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  Deathsiege  (Read 9669 times)
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Online Agro
« Posted 2013-05-09 03:12:57 »



Welcome to Deathsiege! This is the first 3D game I have worked on, and its pretty much a prototype so most of you will probably find it boring. Tongue I was kind of rushed to finish the game because its summer and I have to go to some places so if you have any suggestions/bug reports please post them here.

I will continue to update the game on my own time as much as I can to make it a fun game with high performance. Thanks for reading.

Here is the link:
https://app.box.com/s/gpgzlpxsgiakrd1y0aaf

The resolution stuff and GameJolt stuff don't work yet, don't worry about it for now. I didn't have enough time to finish any of it.

In the post release versions, I will attempt to improve everything in the game: from gameplay to weapons to textures and models.

Offline kpars

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« Reply #1 - Posted 2013-05-09 09:15:16 »

Wow! Looks really good! Wink

What method are you using for 3D? Are you using OpenGL?

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Online Agro
« Reply #2 - Posted 2013-05-10 00:13:13 »

Yeah, I'm using LWJGL for all rendering.

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Offline kpars

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« Reply #3 - Posted 2013-05-10 00:21:48 »

Looks pretty good Smiley.

The textures tough should all fit together, some textures are more detailed than other ones.
If you need someone to do pixel-art, I would be happy to do so Grin.

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Online Agro
« Reply #4 - Posted 2013-05-10 01:21:32 »

Yeah, I'm trying to get better at art, I'm no good at it. I made 3 more textures yesterday, and I'm going to put them in today, I'll post something on that later. Most of the textures there are placeholders, like the gun and the building. I made the tree texture, gate texture, and the monster texture, so there'll be more to see.

Offline Jimmt
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« Reply #5 - Posted 2013-05-10 02:17:03 »

Looks pretty good, 3D siege sounds fun! Will this be multiplayer?
Also, those lines look kinda jagged - I only know 2D but antialiasing?
Online Agro
« Reply #6 - Posted 2013-05-10 02:56:30 »

I'll do antialiasing. And yes, there will be multiplayer, but that's after single player comes out. I'm only going to want to do multiplayer if single player turns out to be good.

I'm still texturing the gates and the trees. Previously I used cones and cylinders, but that's a hassle to texture, so for now I'm just going to use cubic polyhedrons.

Online Agro
« Reply #7 - Posted 2013-05-10 05:19:31 »

Here are the gates. These are probably preliminary textures, but it looks good for me now.





Oh, and I'm using GL_NEAREST for loading textures at the moment. I'm still debating with myself whether to have a pixelly look or a smooth look.

Offline kpars

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« Reply #8 - Posted 2013-05-10 05:34:30 »

Still a bit of a newbie to opengl, how are you locking the models for the tools at the camera?

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Online Agro
« Reply #9 - Posted 2013-05-10 05:41:11 »

Here is the code from the axe class.

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glPushMatrix();
Vector3D hold = powner.getCamera().getHoldingPosition();

glTranslatef((float) hold.x, (float) hold.y, (float) hold.z);
glRotatef(powner.getCamera().getYaw(), 0, 1, 0);
glRotatef(-powner.getCamera().getPitch(), 1, 0, 0);

glTranslatef(0.5f, -0.75f, 0f);
glScalef(0.5f, 0.5f, 0.5f);

glRotatef(30, 0, 1, 0);

glCallList(Resources.getModel(6));
glPopMatrix();


hold is just a coordinate that represents the camera's position plus the direction vector at some multiplication factor.

So the first set of translate and rotates aligns it in front of you. Dead ahead straight. Then after that, I translate it down and right to the bit. Then I scale it to its correct size. The last rotate is just so it looks like I'm holding it because the model axe faces down instead of upright. No idea why I did that.

I added view bobbing, but its controlled in another class, you just add the view bobbing factors before you render whatever you're holding.

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Offline HeroesGraveDev

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« Reply #10 - Posted 2013-05-10 06:07:16 »

I could also provide some pixel art.

PM me if your interested.

Anyway, looks okay.
Seems like a good idea.

I would really get some better, and more consistent art though. The difference in resolutions makes my eyes hurt. Wink

Offline kpars

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« Reply #11 - Posted 2013-05-10 06:20:27 »

One thing I would really recommend is if you changed the sky color, and you could also enable GL_FOG.

