Mulver - 3D platform game (Update 2008-08-11)
-
- Platinum Sponsor
- Posts: 243
- Joined: Fri Oct 03, 2003 5:57 am
- Location: Sweden
- x 2
Mulver - 3D platform game (Update 2008-08-11)
Edit: Mulver is released, see 2nd page.
Edit: WIP Demo available, see 2nd page.
My alltime favourite game is Super Mario 64. In my eyes its still the king of the 3D Platform game category. Some people http://www.stevestreeting.com/?p=448 just dont get this genre though *cough*
Anyway I have been trying to make a similar game using Ogre of course and a couple of other open source libraries out there ODE, LUA, OIS, FMod (not OS). I have also used AC3D for some modelling and Blender for Level Design and modelling.
Its intresting that the core engine and first test level was up and running just a couple of months after I started in May 2006. But to create a useful Art/level pipeline took much longer than I expected. I took a long break from programming during autumn and winter but still it was almost as much work as writing the game engine! Learning Python programming and the Blender Python API was also an intresting experience. Don forget those tabs
Levels are built in Blender using a custom level exporter together with reimpells Ogre mesh exporter. The generated levels are just LUA scripts that calls into the game engine to set up the world and handle events.
FMod integration and building a Demo with 5 complete levels is my next step. And getting rid of the crappy programmer art of course. That will be a tough one...
Here is a level concept with good old pen & paper I wrote a couple of days ago:
Here is the level starting to take shape in Blender. Last shot is a Blender render of the level.
......
Here is the level in Ogre:
......
AVI video (Microsoft encoded Im afraid):
Video ~10Mb (mp42 codec)
Older format:
Video ~10Mb (mpg4 codec)
A couple of other levels Ive been toying with:
...
Edit: Added video download for older WMP
Edit: WIP Demo available, see 2nd page.
My alltime favourite game is Super Mario 64. In my eyes its still the king of the 3D Platform game category. Some people http://www.stevestreeting.com/?p=448 just dont get this genre though *cough*
Anyway I have been trying to make a similar game using Ogre of course and a couple of other open source libraries out there ODE, LUA, OIS, FMod (not OS). I have also used AC3D for some modelling and Blender for Level Design and modelling.
Its intresting that the core engine and first test level was up and running just a couple of months after I started in May 2006. But to create a useful Art/level pipeline took much longer than I expected. I took a long break from programming during autumn and winter but still it was almost as much work as writing the game engine! Learning Python programming and the Blender Python API was also an intresting experience. Don forget those tabs
Levels are built in Blender using a custom level exporter together with reimpells Ogre mesh exporter. The generated levels are just LUA scripts that calls into the game engine to set up the world and handle events.
FMod integration and building a Demo with 5 complete levels is my next step. And getting rid of the crappy programmer art of course. That will be a tough one...
Here is a level concept with good old pen & paper I wrote a couple of days ago:
Here is the level starting to take shape in Blender. Last shot is a Blender render of the level.
......
Here is the level in Ogre:
......
AVI video (Microsoft encoded Im afraid):
Video ~10Mb (mp42 codec)
Older format:
Video ~10Mb (mpg4 codec)
A couple of other levels Ive been toying with:
...
Edit: Added video download for older WMP
Last edited by Borundin on Sun Aug 10, 2008 11:54 pm, edited 4 times in total.
-
- Orc
- Posts: 465
- Joined: Fri Mar 10, 2006 10:22 pm
I saw the paper sketch first and thought 'oh man, this forum is supposed to show off projects, not dreams.' Then I scrolled a bit more and saw the screenies
For a 'starting to take shape' level, I think it's very well done. Better than I think I'd have managed in a couple days.
Mario64 is far from my favorite game, but it definitely was well done, and is a good genre. I'll be looking forward to playing this.
For a 'starting to take shape' level, I think it's very well done. Better than I think I'd have managed in a couple days.
Mario64 is far from my favorite game, but it definitely was well done, and is a good genre. I'll be looking forward to playing this.
