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Hunter: My 3D Action Game

Started by Jimmy Valavanis Jul 10, 2004 at 4:27 AM 36 replies 11.4k views
MindWipe
MindWipe
Ah.. you fixed the html. Goodie, gonna try it now.

Nice work. But there wasn't hardly any tactic at all you could use except the the shoot-run-shoot one.

/MindWipe
"To some its a six-pack, to me it's a support group."
mikeman
mikeman
It would be nice if you posted a link to it.
-EDIT:Ok,you just did.But when I try to download,it says the page is currently unavailable.I'll try it later because the screenshot looks good.
Jimmy Valavanis
Jimmy Valavanis
Now it should have no problem on downloading.
And just for the record making these 2 levels of that game I realized that making a game is more than programming and coding. It's also very hard to design a level, make the textures and music, sound effects etc. It took me over 1 hour to compose the intro music which last about 4 seconds!!!!
mikeman
mikeman
First,the link in your post has disappeared again.Good thing I bookmarked the site.And second,no,it doesnt download.I guess I will have give up on playing this game[sad]
Woodsman
Woodsman
Here, I mirrored it. Cheers.
If a plant cannot live according to its nature, it dies; so a man.
Haytil
Haytil
You have a nice start here. Obviously you need to make more levels, more guns, and more enemies. I have two suggestions:

A jump button would be nice, allowing us to hop the fence in the middle of the level, for example.

Also, it seems like you can kill people that are two far away. I doubt the accuracy of the gun is THAT good. Without even a targeting reticle, I can still aim in the general direction of an enemy that's really far away and kill him just as if he were standing right in front of me. This isn't entirely realistic.

Keep up the good work.

-Gauvir_Mucca
atcdevil
atcdevil
Wow... Great job!
doynax
doynax
Does it have anything to do with the original 3d action game called Hunter?
I remember playing the old game a lot on my amiga..
Woodsman
Woodsman
Quote:
Original post by mikeman
OMG,it downloads!Thanks Woodman![smile]

Hey, I might as well use the bandwidth I'm paying for.

I definitely agree that it's a great job. However, when you let go of forwards/backwards it must be calculating some sort of inertial force as the switch from running forward to backwards takes a little time. That feels a little alien to me, at least.
If a plant cannot live according to its nature, it dies; so a man.
Jimmy Valavanis
Jimmy Valavanis
Quote:
Original post by mikeman
It seems wierd though that it usually indicates above 10000 triangles.The scene does not look so complex.


Just for the record the two levels (scene and static objects only, not models) have about 1000 - 1100 triangles.
But the number of triangles is quite big because every enemy model is about 500 triangles. Of cource there is a drop mechanism that does not draw enemies (and static objects) when they are out of view. Also the particles generating by a gun-hit (when you hit a player, when the gun fires and when a player hits you) are about 500 to 1000 triangles each.

Hey Woodsman, thanks 4 mirroring, free geocities bandwidth seems to be limited.
And about pressing Up and the Down, these keys work as accelerate and brake, so if you are moving forward and then you want to move backward there is a time to apply reverce acceleration to the player speed. Use shift key to make the reverse of speed twice as faster. You should also noticed that
when you stop pressing up or down button there is a time slice until you stop, the speed is slowing down, like breaking.

Anyway, there is a lot of work to do: better AI, doors, keys to open a door, more levels, more weapons, more enemies, more power-ups, no unlimited ammo, no random generation of the enemies at startup, difficulty settings, DirectDraw user interface, some improvement to collisions etc.




Jimmy Valavanis
Jimmy Valavanis
Quote:
Original post by doynax
Does it have anything to do with the original 3d action game called Hunter?
I remember playing the old game a lot on my amiga..


No, it has nothing to do with that game.
FenrirWolf
FenrirWolf
Jimmy: Off the top of my head, here are two things you can look into for reducing the polycount.

Level of Detail: 500 polys per enemy isn't all that much, but if you've got fifty enemies running around, that can add up. I would see about adding multiple meshes for the enemies, with each mesh halving the polygon count. And then you simply switch which detail to render depending on the model's location in the view frustum.

Point sprites: DX8.1 and up has the ability to use what's called point sprites. Assuming your hardware can use it, you can do your particle effects with these. They are less "spammy" since you only have to send a single coordinate and a radius instead of four vertices plus UV coordiantes for a quad. There's other tricks you can use with vertex buffers and degenerate geometry, but I'd say point sprites would be the easiest to implement.
Jimmy Valavanis
Jimmy Valavanis
FenrirWolf: About creating multiple meshes for the enemies is a very good idea. The optimization currently implement by this version of the game is that if an enemy is far enough I do not interpolate between frames to make the movement smooth, but that is an optimization to save CPU power. There is also a drop mechanism that do not draw objects out of view. Creating multiple meshes will speed up performance, but I have to make the models (something that looks very difficult to me) or find some free models to use as enemies, I'm not a 3D artist:( Currently my 3D engine supports MD2 (Quake2) models, *.x files and a custom format I've made. But in my experience performance is slow because of the sound system, it's something that really need optimization since I create a new thread for every sound effect.
About Point sprites this is something I don't really know how to use, I should study DirectX SDK!
Thanks.
Ainokea
Ainokea
It needs mouselook but other then that great job!
______________With the flesh of a cow.
Alvarny
Alvarny
Looks good. I have a really poor pc that I tested it on and even though the fps was around 11 sometimes it still moved well. One thing though is the size of the enemies it huge. I can shoot in the general direction, about 1/4 of a screen away from where the enemy is and still hit them.

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