Hi all, we have a beta beta beta beta release of the game with a few functionalities.
the link: splinks-beta-demo-beta-beta-beta-incomplete-unstable
We have a lot of work to do, a list of it (deja vu?):
about the gui:
- load the 3d models
- lights and Shadows
- load textures and bumpmaps
- remove the energy range when we have not energy.
about the game (todo's and bugs):
- add characters collisions
- add stadium collision
- add simple ai to the creature (kill the splink if it is near)
- fix a bug over the attack (bad collisions)
- end of a game
- others...
improvements?:
- add creature respawn
- a lot....
[UPDATE]
On linux, we hava a problem with the scripts and the dynamic libraries, the solution,
modify run-main.sh, put: java -Djava.library.path=. -cp splinks-0.4.9.jar com.proserk.splinks.main.Main
miércoles, 25 de febrero de 2009
martes, 17 de febrero de 2009
domingo, 8 de febrero de 2009
Multiplayer mode
We achived a communication between players using basic server/client architecture.
Our client is complex, we have the user control logic, the game controllers logic, the render logic, physics, etc. When we are in multiplayer mode, we forward user generated actions to all clients using the server like a gateway.
All user actions coming from other players will be forwarded to the player controller in the local client to simulate a local user control.
In our server, we process all the user actions incoming from a client and forwards it to others, besides, the server will send the game state to all players to synchronize them, this will be considered the last word :D.
This is very basic but is working great. We hope to complete a multiplayer playable version to the end of the actual iteration (21/2/09).
Thanks.
Our client is complex, we have the user control logic, the game controllers logic, the render logic, physics, etc. When we are in multiplayer mode, we forward user generated actions to all clients using the server like a gateway.
All user actions coming from other players will be forwarded to the player controller in the local client to simulate a local user control.
In our server, we process all the user actions incoming from a client and forwards it to others, besides, the server will send the game state to all players to synchronize them, this will be considered the last word :D.
This is very basic but is working great. We hope to complete a multiplayer playable version to the end of the actual iteration (21/2/09).
Thanks.
Update - New game video
Hi, we have new video:
In this example, we can see:
* the power to possess creatures
* attack using a creature.
* using of different animations of the example dwarf
* we add the coliseum of the last post (thanks guys for the models)
* we show the range of the mind control powers
Now, we have to work to improve a lot to make it playable and nice.
In other things, we add the multiplayer mode using one server and various clients, we will upload an executable in these days.
In this example, we can see:
* the power to possess creatures
* attack using a creature.
* using of different animations of the example dwarf
* we add the coliseum of the last post (thanks guys for the models)
* we show the range of the mind control powers
Now, we have to work to improve a lot to make it playable and nice.
In other things, we add the multiplayer mode using one server and various clients, we will upload an executable in these days.
viernes, 6 de febrero de 2009
3d Models for the game
Our artists made some models to use in the game.
The pictures below are rendered using 3d Studio Max. We have the Stadium where the splinks are going to battle until death and we also have one of the creatures which has no texture yet.
You can see more of their art at hagodibujitos.blogspot.com
The pictures below are rendered using 3d Studio Max. We have the Stadium where the splinks are going to battle until death and we also have one of the creatures which has no texture yet.
You can see more of their art at hagodibujitos.blogspot.com
Suscribirse a:
Entradas (Atom)