The Blob
-
- OGRE Expert User
- Posts: 1067
- Joined: Mon Mar 29, 2004 8:49 pm
- Location: the Netherlands
- x 43
The Blob
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.
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.
Last edited by Oogst on Fri Jun 30, 2006 4:00 pm, edited 4 times in total.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
-
- Minaton
- Posts: 997
- Joined: Sat Feb 25, 2006 8:14 pm
- Location: Wales, United Kingdom
-
- Gnome
- Posts: 327
- Joined: Tue Feb 22, 2005 8:11 pm
- Location: brazil
-
- OGRE Retired Moderator
- Posts: 9481
- Joined: Fri Feb 18, 2005 2:03 am
- Location: Dublin, CA, US
- x 22
-
- OGRE Expert User
- Posts: 1067
- Joined: Mon Mar 29, 2004 8:49 pm
- Location: the Netherlands
- x 43
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.
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.
Last edited by Oogst on Mon May 29, 2006 6:53 pm, edited 4 times in total.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
-
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
-
- Gnoblar
- Posts: 3
- Joined: Sat May 20, 2006 3:36 am
-
- Halfling
- Posts: 70
- Joined: Wed Dec 11, 2002 10:00 pm
- Location: Belgium
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?
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?
-
- Ogre Magi
- Posts: 1266
- Joined: Tue Aug 12, 2003 1:53 am
- Location: Melbourne, Australia
- x 1
-
- Gnome
- Posts: 378
- Joined: Thu Mar 24, 2005 1:07 am
- Location: Spain
Nice screens! downloading.
@Oogst
DECALS!! how you do it! plz, share the code ^^
@Oogst
DECALS!! how you do it! plz, share the code ^^
Works:
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
-
- OGRE Expert User
- Posts: 1067
- Joined: Mon Mar 29, 2004 8:49 pm
- Location: the Netherlands
- x 43
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.
Download the source
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.
Download the source
Last edited by Oogst on Sat May 27, 2006 4:40 pm, edited 1 time in total.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
-
- Google Summer of Code Student
- Posts: 1005
- Joined: Wed Jan 08, 2003 9:15 pm
- Location: Lyon, France
- x 49
Really good looking, I love the blob's style.
[OT] Is that me or the character on this site http://katamari.namco.com/ is a bad copy of the king from "le roi et l'oiseau" ?
[/OT]
[OT] Is that me or the character on this site http://katamari.namco.com/ is a bad copy of the king from "le roi et l'oiseau" ?
[/OT]
-
- OGRE Retired Moderator
- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
I like the arcade look of the game! Looks like you've put in some fun gameplay there!
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
-
- OGRE Expert User
- Posts: 1067
- Joined: Mon Mar 29, 2004 8:49 pm
- Location: the Netherlands
- x 43
I hope you still think so when the game is playable in a couple of weeks.
Last edited by Oogst on Sat May 27, 2006 4:40 pm, edited 1 time in total.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
-
- Gargoyle
- Posts: 1092
- Joined: Wed Nov 09, 2005 12:56 pm
- Location: Adelaide, Australia
-
- Gnome
- Posts: 378
- Joined: Thu Mar 24, 2005 1:07 am
- Location: Spain
I only have to say one thing. Multiplayer.
and thx for the code.
and thx for the code.
Works:
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
-
- OGRE Expert User
- Posts: 829
- Joined: Sat Oct 02, 2004 2:20 pm
- Location: California, USA
-
- Halfling
- Posts: 69
- Joined: Fri Dec 30, 2005 12:40 pm
- Location: Belgium
-
- OGRE Expert User
- Posts: 1067
- Joined: Mon Mar 29, 2004 8:49 pm
- Location: the Netherlands
- x 43
Here are some more shots to show the size of the level the game plays in:
Painting some landmark-buildings:
The map:
During the camera-transition to the map:
Note that lightmaps are really important for the graphical look and they are not in these screenshots.
Painting some landmark-buildings:
The map:
During the camera-transition to the map:
Note that lightmaps are really important for the graphical look and they are not in these screenshots.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
-
- Gnome
- Posts: 351
- Joined: Wed Oct 13, 2004 8:22 am
-
- Orc
- Posts: 444
- Joined: Mon Aug 16, 2004 2:19 pm
- Location: Silicon Valley
-
- OGRE Expert User
- Posts: 1067
- Joined: Mon Mar 29, 2004 8:49 pm
- Location: the Netherlands
- x 43
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.
@joshcryer:
The full game will be free to download, don't you worry.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
-
- Orc Shaman
- Posts: 791
- Joined: Wed Mar 02, 2005 4:13 am
- Location: Springville, Utah
-
- OGRE Retired Moderator
- Posts: 1365
- Joined: Tue Sep 07, 2004 12:43 pm
- Location: Aalborg, Denmark
-
- Orc
- Posts: 444
- Joined: Mon Aug 16, 2004 2:19 pm
- Location: Silicon Valley