The Blob

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Oogst
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The Blob

Post by Oogst »

Edit: The Blob is downloadable now, click here for the post with the links!

For the past four months I have worked together with eight other students to create The Blob. The game is not finished yet, but we are getting close to the deadline. Because some issues still remain and I will ask those on the forum, I figured it would be nice to show what all those questions are about. :)

The Dutch city of Utrecht is having a great make-over of the city-centre during the coming 10 years and this game is to show the player how the city will look in ten years. In our game, the player has to paint the new city centre as it will be 10 years from now.

The player plays a ball of paint that rolls through the streets. When it rolls over a paint-character, it absorbs its colour and grows. This way the player can become different colours. With these colours the player can paint the buildings, trees and cars in the city. Cars only start driving when painted. The main goal of the game is to paint the 14 landmark buildings that each have small puzzles to accomplish this. Sub-goals of the game are to paint all other buildings and collect all hidden coins.

For technical stuff, we are using Ogre for graphics (of course), FMOD for audio and ODE for physics and collision detection. Interesting technical details:
-the ball is fully controlled by physics
-there are over 200 NPC's in the city
-most objects are seperately paintable, so that makes over a 1000 paintable objects in the level
-the ground is lit using pre-rendered lightmaps, rendered with VRay
-shaders give the ball and NPC's a funny look
-vertex shaders make the ball deform to make him look really squashy and fluid
-the game uses a custom hierarchical scene-exporter that is built on top of the MAXscript exporter and supports a lot of custom gameplay-objects.

I am the lead programmer on the team, which further features one other programmer, one audio designer, one level designer and five artists.

I hope a downloadable version of the full game will be available soon, but that depends on the client we are making this game for (the city of Utrecht). It will be playable in an information centre within a few weeks anyway for those who live in Utrecht.

Image

Image

Image
Last edited by Oogst on Fri Jun 30, 2006 4:00 pm, edited 4 times in total.
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Post by danharibo »

:lol:
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Post by joi »

That ball looks awesome! Nice work! Very colorfull! :P
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Post by xavier »

Looks rather fetching, Oogst!

How large, would you say, is the packaged installer at this point?
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Post by Oogst »

Thanks! Currently the game is about 60mb, including some 10 minutes of soundtrack.

I already said I was posting this because I have a lot of questions, so I opened these topics about them (seperate topics, because the questions are not related, I think):

Problem with loading and unloading of resources [solved]

Two mip-mapping questions [solved]

How to pre-load textures? [solved]

Entities automatically get mutliple SubEntities? [solved]

Decals on an Intel 82855/82852

Hardware and software skinning in different techniques

I feel a bit ashamed about asking so many questions, but I only have until June 1st to finish all this, so postponing the asking any longer is not an option anymore. :oops:
Last edited by Oogst on Mon May 29, 2006 6:53 pm, edited 4 times in total.
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Post by sinbad »

I like it! :)
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Post by Sinister Chef »

Lol! That's great :lol:

Can't wait for it :P
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Post by curantil »

Nice,
reminds me somewhat of Katamari Damacy which is regretable only for consoles. (Warning, site is flash heavy)

You are developing for a client, so I guess there will be no release of the source or parts of it?
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Post by Vectrex »

haha, finally a game that looks actually funny :)
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Post by BlasterN »

Nice screens! downloading.

@Oogst
DECALS!! how you do it! plz, share the code ^^
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Post by Oogst »

I know Katamari, the idea comes a little bit from that, but no one in the team has actually played Katamari. Also, I think Katamari has quite a different feel from our game, judging from trailers. But yes, it was an inspiration. :)

The decals are not finished right now, because they simply clip over the edges of the polygons. A solution for this is planned, but there will probably not be any time to implement this.

As for how it works right now: there are three versions of this.
  • -The shadows for NPC's get decals at a constant distance below their centre, so if an NPC would float, so would its decal.
    -The shadow of the ball is done by casting a ray downwards in ODE.
    -The painttrace is done by using the collisions that ODE generates anyway for the physics.
As for the actual code: the classes PaintTrace and ShadowMesh inherit from the class DecalMesh. The code as it is, is linked to the code of The Blob, so you will have to check for yourself what needs to be removed for your own application.

Download the source
Last edited by Oogst on Sat May 27, 2006 4:40 pm, edited 1 time in total.
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Post by Crashy »

Really good looking, I love the blob's style. 8)


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Post by jacmoe »

I like the arcade look of the game! Looks like you've put in some fun gameplay there! :)
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Post by Oogst »

I hope you still think so when the game is playable in a couple of weeks. :twisted:
Last edited by Oogst on Sat May 27, 2006 4:40 pm, edited 1 time in total.
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Post by raicuandi »

Very nice! :wink:
Is this the blob season? :) Latest OpenBSD's "nickname" (release name, whatever) is "Blob" too... :D
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Post by BlasterN »

I only have to say one thing. Multiplayer.

and thx for the code.
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Post by walaber »

i just want to re-iterate what everyone is saying... this game looks really beautiful and original! it's a cool idea and I hope we all get a chance to play it for ourselves!
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Post by xplozyph »

Yeah, what a cool game! :)

I defenately love your blob character, that ball really rocks :D
Humm... A signature, what for? I don't want to see it on other people's, except maybe if I release it under an open-source-like license... :P
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Post by Oogst »

Here are some more shots to show the size of the level the game plays in:

Painting some landmark-buildings:

Image

Image

The map:

Image

During the camera-transition to the map:

Image

Note that lightmaps are really important for the graphical look and they are not in these screenshots.
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Post by joshcryer »

Okay, I'm sorry, but this is really just great, and I wish I had this idea first. :D :P

In the age of "Quirky Japanese Games," this game would sell. Not to dissuade you from releasing a free demo or anything. ;)

Just LOVE the shots.
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Post by Kezzer »

Looks awesome. How come you aren't allowing the buildings to cast shadows?
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Post by Oogst »

For the simple reasons that the shadows need to be generated and this is not much use if the geometry is still changing daily. By Wednesday, the definitive lightmaps will have been rendered using VRay and will be in the game. :)

@joshcryer:
The full game will be free to download, don't you worry.
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Post by Jerky »

Truly awesome.
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Post by DWORD »

This looks really cool! :) Looking forward to trying it.
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Post by Kezzer »

Will the source be available for it or not? :)
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