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It's a community project. Right now it's extremely basic--pardon the pun.
You just walk around and listen to the environment. You can add to the map,
both regions and objects. It's a breakthrough for me because I've finally
programmed something that uses external maps, which means being able to
develop games with multiple levels. The game's not even a week old yet, and
the movement is still clunky.
The main point is a community-based game engine, completely open-source all
the way. There are two very good game engines written in VB6, the GMA game
engine and the one Aprone made for Swamp, but the community doesn't have
access to either one. I'm having, therefore, to reinvent the wheel--for a
third time--and it's frustrating to say the least, and this engine is going
to end all that frustration if we work hard on it together. Then people can
branch off and make their own games, using this as a foundation. The engine
is already fully 3d, so you can travel in every dimension.
The current difficulties are key input, as I talked a bit about last night,
and distances in 3d--getting things to sound loud when you're close, but not
audible when you're far away.
By the way, I use the same key configuration I used in Heywire. I, j, k and
l are one cursor cross. The move you forward and backward, and turn you left
and right.
D, e, s, and f are the other. They make you ascend, descend, and strafe left
and right. (Strafing isn't actually implemented yet but will be soon.)
In the next phase I'm going to incorporate a basic combat system. Next, I'm
going to make the marching band actually move. What I'm going to do is to
have street intersections marked out on the map. Cars and other mobile
objects will move along the streets until they get to each intersection.
Then, they will choose whether to continue in the same direction, make a
u-turn, turn left, or turn right. Other things, like the bands, will move
along sidewalks, making the same types of choices whenever they reach a
crosswalk.
By this time, of course, it's going to be necessary to create a map making
program so you don't have to enter all the data by hand. I also plan to take
full advantage of the effects that DirectX offers, like reverb, echo and so
on.
So what started out as a way to get sound effects in 3d for music, which was
the intended purpose, has already become a lot more in my mind. None of the
things i've posted seem impossible to me, the way they did a year ago, and
i'm not sure why. My biggest mental block was mapping, and now that i've got
that worked out the rest doesn't seem as hard.
The real beauty, though, is that you, the community, can add to this
too--both code and items. I'm not sure if there is a way to create a sort of
code wiki, but that's what i'd do if I knew how.
- [Audyssey] New Version of Soundscape Explorer Ken The PionEar
- Re: [Audyssey] New Version of Soundscape Explorer James Bartlett
- Re: [Audyssey] New Version of Soundscape Explorer Ken The PionEar
- Re: [Audyssey] New Version of Soundscape Expl... shaun everiss
- Re: [Audyssey] New Version of Soundscape ... Thomas Ward
- Re: [Audyssey] New Version of Sounds... Ken The PionEar
- Re: [Audyssey] New Version of So... Thomas Ward
- Re: [Audyssey] New Version o... Ken The PionEar
- Re: [Audyssey] New Version o... lenron brown
- Re: [Audyssey] New Version o... Darren Duff
- [Audyssey] Panning stereo so... Phil Vlasak
- Re: [Audyssey] Panning stere... Thomas Ward
- Re: [Audyssey] Panning stere... Ken The PionEar
