2011, 11:18:30 pm by Hot_Dog »

Offline willrandship

  • Omnimagus of the Multi-Base.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2953
  • Rating: +98/-13
  • Insert sugar to begin programming subroutine.
    • View Profile
Re: Elimination FPS: Ideas for Worlds?
« Reply #19 on: September 02, 2011, 11:24:20 pm »
ok, sadfaceness.

How about a mine? That would have quite a different look from a cave or dungeon, since it would have both the roughness of rock and earth, and the manmade structures, like wall supports.

Offline Hot_Dog

  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: Elimination FPS: Ideas for Worlds?
« Reply #20 on: September 02, 2011, 11:26:27 pm »
A mine's not a bad idea.

I'm going to do an underwater world for sure.

Offline Hot_Dog

  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: Elimination FPS: Ideas for Worlds?
« Reply #21 on: September 04, 2011, 02:50:49 pm »
I think I MIGHT have a cool trick to make a "Kamino" world work.  I'm not going to test it now, but if the trick for smaller walls works, I'll do the platform water world, as well as a "Cloud City" world.  It will also make the space levels more fun :D

Offline ben_g

  • Hey cool I can set a custom title now :)
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1002
  • Rating: +125/-4
  • Asm noob
    • View Profile
    • Our programmer's team: GameCommandoSquad
Re: Elimination FPS: Ideas for Worlds?
« Reply #22 on: September 04, 2011, 04:05:00 pm »
maybe a destroyed city? or inside a damaged building (with stuff like cracks the walls, some hallways blocked by debris).
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Elimination FPS: Ideas for Worlds?
« Reply #23 on: September 04, 2011, 10:24:46 pm »
I you have a water world, will you be able to use some sort of wave effect?

Offline Hot_Dog

  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: Elimination FPS: Ideas for Worlds?
« Reply #24 on: September 04, 2011, 11:14:35 pm »
I you have a water world, will you be able to use some sort of wave effect?

We'll see...it's a question of memory cost.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Elimination FPS: Ideas for Worlds?
« Reply #25 on: September 04, 2011, 11:23:09 pm »
If you have the screen content updated completely every frame, what I thought was something like in ROL4 (discontinued) which only involved offsetting some rows of the screen by 1 pixel to the right or left. However in ASM it might be harder, since it's not a multiple of 8 (xLIB did the dirty work for me)


Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Elimination FPS: Ideas for Worlds?
« Reply #26 on: September 04, 2011, 11:24:47 pm »
Maybe the waves could be vertical?  That might simplify matters.
Vy'o'us pleorsdti thl'e gjaemue

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Elimination FPS: Ideas for Worlds?
« Reply #27 on: September 04, 2011, 11:27:32 pm »
THat could work too I guess, although I wonder if it would look like water...

Offline Hot_Dog

  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: Elimination FPS: Ideas for Worlds?
« Reply #28 on: September 04, 2011, 11:45:11 pm »
Well, here's the deal.  Skys take 1056 bytes of memory, and I thought that water would be similar.  But I guess I could use tiles or something like that :D

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Elimination FPS: Ideas for Worlds?
« Reply #29 on: September 05, 2011, 03:32:34 am »
Oh I see O.O. I guess you could definitively just use some sort of small tilemap or even sprites.