Code a game comp 16 - Best Of The 80s - Sep 12th to Dec 3rd 2023

Started by Qube, September 12, 2023, 02:36:10

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iWasAdam

Forward Torpedo tube looking at the tubes with rolling ocean tilt...

iWasAdam

Main menu. This is a new 'motion' menu, with particles and live motion of objects depending on the mouse position. this gives a sort of fake 3d/depth parallax effect...


iWasAdam


iWasAdam

Now with textures and distant sky. Needed to gen up on some reference material first though...

Alienhead

Just really got started last week, my idea came to me a few days ago so I tossed together a quick and dirty mock up. The idea showed to be fun.. so I'm pressing forward :)

iWasAdam

If you explore the trenches you'll come across a lake of blood... next to the infirmary...  :o


MrmediamanX

It's a thing that doe's when it don't..

iWasAdam

hehehe. Todays tip: It might be smelly, but follow the washing...  ;D

iWasAdam

And for anyone wondering where all the visuals are coming from - Unity, Unreal, etc. It's a custom 3d game system I've been working on.
 I went over everything I had previously said and went to work testing and proving stuff. Writing a new 3d engine with dynamic culling at face level, shaders, dynamic lighting system. Custom 3d audio synth with multiple sound generators and FX along with sequencing and song creation and deep links into the level editor. Plus 2d sub-systems, UI, object connections, 2d and 3d particle system...

Naughty Alien


iWasAdam

:)
Just so people don't think this is one big asset flip. I needed the back end of a 1935 truck...

Xerra

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Steve Elliott

Yep nice work, but how is this 80's based? Veery losely based on Dungeon Master? It looks more like a 90's game to me.
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iWasAdam

It says take something from the 80's and reimagine it :)

Here's a 2d view of the wiring system. in this example you see the level and a door being wired to a switch.
The top line allows you to filter what is shown on the map. When wiring, only this things that can be linked will be shown. so in this case the door want's input from a switch, so only switches are shown (once connected only the filter object are visible - hense no switches are visible only doors)