Weekend Warriors
by Glen C · 07/10/2006 (12:30 am) · 6 comments
After a weekend of scrounged coding time, the Entities in my sandbox have been introduced to the concept of violent death. Spawning on demand now from a teleport platform, they run around shooting (very) crude Projectiles at each other. They have Hearts with health levels that take damage from the projectiles. When they're hurt, they flash and bleed Decals, and when they die, their corpse hangs about a while before fading out. Avatars can also interact with the environment as well, now. When they sense there is something they can do, it is reflected in a GUI and the player can trigger the available action. In the first image below, the control panel for the teleport platform enables the active Avatar to Spawn a new Rufus Entity.
What's next?
Environmental interactivity leads on to things like triggered doors, remote weapons, and so on. Life & death is a basic for most action, and distincting Weapons are a next step down that path. Level transitions still need to be done some point soon, too, and I've got some sandbox interface improvements in mind, such as mouse zoom and scrolling. Vehicle mounting is most likely next, though, since it's something I've thought about plenty, but not actually tried before, and is also vaguely complex, so I'm interested to see how that progresses.


What's next?
Environmental interactivity leads on to things like triggered doors, remote weapons, and so on. Life & death is a basic for most action, and distincting Weapons are a next step down that path. Level transitions still need to be done some point soon, too, and I've got some sandbox interface improvements in mind, such as mouse zoom and scrolling. Vehicle mounting is most likely next, though, since it's something I've thought about plenty, but not actually tried before, and is also vaguely complex, so I'm interested to see how that progresses.


About the author
Recent Blogs
• Platforming with TGB• Moving ever forward.
• Sandboxes, Shmups & Tilemaps
• Endless War
• Hitting the road.
#2
Carmaggeddon was so much fun.. sigh..
What is exactly the goal of your game Glen?
07/10/2006 (2:54 am)
Looks closer to the first GTA. :o) Keep us posted.Carmaggeddon was so much fun.. sigh..
What is exactly the goal of your game Glen?
#3
The secondary goal is the development of the underlying Gyhart framework, which means if I do decide to sit down and make a game with a goal, it should be measures easier to impliment it.
07/10/2006 (3:28 am)
My primary goal is to see what I can make stuff do and have fun and de-stress after work. As such, I think of this generally as a sandbox, a virtual toy-room - it has no goal other than to be a fun way for me to pass time.The secondary goal is the development of the underlying Gyhart framework, which means if I do decide to sit down and make a game with a goal, it should be measures easier to impliment it.
#4
Keep us posted on what other cool stuff you figure out!
07/10/2006 (2:14 pm)
Lookin' good. By the by, vehicle mounting should be really simple. Just literally mount the player onto the vehicle. You could test it with the car resource that came with that track image. ;)Keep us posted on what other cool stuff you figure out!
#5
07/11/2006 (6:10 am)
Looks like my kind of mayhem.... ;-) 
Torque Owner Martin Schultz