-
- Halfling
- Posts: 69
- Joined: Fri Dec 30, 2005 12:40 pm
- Location: Belgium
I really like your visual style, it's great though only using 'simple color materials' (?!), never have thought such a good visual style could be achieved using a so 'simple' technique (and the background sky is also contributing to this). Great, really. And I really like you little 'player avatar puppet'
By the way, as I am working on a relatively 'similar' project (understand: also a 3D platformer/adventure game) and also using Blender as my 3D art/world design centerpiece, I would have liked to know what kind of SceneManager do you use and also what kind of collision/physics do you use? How do you achieve that 'wonderful' (for me, lol) moving red square?
I hope I am not asking too many questions, don't mind about it
Stick on with your work, it is definately cool. I also much like your music and it effectively reminds me of the Mario Bros theme (though I only have played Super Mario Bros on a Nintendo/Famicom ).
By the way, as I am working on a relatively 'similar' project (understand: also a 3D platformer/adventure game) and also using Blender as my 3D art/world design centerpiece, I would have liked to know what kind of SceneManager do you use and also what kind of collision/physics do you use? How do you achieve that 'wonderful' (for me, lol) moving red square?
I hope I am not asking too many questions, don't mind about it
Stick on with your work, it is definately cool. I also much like your music and it effectively reminds me of the Mario Bros theme (though I only have played Super Mario Bros on a Nintendo/Famicom ).
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...
-
- Silver Sponsor
- Posts: 413
- Joined: Wed Feb 11, 2004 11:44 am
- Location: Austin (that's kept wierd :))
-
- Silver Sponsor
- Posts: 413
- Joined: Wed Feb 11, 2004 11:44 am
- Location: Austin (that's kept wierd :))
-
- Kobold
- Posts: 36
- Joined: Wed Jun 15, 2005 1:57 am
-
- Halfling
- Posts: 57
- Joined: Fri Apr 01, 2005 1:18 am
-
- Platinum Sponsor
- Posts: 243
- Joined: Fri Oct 03, 2003 5:57 am
- Location: Sweden
- x 2
Glad you like it. And Ogre is really overkill if youre looking at the graphics side of it. No shaders, low poly count, no LOD, no animation(!) etc. Still feels good to know you have all things should you need it later on!xplozyph wrote:I really like your visual style, it's great though only using 'simple color materials' (?!), never have thought such a good visual style could be achieved using a so 'simple' technique ...
Im using the ST_GENERIC scenemanager that defaults to the Octree SceneManager if I remember correctly. I havent had any issue with performance related to the scenemanager so havent been thinking about using anything else really. Something that does affect performance is the stencil shadows though. But cant find any other solution that gives the kind of shadows that I want...xplozyph wrote:By the way, as I am working on a relatively 'similar' project (understand: also a 3D platformer/adventure game) and also using Blender as my 3D art/world design centerpiece, I would have liked to know what kind of SceneManager do you use and also what kind of collision/physics do you use?
Im using ODE for physics and collision (OPCODE). First I used it the way you should (apply forces and such) but it turned out to be a very boring experience to have Mulver move around that realistically. Now I set the velocities directly instead and doing all kinds of things you shouldnt with the physics. Was a pain to tune the rules and Im still not happy with everything. I might have to refactor this part. Only the avatar is an ODE body, everthing else is static geoms. I just attach Mulver to different scenenodes when it collides with those.
I create waypoints in Blender that each have a few properties in the game logic part. I think you can see a few in the first Blender screenshot, looks like little flags with poles. The properties are:xplozyph wrote:How do you achieve that 'wonderful' (for me, lol) moving red square?
- Path Id
- Index
- Velocity
- Pause time
A path contains a number of these waypoints. Each waypoint having a unique index. In Lua I have functions that let an actor move between those waypoints by passing actor messages to the game enigine and that is how the red platform is moving back and forth.
Yeah I like it too! I bought a commercial license from productiontrax so that I can distribute it later on.xplozyph wrote:Stick on with your work, it is definately cool. I also much like your music and it effectively reminds me of the Mario Bros theme (though I only have played Super Mario Bros on a Nintendo/Famicom ).
