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TIGSource ForumsCommunityDevLogsUntitled Reaction Diffusion shooter game
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Author Topic: Untitled Reaction Diffusion shooter game  (Read 1537 times)
ChaoticEdge
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« on: August 08, 2020, 09:01:06 AM »

Hi everyone. I have just started a devlog for a game I have been wanting to make for ages. It is based around reaction-diffusion systems for a very unique look and gameplay.





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brickshot
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« Reply #1 on: August 08, 2020, 09:27:02 AM »

Wow this is really cool and inspiring! I love the natural way it moves and reacts. Will the levels always be static or would it be possible to scroll around a larger plane?

-josh
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ChaoticEdge
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« Reply #2 on: August 08, 2020, 09:32:17 AM »

Hi Josh, thanks for your comment.
Currently they are fixed to a single screen. I thought about having a larger scroll area, it wouldn't be too hard, but then I get into camera problems in multiplayer and some other technical issues. I like the 'cosiness' of a single screen, but it's a design decision that I'm open to.
Cheers!
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ChaoticEdge
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« Reply #3 on: August 17, 2020, 02:37:14 AM »

Devlog #2
been working on an editor in which I can design levels. Can set palette, motion, substrate and parameters. A lot of flexibility for making a wide variety of level types.




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Sp1ke
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« Reply #4 on: August 17, 2020, 09:20:42 AM »

A very very interesting mechanics of the fluids.
But what will be objectives in the game? Maybe cleaning water after some kind of environmental disaster?
Obtaining specific liquids by creating specific shapes of one kind of liquid opposing other?
Maybe it would be good to introduce different vehicles which would be able generate other kind of liquid. etc.
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ChaoticEdge
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« Reply #5 on: August 24, 2020, 08:43:38 PM »

Thanks. It's really a fairly standard shooter, but the organic background is a novel way of having a dynamic arena. There will be certain powerup effects, like a laser to cut through the walls, a repulsor field to push them away, and a shield that gathers material around the player's sides and back while leaving the front open for shooting, hopefully leading to quite unique gameplay.
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vdapps
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« Reply #6 on: August 25, 2020, 03:04:28 AM »

Nice fluid dynamics! It's everything on CPU or you use also some GPU computing?

(I don't even know what are possibilities for GPGPU computing nowadays, having in account being compatible with all three Nvidia/AMD/Intel GPU-s. I guess we can forgot about unified API).
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JobLeonard
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« Reply #7 on: August 25, 2020, 04:44:04 AM »

Finally, a game where I can shoot my migraine auras!

That interface looks soooo gooood!

Also, did you see this? Might be relevant to your interests:

https://www.shadertoy.com/view/Wt2BR1
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ChaoticEdge
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« Reply #8 on: August 30, 2020, 02:43:50 AM »

Nice fluid dynamics! It's everything on CPU or you use also some GPU computing?

It's pretty much all done with a GLSL shader pipeline. First, there is a small reaction-diffusion system making the patterns. Then there is a fluid simulation for the wakes of the ships. After that, there is a smooth upscaler, and finally, there is a lighting/texturing pass. I plan on making a video about how it all works later in my devlog. I do collisions with the walls on CPU though.
« Last Edit: August 30, 2020, 02:50:49 AM by ChaoticEdge » Logged

ChaoticEdge
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« Reply #9 on: August 30, 2020, 02:47:21 AM »

Finally, a game where I can shoot my migraine auras!

That interface looks soooo gooood!

Also, did you see this? Might be relevant to your interests:

https://www.shadertoy.com/view/Wt2BR1

I love ShaderToy but I've never seen that one before. Amazing! Thanks
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