Kamarihn
Rally 2007
Project
Description:
Kamarihn Rally is a racing game
project I began in November of 2006. My purpose for
this project was to create a racing game that was rooted
in the world of physics, but didn't punish the player
for not knowing every detail about how to "drift"
a car like the pros. I built the GUI, and scripted the
input scanning, and controls for the player. I used
3D Game Studio,
a middleware engine as my rendering base, and a freeware
physics engine called "Newton
Game Dynamics" to guide the car's physical
interactions in the game world.
What
went right:
Initially I had problems with my camera system because
I was just modifying the transforms of the camera by
multiplying them by sin and cosin values. I switched
to a vector based camera system and got much better
results.
Using a 3rd party physics engine let me rapidly integrate
physics into the game world without too much work and
time. It took me less than 2 weeks to get a working
proof of concept that seemed convincing to most people
I showed the demo to.
What went wrong:
Using a 3rd party physics solution has its pros and
cons. One benefit was that I was able to rapidly prototype
a physics based car. However this also gave me problems
with the game engine's collision system, in particular,
mesh to mesh collision. The mesh collision system is
based on an instruction called "c_move" which
is a vector based movement system. My car moved based
on "forces". Since I wasn't using c_move to
generate my vehicle's movement, the engine could not
detect mesh to mesh collisions (although collision with
BSP geometry seemed fine). To get around this, I had
to create a rigid body "cube", make it non-renderable,
and match it's transforms to any NPC vehicles to get
collision. It's a nasty hack, but it provided basic
collision and didn't look half bad in action.
Technology:
- 3D Game Studio Engine
- Newton Game Dynamics Physics Engine
Download
video (right click, save as target):
- Video
1 (Proof of Concept)
|
Spirits
of Arion
 |
Project
Description:
I began writing the design document
for Spirits of Arion in June 2005. This was my first
real game project. It's an action RPG based in the Zelda/Kingdom
Hearts style of gaming. Programming the camera,
and movement system was a real "treat" and
exercise. I did 95% of the modeling, and level/environmental
design. My good friend Sergio
Sykes helped me with the animation of characters
including friendly NPCs, and enemy characters. I did
all the GUI, Camera, and movement scripting. I also
was able to integrate some basic A.I for enemy NPCs.
What
went right:
This being my first game project, I think it was a good
experience to start off with a middleware engine that
had such a well developed toolset to work with. The
scripting, modeling, and world building environments
were very user friendly. It allowed me to learn a lot
about how to build a simple asset creation pipeline.
What went wrong:
There was a lot of inexperience on my part entering
this project. A lot was learned by taking a project
like this head on, but in retrospect, I think a 3D action
RPG might have been a bit too vast of a project to undertake
as a "first time" game project. The lessons
learned I consider invaluable however.
Technology:
- 3D Game Studio Engine
Download
video (right click, save as target):
-
Video 1 (Dwarf town) |