Nothing advanced, I just use stencil shadows.DieHard wrote:How do you get those nice shade of shadows onto the level in Ogre? I'm trying to guide my art team and getting the level's shadows are hard for us to implement in Ogre. Please provide us with some information and direction?
Here is the relevant light and shadow setup in Ogre:
Code: Select all
sceneMgr = ogre->createSceneManager(ST_GENERIC, "Generic");
sceneMgr->setAmbientLight( ColourValue(0.5, 0.5, 0.5) );
sceneMgr->setShadowTechnique(ShadowTechnique::SHADOWTYPE_STENCIL_MODULATIVE);
sceneMgr->setShadowColour( ColourValue(0.2, 0.15, 0.0) );
sceneMgr->setShadowIndexBufferSize(51000*10);
sceneMgr->setShadowFarDistance(50.0);
Vector3 sundir = Vector3(0.5, -0.7, -0.41);
sundir.normalise();
// Simple directional light
Light *light = sceneMgr->createLight("sun");
light->setType(Ogre::Light::LT_DIRECTIONAL);
light->setDirection(sundir);
light->setDiffuseColour(0.7, 0.7, 0.5);
-
- Platinum Sponsor
- Posts: 243
- Joined: Fri Oct 03, 2003 5:57 am
- Location: Sweden
- x 2
-
- Halfling
- Posts: 69
- Joined: Fri Dec 30, 2005 12:40 pm
- Location: Belgium
Yeah, I was also using ODE on a first time and also did not really get what I wanted, so I have switched over to a 'custom' solutionBorundin wrote: Im using ODE for physics and collision (OPCODE). First I used it the way you should (apply forces and such) but it turned out to be a very boring experience to have Mulver move around that realistically. Now I set the velocities directly instead and doing all kinds of things you shouldnt with the physics. Was a pain to tune the rules and Im still not happy with everything. I might have to refactor this part. Only the avatar is an ODE body, everthing else is static geoms. I just attach Mulver to different scenenodes when it collides with those.
Hehe, I also do similar things. That kind of flags and poles, like you sayBorundin wrote:I create waypoints in Blender that each have a few properties in the game logic part. I think you can see a few in the first Blender screenshot, looks like little flags with poles. The properties are:xplozyph wrote:How do you achieve that 'wonderful' (for me, lol) moving red square?
- Path Id
- Index
- Velocity
- Pause time
A path contains a number of these waypoints. Each waypoint having a unique index. In Lua I have functions that let an actor move between those waypoints by passing actor messages to the game enigine and that is how the red platform is moving back and forth.
For the red platform, I was wonderfulling at the fact that Mulver moves with the platform and does not 'jigger' (unlike players on Quake 3 moving platforms, for example). I also had the idea of potentially applying the 'same forces' of a moving platform to my avatar when it collides with it but have been thinking it would not do it, you have proven me the contratry
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...
-
- Platinum Sponsor
- Posts: 243
- Joined: Fri Oct 03, 2003 5:57 am
- Location: Sweden
- x 2
Not sure we mean the same thing here.xplozyph wrote:I also had the idea of potentially applying the 'same forces' of a moving platform to my avatar when it collides with it but have been thinking it would not do it, you have proven me the contratry
Like I said earlier I have to "attach" (using platform_sn->attachToNode(mulver) ) Mulver to the moving platform to avoid jitter. Meaning I let Ogre move Mulver along with the platform, then I let ODE do its physics stuff but I do not let ODE try to move Mulver together with the platform using friction etc. That just didnt work out.
-
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
-
- Bronze Sponsor
- Posts: 88
- Joined: Fri Jun 25, 2004 8:16 pm
- Location: The Hague, Netherlands
-
- Platinum Sponsor
- Posts: 243
- Joined: Fri Oct 03, 2003 5:57 am
- Location: Sweden
- x 2
My current idea is that each level can have different goals.scriptkid wrote:What is the idea for the gameplay? Having the player go through a number of worlds one by one? Or will you eventually have a (one) big world where a lot is going on?
- Reach the exit
- Collect certain amount of gold coins
- Reach a specific position before a timer runs out
- Solve a puzzle
- Etc..
