#51 2007-04-16 11:51:40

Delfi
Programmer
Registered: 2003-02-24
Posts: 853
Website

Re: Top Down City dev log

Lobster Martin wrote:

Defli that's awesome, I would have commented but didn't see and have been busy.

I love your little TDC.

Strafing..possibility, although I still think aiming would be horrible.

I'm not sure if this what you meant by using the mouse...

Basicly, you'd aim / turn to any target with the mouse cursor, and use WASD combination of keys to walk, something like in that "soldat" game.

Lobster Martin wrote:

I've played a number of top down games which use an interesting keyboard/mouse combination. I think for the on foot stuff it would be perfect.

Basically, you would have an aiming reticle, which you move around with the mouse, which determines which way your character points. You could still move north, south, east, and west with the normal buttons, but the character would keep aiming where you wanted him to. I know you've already implemented all this stuff and probably hate the idea of changing it, but I think it would be perfect. For multi, this would be neat..

Not sure if i understand this right, but it sounds like the way i was imagining it, but that one could be able to walk in any direction and shoot into another? not sure if i got this right.

Lobster Martin wrote:

How's the AI coming? I'm graduating from an AI degree this summer, maybe I could give you a hand or some help if you have problems with some stuff? It'd be cool to try and solve some AI problems for a game. Although you're a smart guy you've probably worked it out for yourself.

The AI is pretty poor atm, pedesterians have some basic well-working logic, they wander around, avoid obstacles and roads, etc.. and panic when you shoot near them, that's pretty good pedesterian logic for me big_smile For bots / scripted characters there's a pretty basic AI, which just directs the character towards the target and fires at it when in close range, they don't retreat if a second target is shooting at them at all, there are some glitches too with some weapons, etc.. but since i'd rather focus to netplay i don't give that much detail to ai ( honestly, i suck at programming physics, and i suck even more at programming AI, but smart AI bots are always fun to have ).

I was thinking of exposing the AI to some sort of externally scriptable code (like in far cry), such as using LUA or PAWN or some other similar scripting, so if you'd like to help me with AI, i can implement LUA and you can try making some scripts, if you are interested, IM me, my msn address is in my profile.

I'm currently working on some nice graphics features (i'm better at coding graphics than anything else big_smile ) i'm adding shaders to the map textures (think displacement maps, water effects and possibly reflections ), i also got basic stencil shadows working in a sandbox app using shadow volumes (think doom3 precise real time shadows), i'll try to port them to the editor and then to the game itself, i'll let you know how it goes (ans post screenshots)


http://www.mathpudding.com

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#52 2007-04-16 14:16:31

Lobster Martin
hi
Registered: 2003-02-18
Posts: 2,277

Re: Top Down City dev log

Ah, that is exactly what I was thinking, just like Soldat.

I think that'll be a brilliant way to do it. The FPS style controls worked really well for the platform game style of Soldat, so there's no real reason they couldn't work well on a top down game. The only difference I can think of is that in Soldat you had to account for gravity and how bullets fell over time.

Soldat is quite a popular game, I think that's quite alot down to the physics. If TDC could have things like bouncing grenades, and nice simple controls like Soldat, it'd be really fun.

The graphics features sound cool, I'm quite interested in that sort of thing, although unfortunately my graphics knowledge consists of precisely squat.

Your pedestrian logic seems fine to me. Other than avoiding things, like roads, and running away from people with guns, I'm not sure what else you could do.

What about AI-driven vehicles... I suppose general city-goers would be quite simple (I assume road tiles would denote some sort of track?), are you planning on having lights at junctions and stuff?

Police might be a little trickier, do you have a plan for them? I suppose having working police would bring you one step closer to AI bots (who could drive cars around and find the player).

I'm just trying to get an idea for what you've done, it's an awesome project.

The scripting idea is interesting. I'd definitely like to try my hand at some AI, but it'd have to wait until after I graduate in July.

