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DigitalHax

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Posts posted by DigitalHax

  1. Hey all,

     

    I had a quick question about a technique used in quite a lot of games that I want to have a go at adding to mine. And that is abstract camera movement. Much like a person's head moving around to make it more realistic.

     

    Now any suggestions on this? I have seen a few people around here achieve it. One person is franck22000, with his video in this post - http://www.leadwerks.com/werkspace/topic/4712-shadows-artifacts/

     

    Any suggestions would be very helpful!

  2. Where is the list of everyone who has already joined? If I won't be able to do too much. But I can help a little bit. It's always been a personal goal of mine to develop a game with Rick and Aggror some day. Seeing as 50% of all coding I learned from them. So I'll join, but I don't think I'll be one of your main guys.

     

    For someone who was so pesamistic, it's strange that you would want anything to do with it...

  3. And I still kinda think it should be a post apocalyptic shooter :/ I like that idea because it is original, but if we do something like a horror game or a full on fps game, we would be constantly comparing to things like amnesia or call of duty..

     

     

    PS: should I go ahead and make a google docs project?

  4. I like that idea DigitalHax. The only thing I would like to add to that is that we make use of the most powerfull features off LE:

    • Large terrain
    • Outdoor
    • Dynamic weather, night/day cycle (Lighting)
    • Rich vegetation

    Inspiration sources:

    • Book of Eli (movie)
    • The last road
    • Rage ()
    • Fallout ()

    Also agreeing with Flexman. Walking and shooting people would be a nice start.

     

     

    You are just reading my mind biggrin.png That about sums up everything I had to say.

     

    and add to that features list, a simple hunger/thirst system would be good.

  5. How about a post apocalyptic survival adventure game? Something like in "The Book Of ELI" With a destroyed civilization and few people left. A bit like fallout but subtly different.

     

    Not too many characters. Maybe only the main character and a few other travelers you meet along the way.

  6. In my opinion, you need a project plan and a manager that assigns tasks, verifies outputs, and holds contributors accountable and on schedule. I don't think the project manager should even try to do anything else but manage it.

     

    But the million dollar question is, would YOU be a part of it?

  7. Well it doesn't neccisarily have to be everyone. It could just be with someone in each general field. With about 5 or so people it could work fairly well. I guess development teams have to start somewhere eh.

  8. Hey, I am currently trying to sort out animation for my character, and I need a way of letting the animator know that the player is turning.

     

    Here is my code -

     

    TVec3 PivotRotation=Vec3(0);
     //Camera looking
     mx=Curve(MouseX()-GraphicsWidth()/2,mx,6);
     my=Curve(MouseY()-GraphicsHeight()/2,my,6);
     dx=Curve(MouseX()-GraphicsWidth()/2,dx,28);
     dy=Curve(MouseY()-GraphicsHeight()/2,dy,28);
     MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2);
     camrotation.X=camrotation.X+my/10.0;
     camrotation.Y=camrotation.Y-mx/10.0;
     cam2rotation.X=cam2rotation.X+dy/10.0;
     cam2rotation.Y=cam2rotation.Y-dx/10.0;
     RotateEntity(pivot,camrotation);
    
     RotateEntity(campivot,Vec3(camrotation.X,camrotation.Y,0));
     EntityParent(camera,campivot);
     PositionEntity(mesh,EntityPosition(player));
    

     

    So any suggestions on how I can specify if it is turning?

     

     

    Thanks in advance.

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