More content, an idea

Since I didn’t have any solid ideas for the game, I continued working on the rendering of the map…

Added holes, water and lava to it… These are not procedurally generated… So, the current “level design” system is to generate a base cave, and then add by hand stuff like the water, lava and holes (according to the gameplay).

cave_holes.jpg

cave_water.jpg

cave_lava.jpg

Wondering how I can animate the lava and water… wanted to do some UV animation, but without shaders I have no idea how to do it (in D3D).. just added an up and down movement to the meshes, just to make it a bit more dynamic.

Anyway, I got a concept for a game…

A robot is sent into the caves, to provide rock samples or something… but the player (which is a scientist) kind of skimmed on the project, and the robot is plain dumb, and not intelligent as supposed… So, he has to help it collect the samples, by use of another robot (one that can’t get the rock samples itself). This robot is controlled by the player, and the player has to make him pickup objects, etc to help the other one gather the samples…

Might work…

Comments

Endurion
29. Aug 2009 · 13:22 UTC
For UV animation you just need to set a texture matrix. Beware that a texture uv translation matrix is created differently than a “regular” translation matrix.
29. Aug 2009 · 13:47 UTC
I kind of remembered that, but I can’t seem to find where do I set it…

Looked at SetTextureStageState, SetSamplerState, SetRenderState… Silly thing is that I found it a couple of days ago when browsing the docs looking for something completely unrelated…