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BRAVE Base Camp
BRAVE Base Camp
| Name: | Andy Hawkins | ![]() |
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| Date Posted: | May 15, 2008 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Andy Hawkins |
Blog post
I've been trying to get some sort of physics solution into the game so when the aliens start blowing stuff up (like buildings) they do so realistically. At the moment I'm having trouble getting the physics objects to collide with the terrain or each other using the existing resources. A couple of members in the community have been really helping me out - thanks especially to Gary, Ron, Scott, Sam and mb. I think I've almost found what I need but I've been spending way too long on this tech and went back into world building last night and generated the base camp seen below.
What this represents is the army you start with in Mission 1 that you need to protect. I wont spoil the surprises that come during the game, but the basic idea is to protect as many of these guys as you can while blowing up aliens to maintain a support infrastructure. At the end of each level (sub-mission) you get a tally of whose left and a bonus for them - exactly like the human tally in Defender. As you progress through the mission you will lose more and more of them, with no immediate reinforcements (see below) so it makes winning the mission that much harder.
I've left the game design open-ended so in a sandbox situation you could let all your army die and try take on the aliens all by yourself. It's up to you! YOU determine the fate of the world.
I should have a public demo soon. Oh yeah, last pic is my atrocious player model (which will be replaced) but I'm using it as proof of concept for the clothing pipeline my sister is helping me with. I will have two base humans (male and female) with a myriad of skins and accessories to represent the remaining human race who wander around looking for protection. Pick one up and they become a soldier for the cause! If they survive a level they upgrade their skill to a profession - infantry, pilot, gunnery, engineer etc - so they can use vehicles and weapons left by previously killed humans.
Sounds like fun? I hope so.






What this represents is the army you start with in Mission 1 that you need to protect. I wont spoil the surprises that come during the game, but the basic idea is to protect as many of these guys as you can while blowing up aliens to maintain a support infrastructure. At the end of each level (sub-mission) you get a tally of whose left and a bonus for them - exactly like the human tally in Defender. As you progress through the mission you will lose more and more of them, with no immediate reinforcements (see below) so it makes winning the mission that much harder.
I've left the game design open-ended so in a sandbox situation you could let all your army die and try take on the aliens all by yourself. It's up to you! YOU determine the fate of the world.
I should have a public demo soon. Oh yeah, last pic is my atrocious player model (which will be replaced) but I'm using it as proof of concept for the clothing pipeline my sister is helping me with. I will have two base humans (male and female) with a myriad of skins and accessories to represent the remaining human race who wander around looking for protection. Pick one up and they become a soldier for the cause! If they survive a level they upgrade their skill to a profession - infantry, pilot, gunnery, engineer etc - so they can use vehicles and weapons left by previously killed humans.
Sounds like fun? I hope so.






Recent Blog Posts
| List: | 05/31/08 - BRAVE Troop Deploy Code and Modelling 05/15/08 - BRAVE Base Camp 05/04/08 - BRAVE Beta Release 04/27/08 - BRAVE - London 4 04/21/08 - BRAVE - London 3 04/13/08 - BRAVE - Awwwright! - London 2 04/09/08 - BRAVE Update - London 1 04/05/08 - BRAVE - Shaders, Terrain and Harrier progress |
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Submit your own resources!| Mark Dynna (May 16, 2008 at 15:01 GMT) |
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