Referring to the game posted here: http://cboard.cprogramming.com/showp...0&postcount=71
Great game! I played through all three levels, thoug I couldn't get up the hill at the end of level three. A couple of suggestions.
- Level 1 is pretty easy because the game play is slow unless you hold down the arrow key. Increasing the effect of gravity would make it a little more wild. However, more gravity would make level 3 pretty hard. So, level specific gravity factors would be good
- Level 2 is too easy ;)
- Animate ball rolling
- Rotate camera, maybe you could use the gradients of the terrain to move the camera along in various directions or someting
For those windows users out there, python is multiplatform and pygame.org provids .exes of their library, check it out!
heh, just realized there's a fourth level. Pretty fun but less visually appealing. Some nice water effects and some more levels could make these game pretty awesome.
Glad to see someone's interested in this, even though it's in python. You bring up a lot of of the features I would've liked to add to the game, but just didn't have the time (keep in mind this was homework that took about three hours to write).
Map specific gravity would've been a cool effect to add, I didn't even think of that. I'd especially like to implement it in some way that kept everything in a single ppm file, like it is now.
As for the camera, I kind of like the system I have now. You can rotate the camera freely using wasd and the angle you're looking at it from controls which way the arrows push it, so you can kind of drift around corners. It is kind of irritating how you have to manage the height of the camera though, and it would be easy to make the camera's y value a certain value different from the ball's.
For the ball rolling, that's an implementation mess. Handling the rotations would be fairly simple (with just simple pitch and roll values that change based on velocity and glRotate calls), but actually displaying that rotation is something else entirely. It would either mean putting some kind of surface or texture on the ball, or putting something inside a semi-transparent ball like in the original marble madness. Either one of these would mean using some other rendering method than the glutSolidSphere call I'm using now.
Rendering some kind of water at the bottom of the world is another thing I didn't think of, that would be pretty easy too assuming it was just blue and light blue quads moving in a heightmap with some kind of sin pattern.
Another feature I wanted to add (because my background is primarily ai) but didn't have time was enemy balls that try to knock you off the world. I figured out a simple alg that would do an occlusion query on the heightmap to figure out if one spot was visible from another, and I was going to have the enemy balls chase you only if they saw you. This way you could either hide from them, or lure them into rushing at you near an edge and move at the last minute so they launched themselves off the world.
Id love to play it but i cant run linux on my machine, comes up as a dat file
>You can rotate the camera freely using wasd
ah, i didn't realize that.