Alas, it had to fall by the wayside. So far, you can drive around a somewhat monotonous landscape, and the turrets turn, but we managed to get neither the procedural, the death, nor the labyrinth parts included. As a side note, working with someone who lives on the opposite side of the planet plays Hell with communication. I'm not sure if my programmer wants to continue the project or not. If not, I think I'll experiment with the Blender Game Engine and see if I can get something working that way.
Thanks for taking the time to critique, Jasper. I'm not too sure about simulated suspension, but rotating the wheels about the vertical axis sounds like a good call. That would be as simple as adding a vertical bone to each tire, so I might do that after this game jam is over. :)
I found someone to do the coding, so this should be good to go. Anyone else who wants to follow the development or contribute can do so here https://github.com/johndh/PDJ
I like the markings. I could easily see the chevrons and crescents as a short-hand for a ship's role, like if one of those markings meant it was an attack ship while another meant a transport, etc. I also like the organic feel that they have, like they were bio-engineered from some aquatic animal rather than manufactured.
I love all of these ship packs. They're well-crafted and imaginative, with each of the factions having their own distinct style. Do you know if these were rendered from 3D, and (if so) if the 3D model files are available somewhere?
The chips and dings in the blade add a lot of character to the item. They make it look like an object that has been used (and perhaps abused) in the world, rather than sitting in a display case.
Alas, it had to fall by the wayside. So far, you can drive around a somewhat monotonous landscape, and the turrets turn, but we managed to get neither the procedural, the death, nor the labyrinth parts included. As a side note, working with someone who lives on the opposite side of the planet plays Hell with communication. I'm not sure if my programmer wants to continue the project or not. If not, I think I'll experiment with the Blender Game Engine and see if I can get something working that way.
Thanks for taking the time to critique, Jasper. I'm not too sure about simulated suspension, but rotating the wheels about the vertical axis sounds like a good call. That would be as simple as adding a vertical bone to each tire, so I might do that after this game jam is over. :)
I found someone to do the coding, so this should be good to go. Anyone else who wants to follow the development or contribute can do so here https://github.com/johndh/PDJ
Thanks.
There is a PDJ section of the forum and also #proceduraldeathjam on freenode.
I like the markings. I could easily see the chevrons and crescents as a short-hand for a ship's role, like if one of those markings meant it was an attack ship while another meant a transport, etc. I also like the organic feel that they have, like they were bio-engineered from some aquatic animal rather than manufactured.
Ah, I see. Thanks for the attempt.
Last I checked, cgtextures' license was not compatible with any libre/open license.
I love all of these ship packs. They're well-crafted and imaginative, with each of the factions having their own distinct style. Do you know if these were rendered from 3D, and (if so) if the 3D model files are available somewhere?
The chips and dings in the blade add a lot of character to the item. They make it look like an object that has been used (and perhaps abused) in the world, rather than sitting in a display case.
After reading your comment, I swear I edited it to include a zip file, but I don't know where it went. :-|
Edit: It's fixed now.
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