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  1. #1
    Member sdfgeoff's Avatar
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    BGMC24 | Inferno - DONE

    Run along a tunnel until you hit the walls and die.

    Download it here:
    Latest Version

    Tested on Linux with intel graphics card. Let me know if it works for you.
    Tested on Linux with nVidia graphics card.





    I had some fun (aka wasted several hours) on a 2D filter that shades areas close to the camera red, and gives them speed 'streaks'.

    Current Time use:
    - 1.5 hours planning (while on a plane trip)
    - 5.3 hours - All flight mechanics, shield, boosting etc, Basic map generation, appearance testing, 2d filter construction
    - 4.5 hours - HUD, level tweaking, wasting time because it's too late at night for this

    It would have been faster but for the massive jet lag that mean development has been happening while my brain has been dead. It's also been without internet access up until now which may or may not have helped.

    Rough Plans:
    - HUD showing player shield/boost/slow-mo
    - Menu
    - More intelligent map generation
    - Pulse pounding music?
    Attached Images Attached Images
    • File Type: jpg 1.jpg (58.9 KB, 134 views)
    • File Type: jpg 2.jpg (451.6 KB, 5 views)
    Last edited by sdfgeoff; 22-Apr-17 at 05:02.
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  2. #2
    Member Nicholas_A's Avatar
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    lookin good
    My YouTube channel | My Blendswap profile | Current Project: Infinite Ammo

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  3. #3
    Nice. Are there going to be any pickups? Infinite runners and the like are mostly based around the idea of choosing the best line so you can pick up the most coins or whatever as you go along. Because they don't have a set layout you have to see the patterns approaching and try to anticipate them while avoiding the fairly infrequent hazards.



  4. #4
    Member sdfgeoff's Avatar
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    This is one of picking the best line to avoid hitting the walls. There will be shield, boost and slow-mo pickups which you can collect. You get points for using boost and the distance you travel.

    New images:
    newimg.jpg
    img2.jpg
    shield.jpg

    As you can see, it has a HUD, which has some bars on it (indicate shield, boost and slow-mo) - as well as a collision direction indicator (red glow - in the bottom images it's at the bottom, but it points around based on where you got hit). The green crosshairs is the momentum of your vehicle.

    Todo:
    - More intelligent map generator
    - Player death in a satisfying way
    - Menu
    - Music


    Currently this runs in regular BGE, but I can't get uniforms into the 2D filter to tweak things like the 'streakyness' dynamically. Maybe I'll make an UPBGE version afterwards.
    Last edited by sdfgeoff; 19-Apr-17 at 16:34.
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  5. #5
    Member Nicholas_A's Avatar
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    Wow it is so much better than mine
    My YouTube channel | My Blendswap profile | Current Project: Infinite Ammo

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  6. #6
    If it's a 2d filter you should be able to use gameobject properties to set variables in the filter. Just make sure you set the properties on the object before runtime because if they don't exist on initiation of the filter it'll fail to work properly. Only floats and ints work though.



  7. #7
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    Very good! Looking fforward to play



  8. #8
    Member sdfgeoff's Avatar
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    Originally Posted by Nicholas_A View Post
    Wow it is so much better than mine
    Our games are completely different, and my gane is definitely not a better puzzle-solving-escape-game.....
    Keep it up


    If it's a 2d filter you should be able to use gameobject properties to set variables in the filter. Just make sure you set the properties on the object before runtime because if they don't exist on initiation of the filter it'll fail to work properly. Only floats and ints work though.
    I had completely forgotten that! For the past age I've ben working with regular shaders where I can use setUniform(). Thanks, I'll do that this morning.

    Edit: Done and it worked nicely. Thanks again

    Very good! Looking fforward to play
    With a bit of luck I'll have a demo out this evening, so you'll get your chance....
    Last edited by sdfgeoff; 20-Apr-17 at 01:08.
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  9. #9
    Member sdfgeoff's Avatar
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    Now with sounds and music

    New colors on HUD:
    1.jpg

    The start of the game now has a description of what the dials are and some cool animation things:
    3.jpg

    And if you go the wrong way - there is fire!
    4.jpg


    Yeah, pretty much everything uses that pixel-noise texture.
    Tomorrows job is to add a scoring system, and maybe some more tiles - and then I'll call it done.


    YOU CAN DOWNLOAD AND TEST IT HERE
    Last edited by sdfgeoff; 20-Apr-17 at 17:00.
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  10. #10
    Member sdfgeoff's Avatar
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    I'm having real issues trying to record a video with good enough FPS (even on a machine that should be overkill). So have this animated gif:


    Runs at 60FPS on my i5 ultrabook.
    Currently Airgapped!

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  11. #11
    Really great so far. I love the music, though it's a bit jaunty for such a serious subject as fleeing an inferno...
    I think you need some braces or girders dividing the flow of the level, right now it's not that difficult to just keep flying, you only really crash when you get bored of dodging. Maybe some crates or scrap lying around?
    I don't know how that might mess up your self leveling mechanism though.



  12. #12
    Member sdfgeoff's Avatar
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    The player slowly gets faster, I've upped the difficulty (I did all my initial testing with a touchpad) it's now rather hard to make it to the end of the song. However, the game does need some reward system, so if I get time tomorrow, I'll add more environment tiles and perhaps some sort of scoring/high-scores.

    I just overhauled the self-leveling so it's a fair bit better now, it should now be able to handle lots of clutter.

    It now has a menu (press esc while in-game):
    options.jpg
    I think with those two graphics options it should be able to able to run on relatively low-spec hardware.

    Same link as before.


    edit:
    - Just realised I should do a better job of aligning the text in the menu box, it's too far to the right.
    - I've only got about 2-3 hours left of the 24..... 5 hours an evening (8pm - midnight) uses a lot of time not very effectively.
    Last edited by sdfgeoff; 21-Apr-17 at 16:56.
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  13. #13
    Member sdfgeoff's Avatar
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    I've put it in the finished game forum. There's still plenty more that could be done, but I think it's at a nice place currently.
    Currently Airgapped!

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