Titan AE

Jan. 10th, 2007 06:18 pm
deathboy: (Default)
[personal profile] deathboy


Shiiiiiit.

You see the running-around-climbing-fighting sections? I wrote them! :D

This is Titan AE, a canned Playstation 1 game that I worked on around 1999-2000, I think, that the lads dug out of the box and have recently ported to run on a PSP for shits and giggles.

Damn. That really, really takes me back. :)

Date: 2007-01-10 07:14 pm (UTC)
From: [identity profile] rik.livejournal.com
The game of the film?

Date: 2007-01-10 07:14 pm (UTC)

Date: 2007-01-10 07:26 pm (UTC)
From: [identity profile] frostedmessiah.livejournal.com
Do you have any experience with working with OpenGL?

Even if not, I'm looking for someone who has actually *worked* on a game to give me... Well, not so much technical insights into how things work, more I'd be interested in what sort of mindset you had to get yourself into to make things feel like they're connecting.

(OpenGL is pissing me off with its non-object-oriented stuff, so much so that I gibber with lament when forced to render anything more complex than a simple cube).

Date: 2007-01-10 08:53 pm (UTC)
From: [identity profile] madkatsjournal.livejournal.com
Sounds like you need to make a game in which you have a cube and you have to put it inside another cube, or something.

Date: 2007-01-10 10:01 pm (UTC)
From: [identity profile] frostedmessiah.livejournal.com
I can create a 3 dimensional grid of textured cubes and have them all rotating and whatnot in sync with each other, and after I'd done that my brain collapses like a flan in a cupboard over what to *do* with it.

Maybe I'll just release the grid as a game where you have to count the cubes.

If you count the cubes, you win!

Date: 2007-01-10 10:04 pm (UTC)
From: [identity profile] deathboy.livejournal.com
There was a piece of samplecode for the N64 called "blockmonkey" or something which did just that... I discovered this when I enquired what the fuck sort of filename that was for the game I was looking at working on, it was revealed that the team had started with that code and just built and built and built, never renaming the original source file :)

Date: 2007-01-10 10:25 pm (UTC)
From: [identity profile] madkatsjournal.livejournal.com
You could have them all red, then they turn green when you click them, and then slowly fade back to red. The aim of the game is to have all of them at least 50% green at once. Scoring would be based on how long it took and you get a bonus of how much each cube is above 50%. With each level you get more cubes, or they move faster, or they fade faster...

Can't beat classic gameplay :-)

Date: 2007-01-10 09:04 pm (UTC)
From: [identity profile] deathboy.livejournal.com
what's a rough lowdown on what you want to achieve? I can *try* ;)

Date: 2007-01-10 09:58 pm (UTC)
From: [identity profile] frostedmessiah.livejournal.com
Mostly I'm trying to get to some sort of understanding with procedural generation.

I've already succeeded in writing a 200kb script that can generate a 1gb "universe" (and coincidentally kill my machine), but... Bah. I don't know.

I'm stuck at this point where there's just so much stuff I want to do, but actually getting down to doing at least one of the things causes me to suddenly become interested in something else.

I suppose I just have Programmers' Itch.

I hope there's some sort of cream for it.

Date: 2007-01-10 08:58 pm (UTC)
From: [identity profile] madkatsjournal.livejournal.com
Crikey, viewport-clipping and that near-viewport-texture-bug that no-one else seemed to be able to see! Good stuff :D

Date: 2007-01-10 09:03 pm (UTC)
From: [identity profile] deathboy.livejournal.com
I think most folks I knew were aware of the texture-warping that happened close to the clipping plane... we did polygon subdivision to lessen it, but it was generally accepted that it couldn't be eliminated other than by judicious fixed camera choice. Dealing with it (or not) usually came down to how much impact you'd suffer from the additional work to cut and draw the (extra) polys.

The playstation was just brimming with idiosyncrasies, but I kinda loved it.

Date: 2007-01-10 09:13 pm (UTC)
From: [identity profile] madkatsjournal.livejournal.com
Coding wouldn't be any fun without the quirks :-)

Date: 2007-01-10 09:16 pm (UTC)
From: [identity profile] karohemd.livejournal.com
Duuuuude!

Date: 2007-01-10 09:39 pm (UTC)
drcuriosity: (Default)
From: [personal profile] drcuriosity
What's the music we're listening to, here?

Date: 2007-01-10 09:40 pm (UTC)
From: [identity profile] deathboy.livejournal.com
One of the tracks is called "Karma Slave", which I quite liked. I'm not sure about the rest. They were all foisted on us by Fox.
(deleted comment)

Date: 2007-01-11 02:41 am (UTC)
From: [identity profile] deathboy.livejournal.com
yeah, but I hated it.

especially hearing it 50 times a day... ;)

Date: 2007-01-11 12:51 pm (UTC)
From: [identity profile] thecunningbison.livejournal.com
sweet, you can sign my pirated copy of it ;)

[jk..not funny...k....I'll get me coat.]

Date: 2007-01-11 01:40 pm (UTC)
From: [identity profile] wrong1.livejournal.com
Nice mantling.
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