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Posted

Hey guys, not ever really seen people post mostly code based projects here before, but figured it was worth it anyway :) "Veil of Darkness" is a crappy little game I built over the last few days for a uni module. Its my first time programming with DirectX and I had a lot of fun working on it. Orginally it started out as a sound based game we had to build, that featured no visuals whatsoever. We then had a Direct3D module that required us to add visuals to this game.

Anyway, below is a screenshot of it in action. Notice the use of HL2 textures - my 2D art skills are abysmal :D

d3dgame4.jpg

You can download the game here...

http://www.snarkpit.net/pits/reno/random/VeilOfDarkness.zip

Not really sure if I should post this here, given that it isn't really "finished" per se, but I doubt I'll be working on it again anyway now the deadline has been and gone. Feel free to post suggestions comments, bugs, etc... anyway :) Would be interesting to see what sort of scores people can get as well, as its always hard to judge difficulty on something you made yourself. Be sure to turn off EAX sound presets on your sound card if you have them by the way, as it will probably make most of the sounds impossible to hear since I didn't put in support for it.

EDIT: Some folks on IRC were having trouble playing this due to missing a DirectX DLL. Not sure if its due to using an outdated DX version, or if perhaps the DLL is only included in the DirectX SDK. Either way, if you are having problems you can download the DLL here and extract it to your windows/system32 folder.

Posted

good beginning, but the ghosts are invisible and u dont see it when theyre close at all, so its not scary anymore. Could be a superb game tho, i luved the audio but make it much more bloody and scary plz!!!!!!!!!

Posted

Yeah you hit the nail right on the head there RD, unfortunately I just didn't have the time to add in any additional visual effect to the ghost. The light they emit is quite effective for locating them at a distance (use the shadow movement to gauge the ghost movement easily), but once up close the light is no longer hitting the walls and is hitting the ground all around you, meaning the only real way to tell where they are is by judging the positional sound. An addition I planned on adding but never got around to was adding in a dynamic crosshair sprite. This would have changed colour when you were focused on a ghost, and rotated clockwise/anti-clockwise at different speeds based on which direction to rotate to find the ghost and how far to rotate. I might add this in at some point, but I have to make on OpenGL terrain demo for friday, and then have a maths exam on monday, so its not the top of my priorities :D

Not really any point in showing more screenshots, as I'm afraid the one that I posted shows pretty much all there is to see. This was a project I made myself over the course of 3 days or so, and was also my first time using DirectX, so don't expect much from it :D The game consists of one room in which the player is situated in the centre. They can look around, and have to shoot ghosts that appear and move around. Ghosts are invisible but emit light and sound which you can use to locate them. FPS style movement is coded in but disabled as it kinda screws with the game (the way the ghost movement is scripted means they work around the centre of the map, not the player, for example).

Posted

Today I present you with another little program - a terrain generator...

terrain.jpg

terrain2.jpg

terrain3.jpg

DOWNLOAD

Should work on any computers with OpenGL installed, which should be any with even a marginally modern graphics card. This was an OpenGL coursework in which we had to create a dynamically generated landscape - no heightmaps/presets allowed. I'm reasonably happy with it given I only worked on it for a day. The jaggy edges of the textures is my main pet hate of the program, but to work around it I would have had to do texture blending either by adding multi-texturing or by dynamically generating a texture from the others, and quite simply I didn't have time given the deadline is...very soon :)

No, it doesn't create terrain for levels (though theoretically it could be used to do so with ease) :P

Posted

so dark i cant see anything, but im intrigued now so i guess i have to download.

edit: crazy, im gonna have nightmares. the shadows were all white though, i dont think that was intentional?

second edit: need glut32.dll for terrain generator to work

Posted

Bah, god knows how people manage to distribute programs, everybody is missing files every time I try :D I've uploaded glut32.dll - its only 65kb if anybody is really interested in seeing the terrain generator first hand. Extract it to your windows/system32 folder and then, hopefully, the program should run!

http://www.snarkpit.net/pits/reno/random/glut32.zip

As for white shadows in the ghost game, I've no idea. Shadows have always been a dark material when I've tested it.

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