[CANCELED] OutbreakX

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mazonemayu
Agent Provocateur
Posts: 3946

Re: OutbreakX (possible new game)

Post#31 » Fri Jul 29, 2016 5:36 pm

111 wrote:
4. And please do not set your hopes too high. I am not a professional programmer, have almost zero experience with 3d programming (which is hard, trust me) and never finished a game before.



you're kidding, right?? give yourself some credit. this is pretty awesome for having "zero experience", anyone with half a brain will tell you that :lol:
We are SEGA generation.

111
Developer
Posts: 46

Re: OutbreakX (possible new game)

Post#32 » Sat Jul 30, 2016 5:41 am

mazonemayu wrote:you're kidding, right?? give yourself some credit. this is pretty awesome for having "zero experience", anyone with half a brain will tell you that :lol:

no, not really. It is not that rare that while trying to implement something I find myself in a situation like "screw this shit, I am too stupid this is too complex for me!". Collisions alone took 2-3 weeks to understand and implement to acceptable extent, there is a lot of hardcoded\hacky parts in my framework etc.

Glad to hear you like it so far though.
-----------------------------------------------
update:
- added some barrels to shoot at. First gameplay video is coming very soon.

111
Developer
Posts: 46

Re: OutbreakX (possible new game)

Post#33 » Sat Jul 30, 2016 2:32 pm

https://www.youtube.com/watch?v=LRz6-d9n1iQ
(embedding does not work for me)

Average framerate is 45fps because of the square roots. But I already replaced default ones (from math.h) with much faster implementation, so now everything is 60fps with the same scene.

(also, it's the first time I ever upload a video to youtube, so if anything is broken, please let me know)

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Bob Dobbs
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Re: OutbreakX (possible new game)

Post#34 » Sat Jul 30, 2016 2:52 pm

This is one game demo that is really worth looking at. You really have something good going here as the 3D character design is a nice selection and the 3D environment has great potential. this would be a great add to the Dreamcast library. It's really good to see the game actually controlled by a Dreamcast controller.

Please do not give up on this one.
Regards,
Bob Dobbs

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scaryred24
Sunday Shootout
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Re: OutbreakX (possible new game)

Post#35 » Sat Jul 30, 2016 3:25 pm

111 wrote:https://www.youtube.com/watch?v=LRz6-d9n1iQ
(embedding does not work for me)

It needs to be formatted under the shorten youtube link in order for it to work.
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mazonemayu
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Re: OutbreakX (possible new game)

Post#36 » Sat Jul 30, 2016 3:43 pm

I'm totally blown away...a one man job...

I'm gonna share it here and there :mrgreen:
We are SEGA generation.

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Wrath of Khan
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Re: OutbreakX (possible new game)

Post#37 » Sat Jul 30, 2016 4:09 pm

Nice. Hope you finish it. A cutesy 3d platformer is a breath of fresh air for the DC.

111
Developer
Posts: 46

Re: OutbreakX (possible new game)

Post#38 » Sun Jul 31, 2016 5:06 am

Alright, as I warned before, I will not post updates daily from now on. I'm sure everyone now is convinced enough that the thing is real. Now I have to make sure the project is totally happening by testing other KOS stuff (sound, for example). When I'll have something worth showing, I'll let you know.

kazade
Developer
Posts: 214

Re: OutbreakX (possible new game)

Post#39 » Sun Jul 31, 2016 5:53 am

@111 Nice work!

I'd be interested to know more about the approach you took for collision detection and response. Did you use any pre-existing libraries or is this all home-grown? If you have any tips to share on developing for the DC I'd appreciate it :)

111
Developer
Posts: 46

Re: OutbreakX (possible new game)

Post#40 » Sun Jul 31, 2016 8:44 am

kazade wrote:I'd be interested to know more about the approach you took for collision detection and response. Did you use any pre-existing libraries or is this all home-grown?

I use kazmath lib. It does not have absolutely everything you'll need (I adopted some things like finding closest point on line, ray-sphere intersection etc. myself), but from what I've seen it's probably the most complete 3d math lib for C (not C++).
Generally speaking, it's all done using ray casts.

If you have any tips to share on developing for the DC I'd appreciate it :)

well, I'm still new to it and don't really know that much. Are you working on something as well or just considering at the moment? Do you have any experience with 3d or programming in general?

And if you have any KOS-related questions, than dcemulation forums is probably your best bet.

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