Toyland Shooter
Posted: Tue Apr 10, 2012 11:51 pm
(Because Ville asked me to provide some screenshots,) this is a preliminary announcement of the game called Toyland Shooter I'm currently working on. It's a ballistic game situated to a world of toy blocks, its citizens and ugly evils. Player's goal will be to solve various physical problems how to effectively eliminate evils but not to harm citizens. It will be kind of 3D Angry Birds, but not exactly.
Currently, I'm working on "technology", appearance, and the overall game concept. Later, will come design and testing of levels. There is still a lot of work on Toyland Shooter, but if everything goes fine, release of the 1st beta with a starting set of levels could appear around end of May 2012.
Some technical highlights:
1. It is implemented in ZGE + ZGEBullet.
2. Levels are defined in files in a simple almost-scripting language. Here is an example how to define a Kapla tower shown also in screenshot:
3. Users can either change existing levels or add their own. Level definitions are loaded dynamically before they start, no application restart is needed. There is no limited number of levels (maybe only by positive size of int).
4. All textures, except of scans of drawings of my children, are computed. I plan the same also for sounds.
5. To achieve a high level of compatibility with GPUs, there is no GLSL shader used. Cartoon appearance + object outlining effect were achieved by other techniques.
You can also see some screenshots taken from my current testing levels.
Currently, I'm working on "technology", appearance, and the overall game concept. Later, will come design and testing of levels. There is still a lot of work on Toyland Shooter, but if everything goes fine, release of the 1st beta with a starting set of levels could appear around end of May 2012.
Some technical highlights:
1. It is implemented in ZGE + ZGEBullet.
2. Levels are defined in files in a simple almost-scripting language. Here is an example how to define a Kapla tower shown also in screenshot:
Code: Select all
// Kapla tower
TX 230 //wood texture
PO -20,0.75,50 //position
RO 0,0,0.25 //rotation
KA //draw 1st kapla of odd floor
PO 0,0,7.25 //delta position for looping of level 0
RO 0,0,0 //delta rotation for looping of all levels
LS 0, 3, 0,0,0, 0,0,0, 0,0,0 //loop of level 0
PO 7.5,0,0 //delta position for looping of level 1
LS 1, 2, 0,0,0, 0,0,0, 0,0,0 //loop of level 1
PO 0,3,0 //delta position for looping of level 2
LS 2, 20, 0,0,0, 0,0,0, 0,0,0 //loop of level 2
LO 2 //execute nested loops of level 2,1,0 for all odd floors
PO -23.5,2.25,53.5
RO 0.25,0,0.25
KA //draw 1st kapla of even floor
PO 7.25,0,0
RO 0,0,0
LS 0, 3, 0,0,0, 0,0,0, 0,0,0
PO 0,0, 7.5
LS 1, 2, 0,0,0, 0,0,0, 0,0,0
PO 0,3,0
LS 2, 20, 0,0,0, 0,0,0, 0,0,0
LO 2 //execute nested loops of level 2,1,0 for all even floors
4. All textures, except of scans of drawings of my children, are computed. I plan the same also for sounds.
5. To achieve a high level of compatibility with GPUs, there is no GLSL shader used. Cartoon appearance + object outlining effect were achieved by other techniques.
You can also see some screenshots taken from my current testing levels.