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287756 Posts in 9135 Topics- by 6766 Members - Latest Member: sanjukumar

November 21, 2009, 03:34:40 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsProcedural GenerationTriagulon [demo 3: Ptime for Pterodactyls]
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Author Topic: Triagulon [demo 3: Ptime for Pterodactyls]  (Read 9019 times)
BobFM
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« on: May 10, 2008, 03:14:17 AM »

Updated!

Here's the latest demo:
http://www.radiopoultry.com/projects/triagulon/TriagulonDemo.0.31.zip



Originial post:



Not exactly sure where I'm going with this project, but I'm having fun making it. Features a randomly generated maze and fractal landscape.

« Last Edit: June 28, 2008, 11:06:40 AM by BobFM » Logged
Michael Yamada
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« Reply #1 on: May 10, 2008, 03:18:16 AM »

Maybe some kind of shooter would look nice from it. The fractal landscape is perfect for that, you know. Just add some walls to hide and stuff (So not really a maze)

If you are going to continue with the maze thing, however, that would be pretty cool too.
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jph wacheski
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« Reply #2 on: May 10, 2008, 04:35:42 AM »

looks cool so far,. I am finding that too, it is easy to come up will lots of stuff, to generate and is danm fun to do it,. if we hope to get a 'game' out then just gotta focus and build in some game play i guess,. then generate more stuff to fill it out Smiley
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« Reply #3 on: May 10, 2008, 05:07:01 AM »

Heh: that really reminds me of the maze-levels in magic carpet Smiley  Keep it up!
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Crackerblocks
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« Reply #4 on: May 10, 2008, 09:41:40 AM »

Looks to me like a wicked skate park.
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Xion
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« Reply #5 on: May 10, 2008, 09:45:10 AM »

I'm imagining a giant face in the sky...
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Hideous
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« Reply #6 on: May 10, 2008, 09:58:32 AM »

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BobFM
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« Reply #7 on: May 10, 2008, 12:09:18 PM »

Yes, I'd say a low-poly, levitating head is pretty much a must. Also, pterodactyls.

The game still has a lot of basic work to be done (wall collisions, for example), but I think I can get a reasonably complete game done before the deadline.

I actually started a game for the previous competition that would have been called "The Six Million Dollar Octopus in the Bayou", but it never got very far at all. Did teach me a few things about DirectX, though. And there's a few pieces of code I made for the tentacles that could come handy for creature animation in this game.
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zradick
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« Reply #8 on: May 11, 2008, 11:19:40 PM »

From the first screen I imagine an alien skyline with several moons and a maze of white walls pocked with alien runes.  As you crest the rise you can see over the wall in front of you.  A view of twising passages extends in all directions, with the monolith towering in the distance, dark and imposing...

Of course, that's just me and I think a maze alone (if done well) is suitably sweet!

Cheers,
--Zack
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PaulMorel
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« Reply #9 on: May 12, 2008, 08:47:15 AM »

Quote
zradick:From the first screen I imagine an alien skyline with several moons and a maze of white walls pocked with alien runes.  As you crest the rise you can see over the wall in front of you.  A view of twising passages extends in all directions, with the monolith towering in the distance, dark and imposing...

You think in text adventures.

When I look at that 3d maze, I see fast gameplay.  I see running, searching the skyline for a way out ... running some more.
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zradick
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« Reply #10 on: May 12, 2008, 02:43:40 PM »

Quote
zradick:From the first screen I imagine an alien skyline with several moons and a maze of white walls pocked with alien runes.  As you crest the rise you can see over the wall in front of you.  A view of twising passages extends in all directions, with the monolith towering in the distance, dark and imposing...

You think in text adventures.

When I look at that 3d maze, I see fast gameplay.  I see running, searching the skyline for a way out ... running some more.

Haha, yes.  Very true.   Grin
I actually want to write a text adventure some day, just haven't found the time yet...  And I want it to have tension, so I'm still trying to come up with a good way to do that without making it too punishing.

There are lots of directions someone could go with something like this.  Here's hoping it continues along one of the many available paths...

Cheers,
--Zack
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BobFM
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« Reply #11 on: May 16, 2008, 05:01:16 AM »

Behold, Iconicus!





Starting to get a better idea of where the game is going. Still quite a bit of work ahead of me. Quite a bit behind me too. Would you believe I entered all the vertex and index data for the head by hand? I really need to learn Blender sometime.
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PaulMorel
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« Reply #12 on: May 16, 2008, 05:49:20 AM »

F*cking awesome.  Love the head.

You shouldn't feel so bad about entering things by hand.  I did the same thing for all the coords in my game as well.  Thankfully, I'm just in 2D!
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« Reply #13 on: May 16, 2008, 06:46:58 AM »

Behold, Iconicus!





Starting to get a better idea of where the game is going. Still quite a bit of work ahead of me. Quite a bit behind me too. Would you believe I entered all the vertex and index data for the head by hand? I really need to learn Blender sometime.

This suddenly looks a lot more awesome. Zardoz wished he had triangle halos.
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jph wacheski
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« Reply #14 on: May 16, 2008, 11:59:03 AM »

 DOH   Smiley   somehow reminds me of Arkonoid,. . looks great really,. the coloured sky adds some niceness as well, although I would tint the giant floating head a bit more baby blue to go with the nice rusty hues,. will he spew scarry objects at the player like that mock-up ?!?  I hope so.
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