Monday, December 11, 2006

update GUIs

The Play button now lets you get back to the game.
(A popup window is still to be seen when hitting the Credits button.)

Later there will be a Back To Game button referring to the active game
and the Play will be renamed to New Game and -who would have guessed-
start a new game.

Sunday, December 10, 2006

Physics, Bubbles, Ghosts and other fair-retails ... ;-)

Some info on the Guistuff was presented by aztopod and I would like to show and describe some other progress we made.
The pictures which are shown below are all in-game screenshots.
Here you can see some Bubbles a textured Skull
and an untextured ghost in the new room.
Yet there is no light except the poor stanard light used.
Here you can see a Bubble which roles around in front
and the fast textured PC "Brother Shiney"
( we only useUV mapping because it is fast and exchangeable).
As you can see there are several Bubbles in the background
which rolled there because of the physics.













without physicsview ....................................................................with physics view

Here are 2 pictures showing the basics physics which are in use right now.
We use jME-physics which uses odejava a java wrapper for the ODE.
After a little while ( it took a little longer to get to know what is done how)
we set up everything and it works quite flowlessly.
The skull on the floor uses a BoundingSphere for physics calculation
and the "Ghost"a BoundingBox. As you can see there is
a little air between the "Ghost" and the skull,
it is there because the skull is a little bit smaller
and not as round as the sphere.
Right now there are 10 Bubbles in the game rolling
around and the skull and brother Shiney.
There is no controller there yet for the player
and no behavior for the NPC's.
This is the next we are working on.

The FPS are only of use to see how much work-load there is because of model details and stuff it will later be cut of at a max of 60FPS.

As I mentioned before feel free to comment
or
JOIN THE TEAM ;)
a helping hand is always needed.

GUIs so far..

My first entry! ..well.. :)

I have been working on the menu(s) and the displaying.

The Main Menu and the game have non-identical game states.
So when you switch between them you actually switch between
these states. There is an overall Input Handler taking care of key actions.
The Main Menu's button actions are taken care of by the Main Menu itself.

The game states environment derives from jME (jMonkeyEngine)
and the GUI and its display are done with Fenggui which can
(more or less) easily be integrated in jME.

This is what the Main Menu looks like:


When you press the Escape button in the game,
the game state is changed and the menu gui is created
in this new game state. The Main Menu is displayed on top of the game.

The buttons are my own creation and can have -of course-
actions bound to them. Here is an example showing a simple
popup window that, well, pops up when you press the Play button:


Later -as you might have guessed- there will be another action
bound to the Play button. The Quit button closes the menu and
there already is a submenu when you press the Options button
including a Back button to go back to the Main Menu.

Once you are back in the game -respectively in the "in game state"-
you can press the N button to make the NPC menu show up:


At the moment this still is a small popup window but this will hopefully soon change to a menu-like communicative interface.
The NPC menu can not be opened when you are in the Main Menu
and in case that it is opened when you call the Main Menu it will be removed from the display.

Well, that's it so far from me..
If you want information on some tutorials that were a great help when
dealing with Fenggui/ jME and jME's game states and the buttons..
- just let me know :)

until next time: live long and prosper..

in case you wonder: the pics still show the old room version
but that should make no difference in terms of the menus ;)

Saturday, December 02, 2006

Update

We are still here, even if it does not look like it ;-)
2 new screenshoots and some udate onour progress.
First of all the screetshots of our first room.
It still is empty and will be even bigger in game, the scale of the player and the room is not how it will be in the actual game.

Progress:
aztopod has had some nice progress with our in-game menu. A text version which opens several game-states is working. She now tries to use some more intuitive gui's,but this is hers to tell.
I myself am a little stuck with odejava and the jMEphysics, the physics do not want to work like I want them to. ;-)
Sketches and other screens are still waiting to be uploaded.

Friday, November 24, 2006

Some update

We intend to create several characters for this game.
It will be in 3D on the basis of the java game engine jME (jmonkey).
As the game will feature several different players we present you the 3D prototype of
...
*makes strange sound which should emphasise the moment*
...
Brother Shiny !!!!!
...

We hope to create all characters in blender,
export them via the collada plugin from illusoft,
and finally import them into jME (which works quite well).
If you got some questions
or
want to help in some way
or
have cool ideas which could speed up our work ...

Feel free to ask and comment!

Thursday, November 23, 2006

Welcome

This is the Blog for our internship project.
So feel free to have a look around some time .
We are a team of 2 computer scientists under the supervision of a third ;)

Names shall not be known -
They are bounds and burdens,
Let the work speak for itself -
or let silence reign!

So be welcomed wandering soul - rest your eyes for a while and let your mind flow.