Hello from England! Can't believe that the GameJam is upon me already - what happened to all those weeks I had safely in hand for prep...? Ooops
Idea fresh from the Half-Bakery
Cannonade - You control a fixed gun emplacement defending against old-school waves of unreasonable aliens. The crucial game mechanic is that the gun is like a mortar - slow firing with an indirect, arcing, trajectory to hit your target. Mortar rounds also explode on a fixed timer and bounce around the scenery. Judging each shot is crucial, but essentially a first-person arcade shooter.
- Scoring: Destroy as many aliens as possible
- Game-over: when too many aliens make it through to your position.
Hollywood Producer Pitch
Think: Quake's Grenade Launcher meets Atari's Battlezone meets Sinclair Spectrum's 3D Tanx (yes, I am that old!)
OK so I'm chasing 3 potential GameJam ‘achievements’:
Achievement 1 - "It wasn't a total embarrassment..."
Basically I need something for everyone to look at in the post-jam wash-up!
- Successfully wired up Bullet SDK to my game lib and G3D with some ‘glue’ classes
- Animate G3D rendered primitives synchronised with Bullet-based physics entities
- Demonstrate realistic physical collisions between dynamic cylinder objects & scenery
- If nothing else, the basis of a wiki page for G3D ;)
Achievement 2 - "Well if it walks like a game and quacks like a game..."
I really need to nail these to have any claim that I have won the GameJam:
- Pitch and yaw 'cannon' with Xbox controller or keyboard
- Yaw camera with cannon.
- Simple rendered physical ground plane & skybox
- Minimal game-on and game-over game states
- Firing projectiles under physics control, which bounce and 'explode' on a timer
- Multiple, moving enemies - from edge of scene to centre (player is at 0,0,0).
- Implement scoring with rendered score text
- Implement damage and detect level-up (next wave) & game-over conditions
- Render damage as text
- Render cannon pitch position as text
- Enemy speed & score value increasing with each 'Wave'
- Game-mechanic collision detection hooked from Bullet - destroy enemies and receive damage
Achievement 3 - "Nobody likes a smart-arse..."
If I get on to these things I will be flippin' delighted!
- Proper game-state & game-screen management - intro screen, game screen, game-over
- Create some half-decent textured game models & art work
- Add new particle system sub-classes for grenade smoke-trail & explosions
- Add more additional scenery with dynamic physical obstacles
- Create a 2D version of my existing 'radar' component
- Create a graphical 2D elevation indicator
- Render damage graphically as a status bar
- Control launch velocity as well as initial trajectory of projectiles
- Multiple enemy types with varied AI - needed for obstacle avoidance
I have been working on an Elite-like game, which I have written so that many elements are in an independent game library. *If* I’ve written it right, I *should* be able to re-use lots of bits from this.
I compiled and linked the Bullet libs and SDK some weeks ago and... er... that's it I'm afraid :(
G3D, Bullet physics, local SVN, VS2010.
Blimey, where do I start - let's just say that I am totally relying on getting Bullet up-and-running to do the heavy lifting here, if that doesn't work I will need to change my name and move to Siberia...