I'd put this at the beginning of your main class.
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    /** The distance where fog starts appearing. */
    private static final float fogNear = 12f;
    /** The distance where the fog stops appearing (nothing is shown here) */
    private static final float fogFar = 17f;
    /** The color of the fog in rgba. */
    private static final Color fogColor = new Color(0.7f, 0.8f, 1f, 1f);

And I'd put this in your method that you initialize OpenGL in,

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        // Enables Fog
       GL11.glEnable(GL11.GL_FOG);

        {
            FloatBuffer fogColours = BufferUtils.createFloatBuffer(4);
            fogColours.put(new float[]{fogColor.r, fogColor.g, fogColor.b, fogColor.a});
            GL11.glClearColor(fogColor.r, fogColor.g, fogColor.b, fogColor.a);
            fogColours.flip();
            GL11.glFog(GL11.GL_FOG_COLOR, fogColours);
            GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_LINEAR);
            GL11.glHint(GL11.GL_FOG_HINT, GL11.GL_NICEST);
            GL11.glFogf(GL11.GL_FOG_START, fogNear);
            GL11.glFogf(GL11.GL_FOG_END, fogFar);
            GL11.glFogf(GL11.GL_FOG_DENSITY, 0.005f);
        }


Hope that helps a bit  Grin

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Online Agro
« Reply #12 - Posted 2013-05-10 07:09:53 »

I could also provide some pixel art.

PM me if your interested.

Anyway, looks okay.
Seems like a good idea.

I would really get some better, and more consistent art though. The difference in resolutions makes my eyes hurt. Wink

Yeah, sorry about that. Right now, there are 3 different art styles, 2 randomly from the internet, and 1 from mine. I'm redoing most of the textures right now, and if those turn out to be horrible, I'll get some help from you guys.

One thing I would really recommend is if you changed the sky color, and you could also enable GL_FOG.

I'd put this at the beginning of your main class.
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    /** The distance where fog starts appearing. */
    private static final float fogNear = 12f;
    /** The distance where the fog stops appearing (nothing is shown here) */
    private static final float fogFar = 17f;
    /** The color of the fog in rgba. */
    private static final Color fogColor = new Color(0.7f, 0.8f, 1f, 1f);

And I'd put this in your method that you initialize OpenGL in,

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        // Enables Fog
       GL11.glEnable(GL11.GL_FOG);

        {
            FloatBuffer fogColours = BufferUtils.createFloatBuffer(4);
            fogColours.put(new float[]{fogColor.r, fogColor.g, fogColor.b, fogColor.a});
            GL11.glClearColor(fogColor.r, fogColor.g, fogColor.b, fogColor.a);
            fogColours.flip();
            GL11.glFog(GL11.GL_FOG_COLOR, fogColours);
            GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_LINEAR);
            GL11.glHint(GL11.GL_FOG_HINT, GL11.GL_NICEST);
            GL11.glFogf(GL11.GL_FOG_START, fogNear);
            GL11.glFogf(GL11.GL_FOG_END, fogFar);
            GL11.glFogf(GL11.GL_FOG_DENSITY, 0.005f);
        }


Hope that helps a bit  Grin

Thanks from giving that code! I'm on my graphics-making computer right now, so I won't be able to try it out right now, but I will as soon as I get back to coding(Saturday). Can't wait to see how it'll make it look better! Cheesy

I think I just might not use a skybox depending on the art style; pixelated skybox wouldn't really be fascinating, would it?

Offline kpars

JGO Wizard


Medals: 75
Projects: 4
Exp: 3 years


Radirius Software Developer


« Reply #13 - Posted 2013-05-10 07:19:25 »

I've done it before, not really a skybox, but something very similar.

It depends, if you can make it look good, it can give a really good feel to the game.

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Online Agro
« Reply #14 - Posted 2013-05-12 00:53:54 »





Here are the trees. You can cut them down!

P.S. I'll just post a weekly update here to refrain from posting a lot of trash. I'll post more frequent updates on my blog thing.

Offline kpars

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Projects: 4
Exp: 3 years


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« Reply #15 - Posted 2013-05-12 01:27:00 »

Neat! are you about to start texturing them?

Also, did you try the GL_FOG thing?

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Online Agro
« Reply #16 - Posted 2013-05-12 01:53:48 »

Uh, yeah, this should explain what's happening:


Offline kpars

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« Reply #17 - Posted 2013-05-12 01:59:15 »

Erm, did you do everything correctly? You are supposed to put the first block of code I sent in the beginning of your main class, the one you initialize OpenGL in. And as for the fog itself, the second block of code I sent you, you need to put that directly in the *method* you initialize OpenGL in. If you need to, increase the start and end distance of the fog.

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Online Agro
« Reply #18 - Posted 2013-05-12 02:08:22 »

Yeah, that's all fine, but are there anything I need to disable or enable before rendering stuff?

