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"Atlanta Online"
Owner: acid2
Showcase Entry: None
Total Entries: 1
acid2
Entry: 1
07/01/2003
01:15 PM
Atlanta Online is my first large project and it began when i went round to a friends house (cam - the fabled monkey). we were fiddling around with maplet just seeing what we could do and while he was making some levels on his laptop, i tryed using all the terrain stuff. i showed him and we agreed it was great! that was the beginning of atlanta online...

we continued fiddling around with height maps until we were finally comfy with what we had. as we had no 3d modelling software, we made do with the quake 2 model, and stuck him in the game. we looked at the open dna sample for how we could animate it and copied it in. we now had a small terrain, with collisions and a walking animated character! we were proud of it so far :)

next, we quickly downloaded blitz play and i had much experience with it before when i was using 2d. we quickly put togather a small title screen, all just using print because we were eager to test over his lan! it was now around 300 lines of code, which is more than we'd ever had before, and i compiled to an exe. he ran to his sisters room and connected. it worked!!! but, with everything there were problems :) the player was not animated and he only went round facing the same way, so that was the next job add in some roation and animations.

we came back fairly happy it worked, but disappointed that we hadnt animated it. getting this far had also had many bugs included collisions not working so you went through the floor! i added in some more data sending, and after about 1hour of finalising we went to test again. the players now worked!

its was just some effects needed now :) the first of our priorities was to add in some water. we decided a plane would be simplist. we created a plane for water, moved it down so it looked just right, and stuck the alpha down. also i made the water texture scroll nice and slowly, for realism. we were just about to test when cam suggested, "why not have ripples? you could just use a sprite, and put it into a type. then call a function to update each one scaling it slightly bigger, and fading its alpha." we coded this in, each doing little bits and helping each other, and tested it single player. yes!!!! haha, tomb raider eat your heart out ;).



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