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Author Topic: Sailing/exploration type thing - ["UPDATE" 13/04/14]  (Read 2840 times)

« on: September 23, 2013, 08:49:45 PM »
I've been working on this project for a little while and thought that I should put something up to see what people think of it and also to get some general advice and feedback.

I want to make a game where you can sail around the world map, fighting off enemy ships, and collecting food and supplies from the surrounding islands.

The ultimate goal will be to navigate your way to various 'treasure islands' where you complete a challenge on foot (most likely a logic based puzzle) in order to receive a key. Once all keys have been collected from the various islands, the player can acess the final island, which is locked up until this point, and complete the final puzzle to win the game.

Alternatively, having your ship destroyed or running out of supplies would result in game over.

I'm far from finished, however, I hope that the attached demonstration gives a rough idea of what I'm trying to achieve.

UPDATE

Below is the link to the latest version of this project:

https://mega.co.nz/#!zQQzyYjI!OwaQWgKRlr4Rpa8O_IebmWp_1NsztIb-G8GU750XxPw

In this Demo, you can sail around some basic islands and fight a single enemy type. You can also go to one of the treasure islands to complete a puzzle and receive a key. Some of the islands also contain trees, which you can collect for wood. You can then use that wood to repair your ship.

Controls are as follows:

SHIP CONTROLS
1 - wheel view
2 - crowsnest view
3 - Third person view
M - mapscreen
W,S,X - tap to set speed (forward, neutral, backwards)
A,D - hold to steer
Enter - repair ship (requires wood)
Q - fire port side
E - fire starboard side
F - Leave ship
left Mouse - (while in crowsnest) use telescope

ON FOOT CONTROLS
W - swim (while in water)
W,S,A,D - move
Mouse - look around
Left mouse - interact with puzzle objects.

Some stuff I just want to note:
 - There are several bugs that I am aware of. Namely some issues with the placement of the trees, and collision issues on the treasure island.
 - I have not included credits in this or the earlier demo, despite making use of other people's resources. This is because the models and resources I use tend to change quite frequently at this point in development, and compiling a comprehensive list of third party resources is too damned difficult to do for every demo. I am very much thankful for the hard work people have put into these resources, models, scripts, shaders, and projects. Please rest assured that any final version of this project will contain full credits. If you have any problems or questions regarding this, I'm happy for you to PM me.

That's all people; have fun. I look forward to hearing what you guys think...  ;D
« Last Edit: April 12, 2014, 06:42:04 AM by georgio123 »
« Reply #1 on: September 23, 2013, 09:51:14 PM »
i like the idea... sounds great...

question...  is this demo done in 3DRAD?

--Mike

« Reply #2 on: September 23, 2013, 09:58:45 PM »
Yup, the demo is done in 3dRad.

Cheers,

George.
« Reply #3 on: September 23, 2013, 11:07:09 PM »
then why is it trying to load an html5 app?

--Mike
« Reply #4 on: September 23, 2013, 11:24:07 PM »
The compressed file was around 45mb, which was apparently too large to post here so I hosted it on a file sharing website. The link should just take you to the download page on mega.co.nz.

Is the link not working? Or does it just look a bit dodgy or something?
« Reply #5 on: September 24, 2013, 11:54:51 AM »
Downloaded and had a quick try...

The good...
Immersive sound, very nice
Good graphical style so far
Nice movement on the sea by all objects
Good to see different views used well
I would probably play this for a while if finished

The constructive...
It crashed when I destroyed the enemy boat (only tried once so could be a glitch on my part)
The player view should move when the boat does so you don't have to keep turning to straight
Would like a chase view too

Good start, well done, you obviously thought this through before starting  ;D
« Reply #6 on: September 24, 2013, 01:28:37 PM »
Download works fine, nothing scary.

I tried it and I have to say, I'm impressed. Very nice game. I love the all the effects when for example the guns are fired. Really looking nice.

Some tips:
Some more intuitive controls. 1-3 for cameras is okay, 'm' for makes more sense. Same goes for like 'R' to deploy the rowboat.
A little few on the canon reload would be nice too. That might avoid some idiotic slamming on my keyboard.  ;D
Make the cracking noise fade a bit when the cinematic camera is selected, makes it feel more realistic.

I took the liberty of checking out your models and most are okay, but the little enemy boat is way too highpoly. Over 28000 triangles is too much. If you look at it in wireframe mode, you'll see the sails are unnecessarily dense. I couldn't even look at the main boat because it exceeds the fragMOTION limit.

Don't let this make you feel a little down, really, you're working on something great here. Keep it up.  ;)
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #7 on: September 25, 2013, 02:45:13 AM »
Thanks for the feedback guys, I really appreciate it.

I'll definitely work on making the controls more intuitive and I'll add some stuff to improve the camera and combat mechanics.

I'll also try and put together an example of what one of the treasure islands would look like.

As for the models, I'm not really sure what I should do. It's easy enough to replace the enemy ship; I'm not too concerned about how it looks. However, I can't find any decent low-poly models to replace the main ship and I'm pretty useless when it comes to modelling. I guess I'll just have to keep an eye out.

Thanks again,

George.
« Reply #8 on: September 25, 2013, 05:33:54 AM »
I can't find any decent low-poly models to replace the main ship and I'm pretty useless when it comes to modelling.

Trust me, I've been there. But modeling is essential for game making and it's really worth the investment of learning how to (low-poly-)model.
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0

Krewmember

« Reply #9 on: September 27, 2013, 12:25:27 PM »
Quote
I can't find any decent low-poly models to replace the main ship and I'm pretty useless when it comes to modelling.

I can make a low-poly ship model for you.
« Reply #10 on: September 27, 2013, 04:59:58 PM »
Quote
I can make a low-poly ship model for you.

Thanks very much for the kind offer Krewmember. I've had a go at making a model myself, and I'll post some pics to see what people think of it. However, it's pretty average, and I'd love to see what other options there are.

If it's not too much trouble for you, It would be awesome to see what you can make. ;D

Krewmember

« Reply #11 on: September 27, 2013, 05:39:19 PM »
What type do you want? Caravel,Galleon,Frigate,Schooner,etc.
« Reply #12 on: September 27, 2013, 09:29:08 PM »
Quote
What type do you want? Caravel,Galleon,Frigate,Schooner,etc.

A Caravel-type ship would work quite well in my project. However, any small 50ft-ish ship that can hold a couple of cannons (4-6) and which looks well suited for exploration would be perfect. It would also need to have a crows nest.

I posted this: http://www.3drad.com/forum/index.php?topic=10499.0 . It's my attempt at modelling. Hopefully it explains the kind of style I'm going for.

Cheers again for your offer. I look forward to seeing what you come up with.

- George
« Last Edit: September 27, 2013, 09:33:27 PM by georgio123 »

Krewmember

« Reply #13 on: September 30, 2013, 05:01:45 PM »
I made progress on the Caravel, tell my what you think.

« Reply #14 on: September 30, 2013, 07:02:47 PM »
I think it looks great so far ;D. Thanks very much.

The only thing I'd ask is whether there is any way to provide more forward visibility when viewing the game from a first person perspective (at the wheel)? Perhaps by adjusting the sails a little?

Cheers,

George.
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