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IOTD: Ignition Factor
Ignition Factor
Ignition Factor, by Inphernic

Okies, Ignition Factor will/might/won't (pick the one you want) be a 3D shoot em'up (Stardust's tunnel levels anyone?). I've been working on this for right about a week now, and the level generator/renderer is almost complete now (as you can see). What you see above can be recreated from a ~80 byte (yes, byte) TDE file (Terrain DEscription), and the level will dynamically build itself in-game according to the values you specify. The DLE informs the level generators of all the "layers" (ground, water, clouds - there can be an infinite number of "layers") in the scene and gives it approximated instructions for their look. The picture above is a collague of 4 different levels (canyon, slimy tunnel/shaft, icy cave and coast). TDE should give me enough variety for one game. ;)

It might not look very shiny or anything, but that's because of these three points:

First, there's no real need to interact with the level (so it doesn't matter if it looks a bit shabbier, and the game will be fastpaced enough to give you other things to worry about ;)).

Second, I consider this as more practice on OpenGL (I might include eyecandy later on).

Third, I want to target low-end machine (the TDE data also includes detail level specific optimizations, so people running on low detail might lose "extra" stuff like clouds and such).




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