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GID j - 3D Multiplayer Bomberman

GID j - 3D Multiplayer Bomberman
Name:Tom Bampton
Date Posted:Apr 10, 2006
Rating:Not Rated
Public:YES
Comments:YES
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Blog post
It's been a while since I've actually taken part in a GID so this weekend I thought I'd go a little bit mad. Unfortunately, I was out all day Saturday so I only had Sunday to work on it.

I've been thinking about making a bomberman clone for a couple of weeks, so for a change I actually had a game idea. I was originally going to make it with T2D, but decided that animation and networking would be too much work to get working properly during the GID. It had to be multiplayer or it would suck, so T2D went out the window.

So, I decided to use TGE. On Friday night I spent a couple of hours getting a subversion repo setup and exporting a couple of crates. I also doodled a rough idea of how I wanted the level, which looked like this:


###################
#P. .P#
#.# ### # ### #.#
# #
# # # ## ## # # #
# #
# # # .#. # # #
# .P. #
# # # .#. # # #
# #
# # # ## ## # # #
# #
#.# ### # ### #.#
#P. .P#
###################


It's fairly simple: # indicates a solid block, P a player spawn point, . areas to not spawn crates, and spaces are places that it can spawn destructable crates. After that, I went to sleep.

When Sunday came around, I figured that that easiest way to get a level going would be to write a little loader for my doodle so I could use it as the final level. This proved to be an awesome time saving idea:



A few minutes later I had all the stronghold stuff removed and a flat terrain. It started to look like a real level:



Then I added spawning for breakables:



I then asked Nauris to do me a couple of textures so that it didnt look quite so naff and added bombs. The closest thing to a bomb I had was a bong model that Defoc8 made for me for a previous GID, so that went in as a placeholder bomb.



At this point the breakables were still just static shapes and not breakable. So, I fired off an email to Brian Richardson, who I've worked with on previous GIDs, and who has some awesome 3ds/dts blowing up code. Brian kindly agreed to help me out and stick that code in. While he was backporting that from the TSE GID we did a while back, I added a multishot power up:



And then it all fell together:




As it turned out, it's a fairly complete gameplay prototype. The only things missing are game end conditions and a round timer. Sure, it's really rough and the camera kind of sucks, but it works and there are no limits to the number of players. It's a lot further along then I thought it would be when I started it, and total time was roughly 12 hours.

I'd just like to thank Brian again for his help. At the time he joined in, I was really burnt out and it was the push I needed to get it done. Without his help, it would be nowhere near as complete. And the crates would probably still be indestructable ;-)

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Martin Schultz   (Apr 10, 2006 at 09:43 GMT)
Cool stuff!!! :-)


How did you do the lightbeam explosion thing in the last image?
Edited on Apr 10, 2006 09:44 GMT

Tom Bampton   (Apr 10, 2006 at 11:11 GMT)
I cheated. When the bomb explodes, it spawns 4 projectiles (one each for N, S, E and W). The "smoke/lightbeam" is just an overdone particle effect from the projectile.

T.

Gary Preston   (Apr 10, 2006 at 11:42 GMT)
When I saw a screenshot the other day I thought you'd done a really good job on the crates for programmer art... now I know why. Nice crate textures Nauris :)

Neat prototype though, be good to give it a real 4 player test at some point hint hint.
Edited on Apr 10, 2006 11:42 GMT

Tom Bampton   (Apr 10, 2006 at 12:03 GMT)
There's a couple of bugs to fix and some cleanup before i'd be happy with doing a multiplayer test. As I said, it's really rough at this point ;)

T.

Bryan Edds   (Apr 10, 2006 at 13:40 GMT)
Nice job! This is what GID is all about!

Ray Noolness Gebhardt   (Apr 10, 2006 at 13:54 GMT)
Pretty cool stuff Tom. Its nice too see Mr. GID himself, actually doing one. ;)

Ben Jones   (Apr 10, 2006 at 19:57 GMT)
hmm if i were you id make the game look very cartoonish, and so you should make cartoon type explosions. Wind Waker has some good cartoon explosions.

Luke *V8motorhead* Jones   (Apr 10, 2006 at 23:40 GMT)
hell, release it as a tutorial/resource when your done!
Great job!

J Lesko   (Apr 11, 2006 at 04:17 GMT)
The fact that the camera angle might obscure the position of your enemies, creating a kind of stealth element to the game, could be quite fun. =)

Tom Bampton   (Apr 11, 2006 at 08:22 GMT)
@Joe,

The camera is actually kind of annoying. We had a multiplayer (~6 people i think) play test on IRC last night, the camera was the main problem. I found that to find people i was looking for their name on the HUD more then their actual avatar, and its not a very big level ;-)

Still, it turned out to be pretty fun. It surprised me, actually.

@Luke,

Sorry, we have other plans ;)

T.

Xavier "eXoDuS" Amado   (Apr 11, 2006 at 20:21 GMT)
Omfg! What you did is exactly what I did when I started with Torque (v12). It' exactly! Except you have better art, but the beam and all, I did exactly that, spawn a projectile on each direction, haha, very funny to see this done again :)

Kudos!

Guimo   (Jul 18, 2006 at 17:00 GMT)
Hi,
I'm a noob with the TGE but I've already understood the torquescript basics. Now I'm trying to setup a camera like this one where you can control the camera separately from the player.
Would you please tell me where to find info about this setup? Or does the subversion you got has this already implemented?

Luck!
Guimo

James Ford   (May 03, 2007 at 22:28 GMT)
Anyone planning on doing a TGB bomberman tutorial?

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