Okay. Attached is a .blend. This (rather embarassingly) represents the sum totality of what I have learned to do with the BGE over several weeks. This file is a sketch - it was me sounding out both the engine and the game I wanted to make.
Arrow keys - steering
A - roll left
S - roll right
D - forwards
F - backwards
Space - fire
Tab - toggle 3rd/1st person camera
Without mincing my words, the file looks like pig. I worked in GLSL mode without really thinking about it, so now Tex Face and Multimaterial are almost impossible to play in. Pretty much nothing’s textured and the models are either placeholder shapes or lots of Ctrl-J’ed geometry.
Coding-wise, I was pretty much making it up as I went along…
Play-wise, there’s plenty of bugs. Explosions rather surreally just float there and recur, the homing missiles don’t home, and the 3rd-person cam script is aggressive and schizophrenic. I have no idea what to do about this.
But that was the test, the dummy run. I’m now intending to start making the actual game.
Concept art will follow, once I’ve steeled myself to the onerous task of getting my Intuos4 working with Ubuntu. But here’s a (much less fun) text brief:
It’s basically going to be a 6dof space shooter. Descent, in other words.
I’ve several levels planned - a CERN-like particle accelerator circuit, a Coruscant-style future city, an orbital shipyard, a ‘highway’ along the length of a space elevator, etc. etc. For the moment, I just have two goals: finish one level (CERN) and have a library of ships and scripts that can be reused to make future levels (the Yo Frankie! approach.)
Your ship initially has a weak default weapon and weak default shields;
Each powerup is both a weapon and a shield - you get the weapon until the shield runs out, then it vanishes and you’re back to the defaults.
Ideally, the game should monitor how you’re doing and keep score - so when you’re doing well it rewards you by spawning more powerful weapons.
I want comparatively few, but ‘heavy’ baddies - ones that the player can’t just blast out of his way, ones he has to properly spar with.
Each type of baddie with have its own AI with its own distinctive personality. Some will be aggressive in packs, some will lurk under cover and ambush the player. Some will prefer strafing in waves while some will take evasive manoeuvres and dogfighting with the player.
(Toying with the idea of the game also spawning harder baddies based on how well you’re doing - eg by tweaking their ship_speed, AI_aggression, etc variables.)
I have a few ideas for baddie models, will sketch/scan them when I can.
My basic plan is for all levels to be ‘open-plan’ - no linear gameplay, just a bunch of locations/circuits with a massive great boss in the middle. The idea is the player flies around the level to get powerups and then goes to challenge the boss for a few rounds, then retreats and recovers by playing through the level again.
There might even be one. But it may not make all that much sense.
I realise that this is all just text at the moment - and a lot of it at that. I hope to get some concept art up when I can, pending Ubuntu/Wacom cooperation.
The bad news is, this is a spare time project, while I have a full time job and revision to do for university. Am also living with a family, which means I’m liable to be whisked off to summer holidays or days out without notice or consent. Updates may be infrequent or sporadic.
Usually I don’t really post stuff on these forums. For modelling/animation, there’s plenty of documentation and I can usually work it out on my own. For this project thought, I’m pretty sure I’m going to need the community.
Stuff for which I need the community:
I want this project to be good. Also, I think Descent and LucasArts’ X-Wing were the last games I played, so I’m swine-ignorant as to whether all these ideas have been done fifty times before. Please tell me what do you think of the concept, the art (when it’s up), the models (when I have some), etc…
If I’m honest, I’m hoping making this thing more public will encourage me to finish it and not give up.
I don’t understand the BGE at all… I just don’t have the mindset for it yet. I need somewhere I can ask detailed specific questions, “can I do X?”, and be told either, “No, that’s impossible,” or “Yes, J.Random Dev implemented it years ago, to use it you just do this bizarre and unintuitive ritual.”
For example, right off the bat: I’m currently moving the camera with applyMovement(); I think this is what’s causing the jerky motion. Is there no way I can directly set the position of the camera?
Another example: Just what the hell is going on with those explosions? Anyone ever see this behaviour before? Can you remember what caused it?
Anyway. I’ve written more than I intended to. Hopefully I’ll be able to post concept art tomorrow - or at least a mood board of some kind. In the meantime, if anyone wants to tell me what they think of what’s here so far, please do. Flames welcome - it gets bloody cold in my room.
EDIT: why can’t I upload .blends? Oh well, it’s here: http://www.filefactory.com/file/ahf0797/n/test1_blend