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  Mortal Terminus  (Read 3655 times)
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Offline LiquidNitrogen
« Posted 2014-07-01 13:33:04 »

I've just got this project to the point where it looks interesting, so I decided to post a demo. There's no game play as yet, but feel free to explore the colony. The atmosphere is benign so you won't need a hazard suit.

Download Mortal Terminus (10mb)



Offline Hermasetas

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« Reply #1 - Posted 2014-07-01 14:22:15 »

It's really trippy with the line of sight stuff Cheesy
Looks really nice!

One note:
The corners of rooms often flickers a bit when you move towards/away from them Smiley
Offline CptSpike
« Reply #2 - Posted 2014-07-01 16:44:55 »

Looks pretty good! I assume the corner flickering is so you can see where you're going? It's a bit jarring, perhaps just make them 10% opaque instead?
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Offline LiquidNitrogen
« Reply #3 - Posted 2014-07-01 22:49:23 »

The line of sight is fairly buggy still, it's pretty much only about a dozen lines of code. It will probably take a lot of tweaking to get it looking right. I will possibly change it to a geometry based system with straight lines instead of per-tile visibility at some point, but for now it functions well enough to carry on with developing the more important parts of the game.

Offline Spacebeans
« Reply #4 - Posted 2014-07-01 22:56:06 »

It looks really cool, nice work!

I would recommend adding support for multiple directions though, if this is going to be an action game, you should add some multi-directional movement. Right now it feels kinda limited. (Are you using
while(Keyboard.next()){/*...Is key down stuffs*/}
?)

EDIT: Did you make those textures? Are they what the game is going to look like? They look really slick, but change the dirt texture to something really washed out. Like a grayish-dirt, or even gravel would work in this case.
Offline LiquidNitrogen
« Reply #5 - Posted 2014-07-01 23:45:09 »

For anyone who's already played, I've just updated the jar with a better version of line of sight, no more glitchy walls, and when youre standing behind a wall it becomes transparent so you can see whats behind it.

I would recommend adding support for multiple directions though, if this is going to be an action game, you should add some multi-directional movement. Right now it feels kinda limited. (Are you using
while(Keyboard.next()){/*...Is key down stuffs*/}
?)

EDIT: Did you make those textures? Are they what the game is going to look like? They look really slick, but change the dirt texture to something really washed out. Like a grayish-dirt, or even gravel would work in this case.

The player will be able to move in 8 directions, didn't get to doing that yet. The textures are parts of images from google, but I messed around with them a lot to turn them into usable tiles. I think the dirt texture is from mars. I had to remove some bigger rocks from it already to make it less repetitive looking but I will gradually replace all the art as I go, once I develop a particular design aesthetic for the architecture.

Keep in mind that most of the code so far is just various things hacked together to prototype concepts for the game.

Offline Olo

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« Reply #6 - Posted 2014-07-03 10:24:27 »

Line of sight is indeed very trippy haha  Roll Eyes I suggest, like CptSpike said, make it a bit opaque, but only for places that you've been before, and maybe use some gradient so it looks smooth.
Another thing is, if you want to make smooth movement and fade-ins/fade-outs/smooth transitions, try looking at TweenEngine, it made my life a lot easier and will probably make yours too  Grin
(Starcraft 1 fog of war)
Offline LiquidNitrogen
« Reply #7 - Posted 2014-07-03 12:15:52 »

Thanks for the comments. I've decided to alter the line of sight to be geometry based rather than per-tile since its just not smooth enough. Hopefully that won't be too difficult, and will also provide me with lighting. Then i can get back to the main task of designing the sand box like rpg game play.

Offline Olo

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Metaphysical solipsism AFFIRMS your existence


« Reply #8 - Posted 2014-07-03 21:02:19 »

sand box like rpg game play.
Exactly what im trying to accomplish with my game haha xD For geometry based, try looking at Box2DLights and its source (thats what i used in my game)
Offline LiquidNitrogen
« Reply #9 - Posted 2014-07-04 11:55:33 »

I've been tweaking the line of sight a little bit (no demo on that yet). It might help if I make the visible walls be drawn on the screen (probably as wall tiles), but any other suggestions would be welcome. I wasn't planning on doing this so I havn't had enough time to actually think about the bigger picture of it XD

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Offline LiquidNitrogen
« Reply #10 - Posted 2014-07-05 03:36:55 »

Updated OP download link.

Next thing is to work on some lighting, I'm not quite happy with being able to see areas which aren't in your line of sight and which might have no light.. If it is a stormy dark night, or you are in an area where the lights are broken, the parts you can't see shouldn't be brighter than the parts that are within your line of sight.
Any ideas how to tackle that? When I just black out everything not in your line of sight completely, as in the previous post, it has a weird 3d look to it as if you are standing among extremely tall buildings.


Offline HeroesGraveDev

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« Reply #11 - Posted 2014-07-05 04:09:01 »

You could blur the shadows.

I'm not sure how you render things at the moment, but you could draw the shadows to an FBO, and then blur it when rendering onto the main framebuffer.

Offline LiquidNitrogen
« Reply #12 - Posted 2014-07-06 14:39:49 »

Updated Download Link.

I've re-written the code that generates the model used by the ray caster, it now allows you to see the walls which are within your line of sight. I've also gone back to completely obscuring everything which is blocked by walls, using a dark texture to reduce the sky scraper effect. I'm really happy with the effect of that as it allows you to explore and find unexpected things and places as equally as to miss things if you are running past something too fast.