Offline kpars

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« Reply #19 - Posted 2013-05-12 02:17:26 »

Not that I know of.

Here is my entire renderGL() method:

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   public static void renderGL() {
      GL11.glMatrixMode(GL11.GL_PROJECTION);
      GL11.glLoadIdentity();

      GLU.gluPerspective((float) 100, Game.width / Game.height, 0.001f, 1000);
      GL11.glMatrixMode(GL11.GL_MODELVIEW);

      GL11.glEnable(GL11.GL_TEXTURE_2D);
      GL11.glShadeModel(GL11.GL_SMOOTH);
      GL11.glClearColor(0.1f, 0.4f, 0.6f, 00.0f);
      GL11.glClearDepth(1.0f);
      GL11.glEnable(GL11.GL_DEPTH_TEST);
      GL11.glDepthFunc(GL11.GL_LEQUAL);
     
        GL11.glEnable(GL11.GL_FOG);

        {
            FloatBuffer fogColours = BufferUtils.createFloatBuffer(4);
            fogColours.put(new float[]{fogColor.r, fogColor.g, fogColor.b, fogColor.a});
            GL11.glClearColor(fogColor.r, fogColor.g, fogColor.b, fogColor.a);
            fogColours.flip();
            GL11.glFog(GL11.GL_FOG_COLOR, fogColours);
            GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_LINEAR);
            GL11.glHint(GL11.GL_FOG_HINT, GL11.GL_NICEST);
            GL11.glFogf(GL11.GL_FOG_START, fogNear);
            GL11.glFogf(GL11.GL_FOG_END, fogFar);
            GL11.glFogf(GL11.GL_FOG_DENSITY, 0.005f);
        }
}

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Offline Kroniz

Senior Newbie





« Reply #20 - Posted 2013-05-18 10:12:08 »

Looking great! (as usual by these mini-projects here on JGO)
Would be cool to see a download or something like that.
Online Agro
« Reply #21 - Posted 2013-05-19 00:32:01 »

Alright, so the weekly update! Cheesy

Changelog:
- Added sphere-plane intersection for walls, floors, and ramps
- Added kages
- Added basic spawning
- Optimized rendering
- Added sentry guns
- Redesigned trees
- Added retrievable ammo





Offline kpars

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Projects: 4
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« Reply #22 - Posted 2013-05-20 06:00:00 »

Woah! Looks really cool! Perhaps we can get a download of this?

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Online Agro
« Reply #23 - Posted 2013-05-26 02:16:57 »

Alright, this week's update. I didn't really do that much because of finishing up school work(year's almost over).

changelog:
- Added crossbow weapon
- Added skybox
- Added some simple wave control
- Art looks even more inconsistent
- Added ramps(still a bit buggy due to floating point errors)
- Added rendering optimizations
- Worked on the twin blaster

The art is looking kind of horrible now. Can anyone PM me with some help? It won't be that much, maybe just something for those buildings and the skybox.





Offline HeroesGraveDev

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« Reply #24 - Posted 2013-05-26 02:54:28 »

I made you some wood:

I tried to keep it similar to the current style.
It tiles fine.

If you need anything else, or a different style, let me know. Smiley

Online Agro
« Reply #25 - Posted 2013-05-26 03:29:28 »

Alright, thanks alot! I'll put in in right now. I have another request. Right now I'm using miencraft stone texture for a sidewalk/path. Could you make a stone/path texture that fits the style? Smiley thanks


Offline HeroesGraveDev

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« Reply #26 - Posted 2013-05-26 04:23:51 »

Wasn't sure what kind of road you were looking for, so I made 2:





The second one tiles very nicely despite being a little bit random*:


*It was not random. It looks random, but it's not. It took lots of careful placement. Smiley

Offline NegativeZero

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Zero but not.


« Reply #27 - Posted 2013-05-26 04:39:08 »

I thought I'd contribute and make a grass texture. I also used Heroes' stone texture to make a grass lining for the stone.


Online Agro
« Reply #28 - Posted 2013-05-26 04:47:29 »

Here are the results with your stone, hero:



^ I love this one

It looks really good. Cheesy NegativeZero, i think your grass is a bit too realistic, meaning that if I upscale it, it gets really discolored. I'll keep on trying different filters to see if I can get anything with it. I think something more pixelated would match the graphics

Oh and hero, you might see your wood in the corner of the second image, I haven't correctly UV textures it yet xD

Offline HeroesGraveDev

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« Reply #29 - Posted 2013-05-26 05:12:02 »

My attempt at grass:
It might be a bit too green.

Ps: I like my second stone better.

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