I may as well show something which I've been working on as I wait for hell to freeze over. (That is, either PluginHostCtrl or Internet Explorer starts obeying me).
Since causing that to happen takes long periods of time I have been working on a little game during short periods of time for the last 1.5 days. (A very long time, when you think about it!).
http://crumbsoftware.f2o.org/files/tippyplatform.zip (800 KB)
What I have here so far is a little Tokamak-powered physics test.
Press LMB to drop boxes, hold middle mouse (or LMB and RMB) to move camera, and roll middle mouse to zoom camera.
One of the many main ideas for this game is that it will be turn based, and the gameboard contains many of these little platforms of varying sizes. They can tip (and eventually sink) based on the playing pieces on top of them. Admittedly, the game has many signs of inspiration from Bontago, but this game is very different so there's no problems there :)
(I'm drawing inpiration from Go and 3d Chess as well, while adding in elements that can only be accomplished through a computer game).
The aim of the game is to capture all of the game boards (interestingly, there is actually good encouragement to do this, because if you don't you'll sink from overpopulation on your home board!) while maintaining balance so they are not tipped over. This tipping issue can also be used to your advantage in more than one way...
Of course, there's much more to it than that which shall be revealed as time goes on...
In this test, the gameboard's physics object is actually a box. This will be remedied; thankfully, the disc is already a convex object, so it can easily be made into a convex hull for Tokamak when the level loads.
Sinking is not yet implemented. Also, changing the mass of the boxes has a really interesting effect on their behaviour, but that hasn't been added to the interface. (And won't be until I actually turn the physics demo into a game).
The board is tethered to a ball joint, and every frame I keep the board from tipping too quickly by applying an extra twist to it opposite to the rotation velocity of the object (it otherwise tips over completely the moment it is off balance, which is very ugly and doesn't work well in a game).
I am trying to sort out how to achieve a nice gloss effect with the gameboard, and then I will try to give it a few more graphical tricks such as very slight alpha and reflections. There is also a bit of shape around the outside of boards in the works, which I have yet to make look nice.
If anyone has advice on how to achieve good shininess, I would be very grateful. (But I'm willing to sort it out myself if you honestly want to make me suffer).
Anyway, sorry about that long-winded introduction. Does it feel nice? Do you have any suggestions to improve how the physics behave?
Any suggestions on achieving nice light glare? My attempts here don't seem to work the way they should :(
In fact, here's the code that I used to create the board's shininess effect:
As you can see, it doesn't behave properly... (The PNG is transparent, but the glare in game is a solid white thing. Also, come to thing of it, I don't think it would look right anyway).
Since causing that to happen takes long periods of time I have been working on a little game during short periods of time for the last 1.5 days. (A very long time, when you think about it!).
http://crumbsoftware.f2o.org/files/tippyplatform.zip (800 KB)
What I have here so far is a little Tokamak-powered physics test.
Press LMB to drop boxes, hold middle mouse (or LMB and RMB) to move camera, and roll middle mouse to zoom camera.
One of the many main ideas for this game is that it will be turn based, and the gameboard contains many of these little platforms of varying sizes. They can tip (and eventually sink) based on the playing pieces on top of them. Admittedly, the game has many signs of inspiration from Bontago, but this game is very different so there's no problems there :)
(I'm drawing inpiration from Go and 3d Chess as well, while adding in elements that can only be accomplished through a computer game).
The aim of the game is to capture all of the game boards (interestingly, there is actually good encouragement to do this, because if you don't you'll sink from overpopulation on your home board!) while maintaining balance so they are not tipped over. This tipping issue can also be used to your advantage in more than one way...
Of course, there's much more to it than that which shall be revealed as time goes on...
In this test, the gameboard's physics object is actually a box. This will be remedied; thankfully, the disc is already a convex object, so it can easily be made into a convex hull for Tokamak when the level loads.
Sinking is not yet implemented. Also, changing the mass of the boxes has a really interesting effect on their behaviour, but that hasn't been added to the interface. (And won't be until I actually turn the physics demo into a game).
The board is tethered to a ball joint, and every frame I keep the board from tipping too quickly by applying an extra twist to it opposite to the rotation velocity of the object (it otherwise tips over completely the moment it is off balance, which is very ugly and doesn't work well in a game).
I am trying to sort out how to achieve a nice gloss effect with the gameboard, and then I will try to give it a few more graphical tricks such as very slight alpha and reflections. There is also a bit of shape around the outside of boards in the works, which I have yet to make look nice.
If anyone has advice on how to achieve good shininess, I would be very grateful. (But I'm willing to sort it out myself if you honestly want to make me suffer).
Anyway, sorry about that long-winded introduction. Does it feel nice? Do you have any suggestions to improve how the physics behave?
Any suggestions on achieving nice light glare? My attempts here don't seem to work the way they should :(
In fact, here's the code that I used to create the board's shininess effect:
board_baseGlaze=CreateCylinder(64,1,board_base) ScaleMesh(board_baseGlaze,8,0.05,8) glare1=LoadTexture("media\gfx\glare1.png",64+2+1) ;Sphere Env. Map, Alpha, Colour TextureBlend(glare1,5) EntityTexture(board_baseGlaze,glare1)
As you can see, it doesn't behave properly... (The PNG is transparent, but the glare in game is a solid white thing. Also, come to thing of it, I don't think it would look right anyway).