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Active: 1824 users

Making a game (Gameplay, part 1)

Blogs > 0x64
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0x64
Profile Blog Joined September 2002
Finland4609 Posts
June 05 2012 01:43 GMT
#1
The role of light.
We could resume our game to two basic mechanics which works together well.

The one I'll be covering in this post is the Light mechanics.
Later I will write about the chain physics and finally about the interaction between the two.

First let's look a quick video.



You can get the basic elements of lightning.
The campfire is a temp graphic but you get the idea.
You have torches that you can move and fixed light sources. They both can light each other as long as one is burning to begin with (Yeah, that's how we use the english, in our mother finland)

The second thing you can notice on the video is the green fog. The player can't pass it but it will fade out if the area is lit.

What you can't see on the video are the interection with monsters. You also don't see much of the real-time shadows but let's focus on the mechanics.
The light eater is a little monster that won't kill you, it will simply run toward the light and turn it off.
The Ghost will be scared of the lights but will hunt you down if you go in the dark.

That's the whole short update of this evening.

Level design is progressing.
28/48 levels done.

7 days to the deadline

Our skeleton (who doesn't care about lights) now has a walking animation

Now follow us at: http://www.facebook.com/DungeonsOfHerwood
And if you haven't read previous blogs, there are 5 more already written this week, check them out

Love to TL

****
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
Last Edited: 2012-06-05 02:08:50
June 05 2012 02:08 GMT
#2
5/5 Amazing

Reminds me of A Link to the Past :D

edit: english :s
"When the geyser died, a probe came out" - SirJolt
BlackSheep142
Profile Joined May 2012
5 Posts
June 05 2012 03:25 GMT
#3
Hey, this is looking great! What language was it programmed in? It's nice to see unique games that don't consist of holding down a trigger button still being developed! (SC2 excluded obviously )
I just have two things I want to ask:
1. Is the (rather low at < 30 in the second part) framerate due to the video capture?
2. Is there a way to detach the update method from the draw method? This would make the game look nicer by improving framerates on computers that can handle it while keeping a constant game world update speed.
0x64
Profile Blog Joined September 2002
Finland4609 Posts
June 05 2012 10:22 GMT
#4
@Fabiano: Thanks It would be a success if it even reached to the anckle of ALttP

@BlackSheep142
Thanks! It's made in C# with the XNA api so it can run in Windows, XBox360 and Windows Phone with almost the same code.
1. The Video Capture on my 2 years old, low-end pc is sluggish and make the emulator frame rate drop. The emulator frame rate is lower than on the actual device (Lumia 800) where we are around 50-60, and drop to 30 only on the heaviest maps with lots of fogs and chains and bigger 3d models (Skeletons, Blind Guardians) which are not really low poly (around 1700) but at the same time if you have a map where you can see more than 2 monsters at the same time, it is so crouded that it looks bad anyway.

2. The update method has the game time as a parameter, this means that no matter the fps, the character will move the same speed. The lag you see is due to the videocapture sadly. It is a bit accentuated by the current model animation that is not played fully, it is under work. The model is also a temp model that will soon be replaced.
But good that you remind us about that the update and draw are connected, this should be investigated.

Here is the quote from the documentation:
Update and Draw are called at different rates depending on whether IsFixedTimeStep is true or false. If IsFixedTimeStep is false, Update and Draw will be called sequentially as often as possible. If IsFixedTimeStep is true, Update will be called at the interval specified in TargetElapsedTime, while Draw will continue to be called as often as possible.


So just by changing that one parameter we can fix this. I'll give it a try right away.
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
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