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Plan for William Sims
Plan for William Sims
| Name: | William Lee Sims | ![]() |
|---|---|---|
| Date Posted: | Feb 01, 2005 | |
| Rating: | 3.5 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| 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):


Recent Blog Posts
| List: | 07/21/08 - Toy Factory! 02/02/07 - Fast Arcade Complete (Warning: Large Image) 08/23/06 - Sid Sackson, Prototyping, and Mexico 07/07/06 - Sparks! 4 Complete 06/04/06 - Land Bridges Complete (Enough For Now)! 02/01/05 - Plan for William Sims 07/11/04 - Plan for William Sims |
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Submit your own resources!| Josh Williams (Feb 01, 2005 at 01:37 GMT) |
| Anthony Rosenbaum (Feb 01, 2005 at 01:59 GMT) |
| Pat Wilson (Feb 01, 2005 at 04:07 GMT) |
I had this idea for a genre of games called the digital playground, where playground games that we used to play would work for something like emerging mobile technologies and there's actually a design doc for one of them on the whiteboard next to my desk.
I think your idea, if done well, is a very good one. The easier the play mechanic the better, now all you have to do is make it fun, and you are golden.
| Robert Pierce (Feb 01, 2005 at 04:36 GMT) |
| James Laker (BurNinG) (Feb 01, 2005 at 06:41 GMT) |
| Jorgen Ewelonn (Feb 01, 2005 at 14:53 GMT) |
Good luck, keep up the excellent work.
| Josiah Wang (Feb 01, 2005 at 20:11 GMT) |
I looked at the instructions a bit...to be frank, at first, I didn't think this game would be fun, but after reading the well written instructions, it's like...WHOA. Downloading right now =D
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3.5 out of 5


