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Plan for William Sims
Plan for William Sims
| Name: | William Lee Sims | ![]() |
|---|---|---|
| Date Posted: | Jul 11, 2004 | |
| Rating: | 1.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for William Lee Sims |
Blog post
I've finished working on my Hide and Go Seek game with power-ups and six different worlds... a brick maze, a mazed interior, inside a computer case, a bizarre funhouse, a village, and a graveyard.
This is my first project with the TGE. I was a bit ambitious in making it, but I finally got it to a point where I'm happy with it.
The game plays with 3 to 16 people (although I've only ever tested it with 10). There is a lot of programmer art in this, too. Learning the art tools (Quark, gameSpace, MilkShape, Ultimate Unwrap, CharacterFX, etc.) at the same time shows. But since this is just a hobby, my friends are my only players, and I don't make money, nobody can really complain.
I made a few changes to the engine. I created a tractor beam (which is really an impulse beam). I created a C++ object that mostly encapsulates the source and target names. The clients then draw the tractor beam using those names. I then have a separate function which applies the proper impulse. The tractor beam looks kind of Star Trek-ish... kinda.
Second, I had the server determine the footprints. I then replicate these footprints exactly on each client. This is because each character has a stealth ability. The more stealthy you are, the less footprints you leave. It was vital that you knew where your footprints were. Especially when you are invisible.
Finally, I made a slew of minor changes to support each character having different speeds, different powerup effects, different stealths, and for tagging. (Nothing major... just a lot of state variables and modifications to virtual functions within my own PlayerHnGS class.)
If anybody is interested in these changes I would be willing to share the code and/or concepts.
Here are the powerups. You can visit my web site or view the Hide and Go Seek Instructions to learn more.










Here are a few shots of the levels (from the documentation):


The game plays with 3 to 16 people (although I've only ever tested it with 10). There is a lot of programmer art in this, too. Learning the art tools (Quark, gameSpace, MilkShape, Ultimate Unwrap, CharacterFX, etc.) at the same time shows. But since this is just a hobby, my friends are my only players, and I don't make money, nobody can really complain.
I made a few changes to the engine. I created a tractor beam (which is really an impulse beam). I created a C++ object that mostly encapsulates the source and target names. The clients then draw the tractor beam using those names. I then have a separate function which applies the proper impulse. The tractor beam looks kind of Star Trek-ish... kinda.
Second, I had the server determine the footprints. I then replicate these footprints exactly on each client. This is because each character has a stealth ability. The more stealthy you are, the less footprints you leave. It was vital that you knew where your footprints were. Especially when you are invisible.
Finally, I made a slew of minor changes to support each character having different speeds, different powerup effects, different stealths, and for tagging. (Nothing major... just a lot of state variables and modifications to virtual functions within my own PlayerHnGS class.)
If anybody is interested in these changes I would be willing to share the code and/or concepts.
Here are the powerups. You can visit my web site or view the Hide and Go Seek Instructions to learn more.










Here are a few shots of the levels (from the documentation):


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