Froyok Posted March 2, 2011 Report Posted March 2, 2011 edit: whoa.. 6000 pageviews? Did this thread get linked somewhere? Yep ! On Nofrag.com (french community about FPS game) by example. We love your project peri ! Quote
Neogy Posted March 3, 2011 Report Posted March 3, 2011 What tools are you used for creating this ? I also play around with procedural games. Atm I am trying to make a topdown RPG. If you want any help/sparring, let me know, would find it very interesting. Quote
Skjalg Posted March 3, 2011 Report Posted March 3, 2011 I'm noticing that the unity web player stutters a lot when I try to open the game (it crashes chrome if i'm not viewing the game while it loads as well), which leads me to think that you are doing all your procedural generation in the onstart method and not in a coroutine. public void onstart() { StartCoroutine(GenerateLevel()); } public IEnumerator GenerateLevel() { GenerateABlock(); yield return new WaitForEndOfFrame(); //or something similar }(written by memory) Quote
Pericolos0 Posted March 3, 2011 Author Report Posted March 3, 2011 I'm noticing that the unity web player stutters a lot when I try to open the game (it crashes chrome if i'm not viewing the game while it loads as well), which leads me to think that you are doing all your procedural generation in the onstart method and not in a coroutine. public void onstart() { StartCoroutine(GenerateLevel()); } public IEnumerator GenerateLevel() { GenerateABlock(); yield return new WaitForEndOfFrame(); //or something similar }(written by memory) yeah that's what I did. I thought it was just the unity web player being crappy since I've noticed it crash in a lot of other games as well.. So splitting the generator up over multiple frames would fix that? I'll try it out =). Might as well make a little loading bar too then . Thanks man! Quote
Pericolos0 Posted March 3, 2011 Author Report Posted March 3, 2011 What tools are you used for creating this ? I also play around with procedural games. Atm I am trying to make a topdown RPG. If you want any help/sparring, let me know, would find it very interesting. I'm using unity for the game zbrush for the characters maya for baking the characters and modelling the environment prefabs photoshop for textures I don't need any help right now, this is kind off an exercise for myself to try and learn as much about what it takes to make a game as possible. But thanks for the offer . Quote
Skjalg Posted March 3, 2011 Report Posted March 3, 2011 I'm noticing that the unity web player stutters a lot when I try to open the game (it crashes chrome if i'm not viewing the game while it loads as well), which leads me to think that you are doing all your procedural generation in the onstart method and not in a coroutine. ... (written by memory) yeah that's what I did. I thought it was just the unity web player being crappy since I've noticed it crash in a lot of other games as well.. So splitting the generator up over multiple frames would fix that? I'll try it out =). Might as well make a little loading bar too then . Thanks man! hehe yeah thats what i did when i built a level generator that made levels from a .png file public void Start() { StartCoroutine(SpawnTiles(colors)); } private IEnumerator SpawnTiles(Color[][] colors) { float posY = 0; float posX = 0; uint count = 0; foreach (Color[] colorRow in colors) { float absoluteLength = colorRow.Length * colors.Length; foreach (Color color in colorRow) { SpawnTile(color, posX, posY); posX += 1; count++; percentageLoaded = (count / absoluteLength) * 100f; } posY -= 1; posX = 0; yield return new WaitForEndOfFrame(); } } private static float percentageLoaded = 0f; public void OnGUI() { if (percentageLoaded < 100f) { string formatted = String.Format("Loading level: {0:00.0}%", percentageLoaded); GUI.Label(new Rect(0, 0, 200, 20), formatted); } } Only problem being that in order to have a loading bar you need to know the maximum Which you can only get if you procedurally generate the level first, and only THEN instantiates the assets Quote
Sentura Posted March 3, 2011 Report Posted March 3, 2011 I'm noticing that the unity web player stutters a lot when I try to open the game (it crashes chrome if i'm not viewing the game while it loads as well), which leads me to think that you are doing all your procedural generation in the onstart method and not in a coroutine. ... (written by memory) yeah that's what I did. I thought it was just the unity web player being crappy since I've noticed it crash in a lot of other games as well.. So splitting the generator up over multiple frames would fix that? I'll try it out =). Might as well make a little loading bar too then . Thanks man! hehe yeah thats what i did when i built a level generator that made levels from a .png file public void Start() { StartCoroutine(SpawnTiles(colors)); } private IEnumerator SpawnTiles(Color[][] colors) { float posY = 0; float posX = 0; uint count = 0; foreach (Color[] colorRow in colors) { float absoluteLength = colorRow.Length * colors.Length; foreach (Color color in colorRow) { SpawnTile(color, posX, posY); posX += 1; count++; percentageLoaded = (count / absoluteLength) * 100f; } posY -= 1; posX = 0; yield return new WaitForEndOfFrame(); } } private static float percentageLoaded = 0f; public void OnGUI() { if (percentageLoaded < 100f) { string formatted = String.Format("Loading level: {0:00.0}%", percentageLoaded); GUI.Label(new Rect(0, 0, 200, 20), formatted); } } Only problem being that in order to have a loading bar you need to know the maximum Which you can only get if you procedurally generate the level first, and only THEN instantiates the assets couldnt you create an arbitrary limit for the maximum size of the level? Quote
Skjalg Posted March 4, 2011 Report Posted March 4, 2011 yeah, but it will just be guessing at how his algorithm works Quote
Mr. Happy Posted March 7, 2011 Report Posted March 7, 2011 SO cool! I'm subscribing this thread. A few minor nitpicks you probably have thought about: Sometimes it places ramps and lifts in places where the side is the only entrance point. I.e. you may walk down a hallway and find it end at the triangle side. Doesn't affect 'traverse-ability' but it is a little weird. Sometimes lifts end up in corners or two in a row, just a little weird. Maybe make the lifts a little bit faster too? recognizing that it is very wip and I don't know your gameplay plans: Gameplay wise I would suggest finding a way to mark areas the players have been to help them keep track of where they have been. Maybe you could add doors so you know if the door is open that means you have been there or maybe a pylon in the middle of large rooms that changes color/sound when you get within x meters so you know you have been there. Quote
arhurt Posted March 7, 2011 Report Posted March 7, 2011 Gameplay wise I would suggest finding a way to mark areas the players have been Enemies leave corpses. I loved the way enemies in Doom would leave their corpses behind and you'd have piles of them after big fights! Quote
voodoochopstiks Posted March 21, 2011 Report Posted March 21, 2011 Not periscope. Periscoop. periscoop. Quote
st0lve Posted April 1, 2011 Report Posted April 1, 2011 peris this is the best FPS game I have played in years! And yes, periscoop or perismatch. Quote
Kedhrin Posted April 6, 2011 Report Posted April 6, 2011 I had no idea you were working on this... that is so awesome! Quote
Pericolos0 Posted July 7, 2011 Author Report Posted July 7, 2011 hey guys, it's been a while since I updated this thread, but I didn't stop working on this here's a sneak peak of what's happening: I hope to have a new playable version up soon, a lot of little things to fix right now~ Quote
Jenn0_Bing Posted July 7, 2011 Report Posted July 7, 2011 Flying tentacle eyeball brains... In jars! The new lighting looks great, a lot more moody than before. Look forward to taking it for a spin. Quote
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