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Author Topic: My Nspire contest entry - nZombie - a zombie FPS game -  (Read 2888 times) Bookmark and Share
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t0xic_kitt3n
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« on: 18 June, 2011, 18:59:40 »
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I have finally decided on what I am going to do for the contest. First, I was going to finish up indestructotank. Then, I changed my mind to a mode 7 racing game. Finally I've settled on a zombie first person shooter game. It will use a wolfenstein style raycasting engine, so just square blocks for walls that are all the same height (I would make it fancier, but it would get too slow). If you've ever played Nazi zombies, it will be somewhat similar to that, surviving rounds of zombies that spawn in the map, while being able to upgrade your weapon and possibly unlock new areas. Of course, being myself, I may change my mind again.

EDIT: First screenshot of the raycasting engine!
http://i.imgur.com/OYEwA.png
My fixed point multiplly and divide are really failing right now Tongue
« Last Edit: 15 August, 2011, 22:43:17 by t0xic_kitt3n » Logged




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« Reply #1 on: 18 June, 2011, 20:27:44 »
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Wow, sounds great!  I look forward to it.
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« Reply #2 on: 18 June, 2011, 20:32:03 »
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DON'T CHANGE YOUR MIND I WOULD LOVE THIS. ^^
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« Reply #3 on: 08 July, 2011, 01:45:50 »
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Screw fixed point.  Mad
I actually have something I can show now  Grin
I still need to figure out why I can't display anything below the height of those two black lines you can see, though, and I also get a lot of graphical glitches. Right now, the raycasting engine is running at a full 320x240 resolution, I am most likely going to have to only raycast every other column of the screen for the final product due to speed issues, though, and I will take away some vertical resolution for the HUD. Next on my agenda is fixing those problems I mentioned above, then adding textures, then I can actually add zombies!
EDIT: New screenshot, I fixed the not drawing to the whole screen issue, and I changed up the color scheme.


* 01.png (44.62 KB, 505x466 - viewed 425 times.)

* 02.png (33.71 KB, 499x464 - viewed 417 times.)
« Last Edit: 08 July, 2011, 03:56:19 by t0xic_kitt3n » Logged




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« Reply #4 on: 08 July, 2011, 16:29:22 »
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wow sweet.  Those screenies are great!
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« Reply #5 on: 08 July, 2011, 16:51:34 »
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I want download link!!!1!!! Does it support moving around yet?
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« Reply #6 on: 08 July, 2011, 17:01:31 »
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He can't provide the link because its his contest entry. You will have to wait a bit Smiley
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« Reply #7 on: 08 July, 2011, 17:15:22 »
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He can't provide the link because its his contest entry. You will have to wait a bit Smiley

I think it is the reason why he wants the link :p
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« Reply #8 on: 08 July, 2011, 18:11:13 »
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That. Is. Incredible!
I can't wait until it comes out!
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« Reply #9 on: 08 July, 2011, 18:36:36 »
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He can't provide the link because its his contest entry. You will have to wait a bit Smiley

I think it is the reason why he wants the link :p

^ Less competition, eh?

Screw fixed point.  Mad
I actually have something I can show now  Grin
I still need to figure out why I can't display anything below the height of those two black lines you can see, though, and I also get a lot of graphical glitches. Right now, the raycasting engine is running at a full 320x240 resolution, I am most likely going to have to only raycast every other column of the screen for the final product due to speed issues, though, and I will take away some vertical resolution for the HUD. Next on my agenda is fixing those problems I mentioned above, then adding textures, then I can actually add zombies!
EDIT: New screenshot, I fixed the not drawing to the whole screen issue, and I changed up the color scheme.

Looking amazing already. Looking forward to what you'll have by August 15th! Cheesy
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« Reply #10 on: 08 July, 2011, 19:25:01 »
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I just realized, this is still running at 90mhz, or whatever the default clock speed is in OS 2.0.1. So if I must, I can always overclock to 150mhz, but I'm going to try not to necessitate that.
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« Reply #11 on: 09 July, 2011, 23:54:40 »
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Update: I added render fog, along with limiting the distance the ray can be cast, so that maps which do not have a full border along the edge do not cause the engine to cast rays forever and freeze. (now that I think about it, it will just cast rays into other areas of the calc's memory, and that will look weird.) Personally, I think the fog looks ugly, especially because the color borders "move" with the camera, but it may not look as bad on actual hardware, or with textures.


* 03.png (1.87 KB, 320x240 - viewed 360 times.)
« Last Edit: 09 July, 2011, 23:56:33 by t0xic_kitt3n » Logged




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« Reply #12 on: 09 July, 2011, 23:58:46 »
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If you look at old games the fog looks like that anyways. I think it looks awesome - maybe add a floor, with a bit of texturing along the walls? I'd still make zombies the first priority though - and guns >Smiley
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« Reply #13 on: 10 July, 2011, 00:04:04 »
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If you look at old games the fog looks like that anyways. I think it looks awesome - maybe add a floor, with a bit of texturing along the walls? I'd still make zombies the first priority though - and guns >Smiley
Right now, I am just trying to get the raycasting working fully, I still get graphical glitches. I will definitely include wall textures, though I don't know about the floor, as stuff has to be calculated per-pixel instead of per column. I can have a solid color floor that is a different color from the ceiling/sky quite easily though.

Oh, and I just realized the calc crashes when I exit the program, so I have to fix that, or people are going to be very annoyed when they go play my game, the calc crashes, and all the work in their unsaved document is lost.
« Last Edit: 10 July, 2011, 00:11:44 by t0xic_kitt3n » Logged




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« Reply #14 on: 10 July, 2011, 00:28:08 »
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Or people are going to be very annoyed when they go play my game, the calc crashes, and all the work in their unsaved document is lost.

Obviously, you have to save the document before switch to another document. So nothing will be lost, except time to reboot.
« Last Edit: 10 July, 2011, 00:29:59 by Levak » Logged

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