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Homebrew Wrestling - gameplay video and pics
Homebrew Wrestling - gameplay video and pics
| Name: | David Horn | |
|---|---|---|
| Date Posted: | Jul 31, 2008 | |
| Rating: | 4.4 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for David Horn |
Blog post
Hello all,
Well I've been very happy with the progress of HBW thus far. Now that I have gotten all of the torque stuff worked out for the most part, I'm now tasked with actually making a fun game. The only problem I'm still having with torque is the fact that when I add lights, it DRAMATICALLY reduces the framerate.
So the big stuff this time around is the coding of weapons and the Create-A-Wrestler (CAW) feature.
For the weapons, I started with a table. Seemed like the most difficult with the varying animations that I have to trigger for it. It was. The good thing is that I know how to trigger object animations as well as mount objects. So chairs, bats, ladders shouldn't be too much of a problem. Famous last words I know.
The other big one is the CAW. I have separated this into 3 categories.
Appearance

Moves


Attributes

In this game, it's more of a mod tool as far as appearance goes. The user must have a "skin" ready to be applied. Then they just need to pick hair styles, accessories, body shapes, etc.
The moves work well, although unfortunately, the movelist in the dropdowns are currently pretty thin. Anyone want to animate moves for me? :)
All of the info is written to and read by XML. It's really nice because everything is external. So far XML has been the way to go.
I have also produced the first true gameplay video shown here:
http://www.youtube.com/watch?v=G6KrXsQq1QQ
Next up is the A.I.
This is where I'll really be needing to tweak both the game mechanics as the tempo of the game.
One question I have is this. Notice that around 2:40 of the video, the wrestler sets the table on fire. I have 3 different fires going on all set to certain nodes of the table. Is there any way to create a particle system that instead of having one node point, it accepts a line based on two points in space?
That's it for now.
Enjoy and God bless!
Well I've been very happy with the progress of HBW thus far. Now that I have gotten all of the torque stuff worked out for the most part, I'm now tasked with actually making a fun game. The only problem I'm still having with torque is the fact that when I add lights, it DRAMATICALLY reduces the framerate.
So the big stuff this time around is the coding of weapons and the Create-A-Wrestler (CAW) feature.
For the weapons, I started with a table. Seemed like the most difficult with the varying animations that I have to trigger for it. It was. The good thing is that I know how to trigger object animations as well as mount objects. So chairs, bats, ladders shouldn't be too much of a problem. Famous last words I know.
The other big one is the CAW. I have separated this into 3 categories.
Appearance

Moves


Attributes

In this game, it's more of a mod tool as far as appearance goes. The user must have a "skin" ready to be applied. Then they just need to pick hair styles, accessories, body shapes, etc.
The moves work well, although unfortunately, the movelist in the dropdowns are currently pretty thin. Anyone want to animate moves for me? :)
All of the info is written to and read by XML. It's really nice because everything is external. So far XML has been the way to go.
I have also produced the first true gameplay video shown here:
http://www.youtube.com/watch?v=G6KrXsQq1QQ
Next up is the A.I.
This is where I'll really be needing to tweak both the game mechanics as the tempo of the game.
One question I have is this. Notice that around 2:40 of the video, the wrestler sets the table on fire. I have 3 different fires going on all set to certain nodes of the table. Is there any way to create a particle system that instead of having one node point, it accepts a line based on two points in space?
That's it for now.
Enjoy and God bless!
Recent Blog Posts
| List: | 11/03/08 - Homebrew Wrestling Official Demo 07/31/08 - Homebrew Wrestling - gameplay video and pics 05/19/08 - Homebrew Wrestling - first gameplay video 03/10/08 - HBW new demo, now we're getting somewhere 02/08/08 - Homebrew Wrestling - 1 step forward, 5 back 01/08/08 - Homebrew Wrestling Tech Demo 12/06/07 - The start of the Arena 12/02/07 - Homebrew Wrestling intro |
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Submit your own resources!| J.P. Berry (Jul 31, 2008 at 17:11 GMT) |
P.S. I'm still trying to figure out how to do tandem animations. I.E., grab a guy by his head, then punch him in the stomach or something. Can you provide any insight?
| David Horn (Jul 31, 2008 at 17:50 GMT) |
so if pcondition is "fine" and I hit "a", perform a grab animation and set the pcondition to "grapple"
if pcondition is "grapple" and I hit "a", do a move and set the pcondition to "move".
And so on...
| Matt Huston (Jul 31, 2008 at 18:05 GMT) |
| David Horn (Jul 31, 2008 at 18:27 GMT) |
Any help at all on the particle question i posed?
Edited on Jul 31, 2008 18:37 GMT
| Devon Winter (Jul 31, 2008 at 18:39 GMT) Resource Rating: 3 |
| David Horn (Jul 31, 2008 at 18:45 GMT) |
| Leroy Frederick (Jul 31, 2008 at 20:33 GMT) Resource Rating: 5 |
| AndrewOsborne (Aug 01, 2008 at 05:12 GMT) |
| BrokeAss Games (Aug 01, 2008 at 08:55 GMT) Resource Rating: 5 |
Keep it up!
Btw, love the NES tribute, brings back memories of the 1st wrestling game I ever played.
| Anthony Abrams (Aug 01, 2008 at 09:25 GMT) Resource Rating: 5 |
It is truly inspirational to see what you have accomplished.
Great job!!!
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4.4 out of 5


