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Work in Progress / Dungeon Ball

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Medieval Coder
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Posted: 14th Oct 2006 06:05 Edited at: 14th Oct 2006 06:06
Ok, as you could tell the game is called Dungeon Ball. Its name is self explanitory.



Basicly you manuver through the dungeons avoiding certin traps, such as giant rolling balls of stone or lava pits. You will control a spiked ball. The object is to get to the end of the level.


Chris Franklin
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Posted: 14th Oct 2006 11:18
looks like it'll be fun Guanlet ball if you could add some hammer's that crush the player if they get hit by it that'd be cool to

I'm back! Great to be back | Watch out for one of my projects soon that will be finished
Medieval Coder
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Posted: 14th Oct 2006 18:00
I have changed the view and added some fog, and changed the fov. Tell me what you think!

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Silvester
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Posted: 14th Oct 2006 18:15 Edited at: 14th Oct 2006 18:15
looks cool,however your "ball" is a cube...

EDIT: fixed a little typo.

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Medieval Coder
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Posted: 14th Oct 2006 18:38
Its only a place holder cube, until I can find a sphere that is available for employment!

Silvester
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Posted: 14th Oct 2006 18:51
Make Object Sphere

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Medieval Coder
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Posted: 14th Oct 2006 22:00


I just finished working on the fire. Do you think there is to much fog? Do you think there should be a roof for the dungeon or not?

Zokomoko
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Posted: 14th Oct 2006 22:05
I think a roof is a good idea.
Silvester
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Posted: 15th Oct 2006 13:29
well,if theres a roof from the current top down like view,you wont see the ball...

so a roof is usefull if theres no top down view or Isometric view.else,dont use a roof...

too much fog?i think its rather cool.

and the fire is cool too

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Sixty Squares
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Posted: 15th Oct 2006 13:33
Wow those graphics are nice! Where did you create the levels?

Ummm...
Medieval Coder
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Posted: 15th Oct 2006 23:32
I made them in 3d World Stuido.

Thanks for you comments!

I have decided to make walls a bit higher, that way there is no need for the celing due to the fog.

Also, Im going to tweak the camera settings after playing some xbox games.

aticper
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Posted: 15th Oct 2006 23:40
I actually prefer the camera angle in the first perspective - it leaves open the possibility that there could be a booby trap around the corner and you'd never know.

Also, could you give us some more information on how you plan to structure gameplay? (I realize that this is an early WIP, but you probably have some ideas at least)


Oh, and the fog is cool.

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Medieval Coder
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Posted: 15th Oct 2006 23:45 Edited at: 15th Oct 2006 23:46
The level you see is level 1

You start in the beginning, you control the ball (possible as an optional 1st person)
You manuver around, a giant rolling stone(s)
Avoid floor traps, giant bladed pendulams
And the goal to make it to the end.

There will be no enemies, just different traps.

Stora tomtefar
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Posted: 16th Oct 2006 10:02
Quote: "well,if theres a roof from the current top down like view,you wont see the ball...

so a roof is usefull if theres no top down view or Isometric view.else,dont use a roof..."


Well, you could fix the roof's polygons in a manner that'll make them invisible if you see them from the top, but visible when you see them from the bottom.



Wouldn't that work?

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Medieval Coder
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Posted: 16th Oct 2006 13:19 Edited at: 16th Oct 2006 13:21
Yep, that would work...I never knew that command was in there.

How do I split a model apart and use them as limbs? I would have to seperate it as limbs because different things have different textures. So I would have to split the model apart into limbs and then apply the shader to the limbs. Any ideas?

Medieval Coder
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Posted: 21st Oct 2006 02:38
I believe this is the new way the camera will be.


Mr Tank
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Posted: 21st Oct 2006 05:37
Looks quite nice. Can't really give too much advice without seeing it working though.
I think you should try and stick with the one camera, otherwise one will be easier to use than the others, making them redundant anyway. Top view like you have got will probably be the least problematic.


You'll be able to click on this someday.

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