The different levels will be opened up a few at a time. Havent decided in what way yet. Maybe by finding secret keys in the levels already open. I have to think some more about this. Suggestions are welcome
-
- Kobold
- Posts: 37
- Joined: Sun Jan 22, 2006 10:08 pm
In fact, the only big problem with the character is that he is too small....(a gameplay-related problem, IMHO) but the rest is really good for programmer artBorundin wrote:Very kind of youQuantumG wrote:Ya. Ok. Maybe your character could do with some work, but the rest of it is great work. A programmer who can use Blender to produce the quality of work you have is a rare thing.crappy programmer art
Will try to find a better main character at least.
-
- Greenskin
- Posts: 103
- Joined: Thu Sep 07, 2006 1:13 am
- Location: Ohio, USA
I like that idea. I hope you don't mind if I try doing something similar!I create waypoints in Blender that each have a few properties in the game logic part. I think you can see a few in the first Blender screenshot, looks like little flags with poles. The properties are:
- Path Id
- Index
- Velocity
- Pause time
Great work so far on the 3D platformer. It's one of my favorite styles of games too.
-
- Bronze Sponsor
- Posts: 88
- Joined: Fri Jun 25, 2004 8:16 pm
- Location: The Hague, Netherlands
Sounds good! Offering multiple ways to beat a level gives a basic feeling of 'open ended' gameplay. You can even add a bonus level when the player completes all objectives within a set time for example. Just some ideasBorundin wrote: My current idea is that each level can have different goals.
- Reach the exit
- Collect certain amount of gold coins
- Reach a specific position before a timer runs out
- Solve a puzzle
- Etc..
The different levels will be opened up a few at a time. Havent decided in what way yet. Maybe by finding secret keys in the levels already open. I have to think some more about this. Suggestions are welcome
Good luck!
-
- Platinum Sponsor
- Posts: 243
- Joined: Fri Oct 03, 2003 5:57 am
- Location: Sweden
- x 2
Just a quick update. I have created a new website for Mulver here where you can find news, screenshots, videos etc. I also plan to release a demo sometimes later this summer if everything works out.
-
- Old One
- Posts: 2730
- Joined: Sat Sep 17, 2005 10:08 am
- Location: San Francisco
- x 13
Hey Borundin! Nice website. May I ask what tool you used to create it? Or did you code it from scratch using HTML (unlikely, since it looks so good ).
I can also see a lot of updates to the actual game. Will it be commercial (since the demo link on the right emphasizes on it being free and the presence of a 'full' version)? If so, then I wish you the best of luck, and that you will make good money out of it.
I can also see a lot of updates to the actual game. Will it be commercial (since the demo link on the right emphasizes on it being free and the presence of a 'full' version)? If so, then I wish you the best of luck, and that you will make good money out of it.
-
- OGRE Retired Moderator
- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
/* 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.
-
- Halfling
- Posts: 46
- Joined: Thu Nov 02, 2006 11:06 pm
- Location: Germany
-
- Platinum Sponsor
- Posts: 243
- Joined: Fri Oct 03, 2003 5:57 am
- Location: Sweden
- x 2
Thanks !Nice looking website!
Not sure yet about the commercial version. Depends if I manage to get enough interest from the Demo whenever its released. Would be fun trying to sell a few copies. Seems that the hardest part is actually to get the word out about your game. I have been lurking alot on the Indiegamer fourms lately. Lots of advice there but seems like its alot of work unless you get a portal deal. In that case it seems to be somewhat easier.I can also see a lot of updates to the actual game. Will it be commercial (since the demo link on the right emphasizes on it being free and the presence of a 'full' version)? If so, then I wish you the best of luck, and that you will make good money out of it.
Well, actually I got it from http://www.BLOCKED.org/design/wol ... ultiflex3/ but it is the same package reallyA wild guess:
http://www.1234.info/webtemplates/
Hehe, yes thats a bit misleading right nowAlso the hompage is great, but I'm not sure in how far it make sense to write something about a download which will be 11Mb big if I cant download anything
I did manage to create a simple Setup a few weeks ago and its size was approx 11Mb. My guess is that it will be about 15Mb since I have added a few mesh files after that...