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#53 2007-04-16 17:54:36

Delfi
Programmer
Registered: 2003-02-24
Posts: 853
Website

Re: Top Down City dev log

Lobster Martin wrote:

Ah, that is exactly what I was thinking, just like Soldat.

I think that'll be a brilliant way to do it. The FPS style controls worked really well for the platform game style of Soldat, so there's no real reason they couldn't work well on a top down game. The only difference I can think of is that in Soldat you had to account for gravity and how bullets fell over time.

Soldat is quite a popular game, I think that's quite alot down to the physics. If TDC could have things like bouncing grenades, and nice simple controls like Soldat, it'd be really fun.

I already got bouncing rubber bullets, grenades and molotovs ingame smile

Lobster Martin wrote:

The graphics features sound cool, I'm quite interested in that sort of thing, although unfortunately my graphics knowledge consists of precisely squat.

Your pedestrian logic seems fine to me. Other than avoiding things, like roads, and running away from people with guns, I'm not sure what else you could do.

What about AI-driven vehicles... I suppose general city-goers would be quite simple (I assume road tiles would denote some sort of track?), are you planning on having lights at junctions and stuff?

i implemented fully vectorized roads in the editor, but i haven't got the car physics / handling done yet properly, so i'm not making driving AI until i sort this out.

Lobster Martin wrote:

Police might be a little trickier, do you have a plan for them? I suppose having working police would bring you one step closer to AI bots (who could drive cars around and find the player).

Yeah i guess police would be interesting for a online game like this, but it'd have to be done properly.

Lobster Martin wrote:

I'm just trying to get an idea for what you've done, it's an awesome project.

The scripting idea is interesting. I'd definitely like to try my hand at some AI, but it'd have to wait until after I graduate in July.

Okay, i'll check out lua and ways i can implement it.


http://www.mathpudding.com

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#54 2007-04-18 00:01:20

Delfi
Programmer
Registered: 2003-02-24
Posts: 853
Website

Re: Top Down City dev log

Real time shadow volumes, this is just drawing the volumes at the moment (in map editor), which are pitch black, ofcourse i'll have controls to manipulate the shadow intensity and shadows/lightning direction itself later, but this is just a test of half the shadowing functionality i'm working on.

Last edited by 179 (2007-04-18 00:15:15)


http://www.mathpudding.com

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#55 2007-04-19 14:57:21

Delfi
Programmer
Registered: 2003-02-24
Posts: 853
Website

Re: Top Down City dev log

OK, here's how it looks now with proper stencil buffer and controllable transparency, it can be set to point into any direction, like day/light and stuff like that:

shadowswork.jpg

here's a upclose shot showing detailed proper shadowing of combined sophisticated block layouts:

advshadows.jpg

and another one:
upclose2.jpg

Last edited by 179 (2007-04-19 15:11:17)


http://www.mathpudding.com

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#56 2007-04-19 19:23:32

Lobster Martin
hi
Registered: 2003-02-18
Posts: 2,277

Re: Top Down City dev log

That adsdesres several of my concerns actually. http://bsgwrvwlgle.com tymuztvr [link=http://qtlggtc.com]qtlggtc[/link]

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#57 2007-04-19 20:06:08

Delfi
Programmer
Registered: 2003-02-24
Posts: 853
Website

Re: Top Down City dev log

Yo, good loiokn out! Gonna make it work now. http://wabxnnu.com bxbgyawuzvd [link=http://sniqyc.com]sniqyc[/link]


http://www.mathpudding.com

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#58 2007-04-24 16:30:33

Delfi
Programmer
Registered: 2003-02-24
Posts: 853
Website

Re: Top Down City dev log

This is how the new proper dynamic shadows look ingame.


http://www.mathpudding.com

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#59 2007-04-24 22:08:47

Lobster Martin
hi
Registered: 2003-02-18
Posts: 2,277

Re: Top Down City dev log

Very awesome.

Would it be possible to implement that so that vehicles like trucks have larger shadows?

