I've been working on a game recently, and while currently not a game (I'm not really sure what to do to actually add gameplay yet), I've got a cool graphical effect going on.
You can download it HERE, only ~300 kb (most of which is the glfw which I statically linked to).
I've attached a screenshot, but you need to actually try it out to give it justice.
Any comments, criticisms, or ideas to turn it into an actual game are welcome.
It's written in C++ using OpenGL, along with GLFW for window creation and the like, and seems to run fine on older computers/cards.
*foams at the mouth*
That was pretty cool. I'm just starting with opengl. I'm using glut for windowing though, while I don't use a ton of it aside from a few functions how is it in comparison with GLFW?
Very nice effect indeed, maybe increase the speed even more.
This reminds me of a game I used to play called Ballistics whose whole purpose was to drive through tubes as fast as possible, within a time limit. The innovation in the game was that there was virtually no speed limit as your vehicle speed increases as long as you accelerate and you could run over speed breakers which would give an even bigger boost. The problem was that the tubes had obstacles (they had a very nice system where the obstacles would shine through the solid wall of the tubes so you could see them even at insane speed) and that you had on the correct side of the tube in a curve, or else you'd lift off the ground and crash.
if nothing else, it'd make a wicked screensaver!
The green, yellow and pink is pretty blurred compared to the blue/black
Add some elements that are going to be likely in any game
Tunnel length, speed, rotation, bends, diameter, possibly shape, etc.
edit: horizontal blending would be cool too
First off, in comparison to GLUT, GLFW is a lot more powerful. It provides things such as threading, tga loading, OpenGL Extensions (important, although I don't use them here), and joystick support. http://glfw.sourceforge.net/
They also have a section in their FAQ on why it vs. GLUT.
I was actually thinking something similar to this Ballistics game (cross type shapes in the center of the tube for you to avoid), although I'm not sure.
I'd rather avoid making the tube bend and such, as that got messy the last time I attempted it.
Whatever game I make, I want to go with infinite tube length, with reasonably insane speed, and make the goal be a high score (online high score board).
The one thing I want to avoid is making it a duplicate of my past games UberTube
How are you making the tube infinite in length? I'd be interested in this effect for my space project during system transition sequences.
I figure setting the 'w' coordinate of the verticies at the end of the tube to 0 would probably do it. I have no idea how CrazyNorman is doing it though.
EDIT: Nevermind me, I don't think that's it. Because the tube looks like it's made of multiple sections (for the colours), that appear to still alternate into the distance at 'infinity'.
yup, the tube is made of sections, and they get closer to you. As the pass you, they are deleted, and a new one is created at the far end of the tube (its all random). I have a more efficient way of doing this that I'm using, which doesn't require array shifting or linked lists or reallocation, but that is the idea behind it.
Its not truly infinite, but gameplay wise it is.
I would like to see an example of this. I tried something similar with terrain and could never get the distant terrain to spawn at the right place. Starfields, however, do work well and I use only model coords for that. So are you generating the tube vertices relative to 0,0,0 or relative to the camera world position?
First off, new test release (I got it working on Windows this time). Apparently, the Linux NVidia drivers were forcing a depth bufer to exist, so I never noticed that I wasn't creating one under Windows, which become obvious once I tried to add spinning walls of death.
Anyways, these walls of death render correctly along with a depth buffer.
The gameplay (unless you all say otherwise), will be dodging the spinny yellow/green things. Right now, you still can't play, but this has all the graphics so you can imagine.
You can download source code with dev project as of now below (its extremely messy, currently under development, etc. don't make too much fun of it till I get a chance to clean it), if you are curious about how everything works.
To compile it under Windows, first get the latest bloodshed dev-C++ beta:
Next, the GLFW Dev-Pack for Dev-C++ (and install it from the Dev-C++ package manager):
Finally, just open the project file (fgc.dev), and it should compile fine.
The code blocks file is for linux.
Now to Bubba:
If looking at the code is a little annoying (in its current state, thats very understandable),
I generate the tube one segment at a time. I generate them relative to that segment, and store each segment in its own display list. I then just glTranslate(0, 0, -segmentSize); for each segment.
Its massively different than before visually (you will see).
I think it looks cool, but do you guys think this change is for better or for worse?
Maybe I shouldn't be programming on Easter, but whatever.
This is like the above, except the enemies "glow" so that they don't disappear when the tube goes dark.
Now I'm starting to work on gameplay.
EXE and src:
That looks really good, but I think it should stay lighter a little longer. Right now it appears to be dark most of the time, and when it's dark you can't see the acid effect very well. Since the acid effect spurned you to make this new game, it should have a bit more of the focus. However, the glowing in the dark is pretty awesome.
Overall, very cool.
IT'S A GAME
This is still an alpha release, but it's a game, and you can play it. No high score board yet (none till I atleast finalize gameplay), and no song yet (waiting on a few friends to make me one).
But, you can play it and see what type of scores you can obtain.
Also, if you have suggestions for gameplay, or graphics, I'd love them, as its still not quite what I want yet.