Sunday 8 November 2009

MOISTSPACETREE

Salutations fellow coders.  Kenji-san and I have just attempted another all-night XNA session, however we crashed at 6am slept for longer than the agreed sleeping time! Unprecedented fail!

On the brighter side of things there is a small morsel of a game to show for our efforts. However, in a style that is becoming typical of my coding sprees, the 'game' element isn't really the strongest force in the creation. The idea was a large chunk of space that two players could roam around in, and chase down enemies if they felt like it. It was supposed to feel a bit more like a petri-dish though, in that everything should have an organic side to it. Admittedly it looks a lot more alive when you play it than in pictures since everything in the game is restless and insists on wriggling around.


The colour of the world (the gas clouds and the random bits floating about), changes as you travel through the world... I was inspired by interpolating light across triangles to interpolate colour across the gameworld.


This project also gave me an opportunity to do a little bit of shader writing, which had been on the back-burner for a long time. The same particle effect system used in FarmFury was employed here, with the exception that I drew all effects onto a 'Smear' layer, which does exactly that: smears stuff across the screen (and gradually shrinks and removes the muck too).


Also I played around with my renderer until I got it running with dual viewports at a decent resolution. The characters can only run about on an 8 by 8 patch of ground though (98 polys), which makes 242 polys before culling & clipping for both sides to deal with.

No comments:

Post a Comment