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A 3d four player platformer with 3d visuals (for 2d screens)

Home Page: http://galigogames.com/cubior

Perl 3.11% C++ 86.35% C 10.42% Objective-C 0.12%

cubior's Introduction

  • ๐Ÿ‘‹ Hi, Iโ€™m @BlinksTale
  • ๐Ÿ‘€ Iโ€™m interested in game development
  • ๐ŸŒฑ Iโ€™m currently learning Cupscale and CI/CD for gamedev (already did volumetric video, lightfields come later)
  • ๐Ÿ’ž๏ธ Iโ€™m looking to collaborate on nerdy creative or experimental games!
  • ๐Ÿ“ซ How to reach me: username is gmail

cubior's People

Contributors

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cubior's Issues

Door Snagging

Something's wrong with the castle level! Can get stuck on the door really easily. Fix for demo release tomorrow!

Smooth Camera Swing

Change "move to here" to "set intended location to here" and then slowly accelerate towards it and decelerate on arrival. This should eliminate jumpiness in the camera, and make it more player friendly.

2D Interface Overlay

Have something that's a picture come up in front of the game, import PNGs and switch controls to navigating between them.

Momentum Based Camera Swing

Use in-place indicatedPos, but slowly accelerate towards it and decelerate on arrival. This should eliminate jumpiness in the camera, and make it more player friendly.

Goal System

Whether a flag, button or even a castle, something needs to end the level. Put this in before playtesting.

Try Display Lists

Vertex Arrays are cool and all, but it sounds like display lists are even faster. Give them a try when given the chance.

Keyboard Controls

Allow movement through keyboard commands, utilizing arrows and letter keys

Shadows

OpenGL stencil shadows should be plenty for showing where Cubior and crew are in relation to goal

Camera Perpendicular To Walls

Should be quick... hah! So putting it in the main public demo rather than initial. Maybe this should come first, and more accurate camera angle based controls come later?

Anyways, this is the whole no-depth-needed thing I've been going on about for months: find the nearest wall, point at it, and no one will ask you to judge depth!

Splitscreen

Multiple cameras means more than one view. Get all four players to see their own screens

Spawn Cube Obstacles

Create objects in the world as well as assigning them visual representations.

Title Screen

Title, Start, Options and Quit. Encourage players to press start to join in/back to drop out, and show an icon for all players who have joined. Options screen should show toggles for music and SFX, maybe volume meters for them, and a Credits option.

Depth movement

Implement 3D movement and 3D visuals (camera and polygons)

Increase Friction

Make controls feel tighter by increasing momentum and friction, so player feels they have more control because landing stops them sooner, but moving on the ground is just as fast as ever.

Cube Cubior Trailer

Public Demo needs this to show recognition of gaming culture, should help give positive message to potential buyers.

Camera Aiming for Goal

Get the camera to stop looking primarily at the goal! It sometimes doesn't look at the player when close to the goal.

Player Movement Based On Camera Angle

Use more precise values so that player movement is actually always parallel or perpendicular to camera angle. This should make jumps more precise.

Sound Effects

Get Rolando's work in there, it deserves to be heard!

Multicube Collision

Presently, walls of cubes do not work since only one cube checks collision against another at a time. Cubes must check all collisions, then determine where to go from there.

Level File

A .cubior file that represents a game level

Detect Clear Camera Swing Path

Find nearest unobscured path (and if such a thing is even possible) for camera to swing along - this will always be preferred to a nearest "jump" camera movement.

Xbox Controller Support

Get 360 controllers working with game. Comes after fixing the camera angle movement thing, as joystick control will be more complex than current controls.

New Levels

I want twenty, not five, and I want them to have flow. Theming can group them into four sets if it helps, and not all twenty need to be used, but I want to make twenty to pick from.

Gamepad Support

Joysticks or directional pads should control direction, and buttons 1 and 2 should create jumping and locking. This should work with bluetooth so that Wiimotes and Dualshock 3s will work.

View Jumpable Platforms Camera (alt to Button for Camera)

Camera must be able to detect platforms with no upper neighbor, then align a view between you and that pos where the empty space itself is visible. Wow, that'll be interesting.

So basically, rotate until all empty spots above cubes are visible, or any above the player.

Pause Menu

Continue, Drop/Join, Toggle Camera Based Controls, and Quit

Movement Based Only on Initial Camera Angle

Angle that movement is based on should relate only to the camera angle from the last time you started pressing directional buttons. Gets reset to zero when nothing is pressed, and then based on camera angle as soon as one button is pressed.

Array Bound Verticies

Stick all points for polygons in an array so they don't re-send every new frame. Will Hare says this slows things down considerably - may want to check on Reddit, GameDev or TIGSource first for help on this.

Get landedOn to work in any order

Apply movement/tick first to anyone who has not landed on someone, then mark that player as taken care of, then while some players are still not taken care of, address their movement for all of them who are landed on players that are taken care of.

Thus, the order will be from not landed on to landed on the most, maybe with a "landedOnCount" that is based on the count of landedOn + 1. That might work really well actually...

Catchup Rate Implementation

Make a catchup multiplier on movement to compensate for framerate lag. Record the time since last frame, and multiply movement rate by that, divided by expectedDelay.

Momentum Based Camera Movement

All camera movement, rotations and positioning, must be on a momentum based system. Camera will ramp up to any move and slow down once within range of its target landing angle or position. Applying this to all movement should slow things down enough to not be confusing or jarring to the player.

Credits

Play when game beaten or credits icon clicked from Title Screen. When finished, return to Title Screen.

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