(the screenshot is taken in the same area of the map as the previous one, for comparison)

Offline KernelDeimos

Innocent Bystander


Exp: 2 years



« Reply #13 - Posted 2014-07-06 17:52:48 »

I'm sure this would be rather tedious to code, but I think what would really sell the effect is if just the edge of the wall closer to you was visible (rather than the full tile, if I'm understanding how it works currently). Additionally, the edge of the wall could fade into the texture of the ray. Just a few ambitious ideas Cheesy
Offline LiquidNitrogen
« Reply #14 - Posted 2014-07-06 21:38:33 »

I think what would really sell the effect is if just the edge of the wall closer to you was visible

That may actually be very simple! It generates a bit mask for every tile every frame according to view angle, so if I use that for selecting which wall sprite to draw I would only need to fade the original tile set.  Hopefully that would reduce the effect of walls flicking on and off as you move around them too.

Offline LiquidNitrogen
« Reply #15 - Posted 2014-07-09 06:48:01 »

Today I learned how to use shaders.

<a href="http://www.youtube.com/v/PeYg6tCu9uI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/PeYg6tCu9uI?version=3&amp;hl=en_US&amp;start=</a>

Offline PandaMoniumHUN

JGO Coder


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« Reply #16 - Posted 2014-07-09 08:10:32 »

Today I learned how to use shaders.
...
Looks great, keep up the good job! Wink

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Can't stress enough: Don't start game development until you haven't got the basics of programming down! Pointing
Offline LiquidNitrogen
« Reply #17 - Posted 2014-07-09 14:27:14 »

I've turned my game into a rave party.

<a href="http://www.youtube.com/v/w03-oAEilyE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/w03-oAEilyE?version=3&amp;hl=en_US&amp;start=</a>

Offline Spacebeans
« Reply #18 - Posted 2014-07-09 22:50:03 »

Great job on the lighting! It looks really amazing! Cheesy
Offline SauronWatchesYou
« Reply #19 - Posted 2014-07-10 12:20:45 »

Love the lighting! What are you using to make this? LibGDX? Smiley
Offline LiquidNitrogen
« Reply #20 - Posted 2014-07-10 14:36:05 »

Yes, I'm using LibGDX, and have based the lighting off this tutorial: http://www.alcove-games.com/opengl-es-2-tutorials/lightmap-shader-fire-effect-glsl/  It was quite easy to understand and includes code to mess around with.


Added led floor lights. These can be different colors/brightness/shapes/styles, and will stop functioning if they become damaged. They will probably have self-contained power supply since they are mainly emergency lights which will activate if the main lights near by go out.

Offline SauronWatchesYou
« Reply #21 - Posted 2014-07-10 14:50:46 »

Awesome! Smiley I actually saw that tutorial the other day when looking into lighting. Love the idea of the emergency lights, i'm sure that will add something special to the game Smiley
Offline Slyth2727
« Reply #22 - Posted 2014-07-12 20:53:42 »

Since I'm obsessed with them I must say it: normal maps must happen.  Roll Eyes
I wonder how many times I've asked people to implement that..
Good job so far!

Was I before Chuang Tzu who dreamt about being a butterfly, or am I now a butterfly who dreams about being Chuang Tzu?
Offline Herjan
« Reply #23 - Posted 2014-07-12 21:16:15 »

I don't know how much this 'awesome view in a tall building' your plan was, but it looks really good (in the rave party)!
You made only an edge of the walls visible (probably on the occasion of KernelDeimos' suggestion), and that was good for your game (judging from the video's I saw at least)

Not planning on giving suggestions, it seems you redeem yourself without a problem. Cheesy

Offline LiquidNitrogen
« Reply #24 - Posted 2014-07-13 14:06:43 »

Got the main part of ray casting lights done. There's still a lot of work to do on them to be able to use them properly and a few glitches but they somehow look smoother than i thought they would Cheesy I'll put up another demo when it's under control.



Slyth: I might try to add normal mapping later on since the floors are 90% of the view so it would definitely make a big impact, but I've gotta soon start building up some game play first.

Offline SauronWatchesYou
« Reply #25 - Posted 2014-07-14 12:02:40 »

Looking really nice! Smiley love how smooth they are Shocked
Offline Olo

Junior Duke


Medals: 1
Projects: 2
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Metaphysical solipsism AFFIRMS your existence


« Reply #26 - Posted 2014-07-14 15:45:05 »

Normal maps would be glorious. Share the code with us later Tongue

PS: Consider multiplayer
Offline LiquidNitrogen
« Reply #27 - Posted 2014-08-07 13:32:25 »

I've started on adding sunlight which casts shadows of the buildings. Still got a lot to mess around with to make it smoother and have alterable properties, like planet rotation rate, sun color/intensity, moonlight.. I'm thinking the day/night cycle will usually last around an hour. Generally it makes everything easier to see during the day (as suns are known to do), but it's still never a good idea to go outside at night without a light source! I'll probably re-write the map file system tomorrow so that I can properly save light positions, then i can place them in better locations and upload a demo.

<a href="http://www.youtube.com/v/nRAtQXgW71o?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/nRAtQXgW71o?version=3&amp;hl=en_US&amp;start=</a>


Offline Evil-Devil

Senior Duke


Medals: 2


Fir Tree Master


« Reply #28 - Posted 2014-08-07 14:10:56 »

video not available in germany, damn YT/Gema.
Offline LiquidNitrogen
« Reply #29 - Posted 2014-08-07 14:24:14 »

video not available in germany, damn YT/Gema.

I think I've fixed that.

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