maybe someone had seen it on my Youtube Channel or at the “Screenshots Extra Extra!!”-Thread; I’m currently working at a new Game Project.
The development at “LEGO GTA” is freezed at the moment, because its an to big project and there are some features I haven’t thought-out really well.
That’s the reason why I started the new Game with more organization and compatibility to other projects (e.g. “LEGO GTA” which will profit through the development process hopefully)
The idea behind the project:
try out and develop some cool new stuff
better project management
compatibility to different OS (Linux, Windows, Mac)
include more art and beauty (hopefully )
anyone can include his own cars/ vehicles (Addon compatibility)
Develop of new Assets which can be included easy in other games (e.g. my Screenshotsystem)
[LIST]
LOD
AI for Cars
Database
(secure a complete game with pycrypto => maybe?)
(Sell the game?)
[/LIST]
Ideas I like to include: (This will be updated permanently, see it as a “Roadmap”)
Multiplayer
[LIST]
Splitscreen
LAN/ Online
control - settings
Keyboard
Joystick
weather (?)
seasons (?)
Day/ Night (?)
Story
AI for opponent cars
Race opponents
Police-Cars
Civil-Cars
Different Languages
English
German
Spanish (But not perfect translated, I think)
France (?)
User System
Add User
Change Username
Delete User (This would be difficult, I think )
Settings
Graphic
[LIST]
SSAO
Motionblur
Smoke
HUD
[LIST]
Minimap
and co.
LOD - Level of detail
DOF - Deep of Field
Water-Quality
Anisotropic Filtering strengh
[/LIST]
Language
Music (On/Off)
Volume
Sounds(On/Off)
Cheats
Updates
[/LIST]
Choose a Car
Drive a car
Buy a car (User dependent)
Sell a car
Update-System
[/LIST]
The current development is fixed on the following main aspects: (The development after “Last Update”)
Your framerate is ridiculously low, what are you rendering in the scenes. Try to use one texture, no shadows and as lees objects as possible, specially transparent ones…
Good luck!
@torakunsama:
I’d checked the scenes and there were to many physic-objects in it.
I’d forgotten to set them to “No Collision”.
=> For example the moving Gears top left used physics or the “X-Emitter”-Logo which had the default static-collision at every polygon.
Thanks for the tip, I hadn’t recognized, that the framerate is slowing down. (Because everything was running smooth)
@cam.dudes:
To give you (and others) an example how everything is is viewed in realtime (and not only as screenshot, like in my last post) I’d uploaded a new video which shows the new features (Intros and the Loadingscreen).
It’s a real loading screen.
The Scenario and the car are loading at a background-scene from different extern blend-files (LibLoad)
(btw. the Game-Scene is the “real” scene and the Loading-screen is a overlay-scene)
After loading the Scenario the loading-screen will be removed. (Loading the Scenario takes the most time)
Without the Loading-screen there would be only a white background and the user could thought, that the game has been crashed.
*Edit for my previous post:
One of the lamps had activated variance-shadows with a resolution of 4000. I’d forgot to remove it after a test.
I’d finished the Settings-Menu and it saves everything for the currently used user.
Now you can change the language (a new language is instantly used after switching to the main-menu) and every setting-point has it’s own button (with colour for each setting-state [True/False]).
Maybe I replace the “Cube”(Red/Green) with a hook and a cross.
The video shows the new minimap, new drive-dynamic, new lighteffects (as example the red lamp), improved camera-movement and new settings like Music(On/Off) and Minimap(On/Off).
Result: After 200 added cars, the Engine slowed down.
Execution:Test-Settings:
-MotionBlur activated (missed to switch it off)
-Cars automatically added via puls-actuator
[INDENT=2]-> The car-count is shown in Debug-Properties
[/INDENT]
Hardware:
-i5 2500 3,3Ghz (4cores)
-8Gb RAM
-GeForce GTX 570 GS GLH (1280mb dedicated and up to 4Gb from RAM)
Software:
-Windows 7 64Bit Professional
-Blender r53340 (2.65.3)
200 cars-collision-shape = 28 * 200 = 5.600 Polygons (Rigid-Body and NO sleeping with turned down mass, to move them with another car)
So, there were roundabout 13 Million polygons in the scene and 5.600 polygons with activated Rigid-Body physics and the fps is still round about 60fps.
I think the Game Engine is powerful.
Thanks for your reply guys, I will do some tests in future again (witch textures and at other systems).
(My Notebook dropped fps after 8 cars… :D)
Currently (next to learning for my final exams) I’m creating the “Buy-System” for the game.
A first code checks if the car was buyed and if not, it switches the UI to “Buy-Mode”.
After clicking “Buy”, the UserID and CarID will be saved in a Table which shows, that the car was buyed.
(Not finished completely until now. ;))
Also I’d do some code-fixing and comment each module.
It’s now possible to buy a car from users-Money. (Currently not displayed, but still there and it decreases with every buy.)
The sign “Tuning Possible” is for demo purposes only and shows, that the car is a bought one.
Also I’d created a new Intro and a friend of me composed a nice melody.
I hope you like it.
Next steps for User-/Car-Management:
Add a “Sell-System” (A car can be sold for 1/2 of it’s original Price)