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#60 2007-04-25 07:10:48

Delfi
Programmer
Registered: 2003-02-24
Posts: 853
Website

Re: Top Down City dev log

yeah i could do that i guess..


http://www.mathpudding.com

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#61 2007-04-25 11:38:07

Fragdieb2
Avatar is missing!
Registered: 2003-03-24
Posts: 1,899

Re: Top Down City dev log

Are those little flashing icons on bottom some sort of damage model? Looks like a really cool idea!


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#62 2007-04-25 13:07:21

Delfi
Programmer
Registered: 2003-02-24
Posts: 853
Website

Re: Top Down City dev log

Fragdieb2 wrote:

Are those little flashing icons on bottom some sort of damage model? Looks like a really cool idea!

Yup smile it shows amout of damage on your car.


http://www.mathpudding.com

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#63 2007-04-25 16:04:07

Niteye
the obscurity
Registered: 2006-09-30
Posts: 14

Re: Top Down City dev log

I heard there's a Top Down City billboard in GTA3. I never noticed it where is it?
Also, are you aiming to make TDC into a full game or is it more a proof of concept thing.


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#64 2007-04-25 17:18:46

Delfi
Programmer
Registered: 2003-02-24
Posts: 853
Website

Re: Top Down City dev log

Niteye wrote:

I heard there's a Top Down City billboard in GTA3. I never noticed it where is it?
Also, are you aiming to make TDC into a full game or is it more a proof of concept thing.

Yeah, there are ads for it in gta3 and gta-vc as well. and TDC is a game and is not just some concept thing.


http://www.mathpudding.com

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#65 2013-08-02 11:58:55

PissBeagle195
Shitcakes
Registered: 2013-07-31
Posts: 86
Website

Re: Top Down City dev log

Delfi wrote:

ok, here is what's cooki'n:

i'm coding a new game called "Top Down City"
this won't fail... why? because half of the game
engine is already coded, realy i'm suprised too!

so i need your best cars for the game, but please
note:

- the game might get commercial if i found a
  publisher enough interested into this
- the cars should be more normal (jeep, sedan,
  truck, bus, train, and all possible normal cars,
  sports cars should be normal cars riced to sports
  special vehicles (rocket trucks, tanks etc.. ))

examples:

this is fucking sweet: 
Monster_Bug.gif

monsterbug.gif

Rcoupe.gif

Lambourghini_Diablo_GTR.gif

bs_renault.png

RC_Mega_Tow_Truck.gif

Kaymaz.gif

papercut.gif

393R.gif

kimpakt_gtazz2.gif
Voyager_Toumai.gif

Minor.gif

WillysJeep.gif

my favourite tank ever:
Sherman.gif

DumpTruck_Toumai_RE.gif

18Wheeler_Toumai_RE.gif

opasevo2.gif

this are examples, i won't use any of these without
asking ofcourse so any cars you might have that would
be ok:

- post image, yours real name and a link to it
- you agree that car could be used in commercial
  purposes and must be your own work (no steals)
- cars won't use names of real cars
- if you have 32 bit true color version of deltas
  link that one, the game will be 32bit and
  transparency will be using alphas

and no connecton to "gta" should be with the car
(such as in car names, texts etc.. )


- if game gets commercial you can get a free copy
  of it.. thats all i'm affraid, i don't have any money

Is it dead?

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#66 2013-10-12 13:38:49

Delfi
Programmer
Registered: 2003-02-24
Posts: 853
Website

Re: Top Down City dev log

no.


http://www.mathpudding.com

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#67 2013-10-12 16:57:37

Inky
is a pie
From: Norway
Registered: 2003-05-24
Posts: 1,247

Re: Top Down City dev log

Holy shit it's Delfi, and with good news smile

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#68 2013-10-14 15:19:52

[deleted]
Still MOD-elect
From: ur mom xD
Registered: 2013-09-07
Posts: 390
Website

Re: Top Down City dev log

Holy shit it's Inky!  >^_^<


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