Here I want to present what the "Tower game" is doing becoming !
I got the idea to make a relaxing puzzle 3D game where the player will have to find/build/assemble different elements to discover arts.
Here a picture I found that inspired me this:
Now, I made a little demo video for this, I found the experience somewhat meditative, looking at this floating colorfull infinite world and listening to the sounds. You can turn the music off and listen at your own or just let it pl
I focused my imagination on game art, trying to create a beautiful world where players may want to explore and drive.
The first quest could be: Find a way out of the forest.
Here is a little showcase of what I made:
Edit: 27.04.2020
The goal was to get the better I could out of a 4096x4096 map, after months work trying all possibilities I obtained a good decor and great area for an offroad game.
Performances are a bit slow but so much models was added -
Hey
I know you can use for this the nice shader of Shadmar, but now if you want to try something else,
This is somewhat like you can obtain if you use a big light sphere rounding around the player. I speed up the cycle quicker for the video to see all the day/night.
I used the directional light rotation for the shadows, the color of the sky-sphere for the colorourfull effect and the color of the directional light for the luminosity, getting the no shadow night light.
Clouds/r
> This is defintely the best result I obtained with Leadwerks physics to build a car; I think this car is good enough so that it could be used in a game.
> The car reacts depending on terrain, feeling different if climbing or driving down. The car allows speed driving until 140-160 kmh
> The dampers became an upgrade that give me the possibility to construct car over 200 kg. That means simply that the cars drive now with much more stability and give for the player heavier feel
Workshop car "Turbo car for Le 4.6 free" - Uploaded in the Workshop
Better optimization for the workshop car released. And possibility to custom the car, feel the difference of the configuration when driving.
For Le 4.6. with world:update(4) added to the main script
Here is a demo video about the new optimization:
Here are the properties that allow to change the car:
- The Drive Factor makes the car drive feeling more or less heavy: With a
Working out of this subject:
I tested a script for a simple "GoToPoint()" function for a customizable character controller for NPC. This may not be so good as the implemented LE character controller with classic navigation system but it could be promising to use it in open world (so not in much corridored dungeon game!) where the the NPC should crawl or swim or whatever do things as for example underscaled world (thats what I am actually interested in ?)
The NPCs are using an "
Finishing this today, I'm happy to publish this: https://steamcommunity.com/sharedfiles/filedetails/?id=1662222417
The car is funny to drive, the prefabs is ready-to-use but feel free to change the script variables to test it.
Drop the prefabs in the map, it uses the classical FPSPlayer from Leadwerks.
The car is based on joints: 4 wheels, 4 damper and 2 Hinges for the directions.
The script incorporates smoothing damping modifications to get the car stable; modifications on
Hello
Debuting 2022 with a very first try of a level design for my offroad game project I try to construct with Leadwerks 4.6
The map needs a lot more improvements.
There are a few bugs (like swimming) and some collisions problems, but this how it could look like, with the challenge for the player to find his way through the world - like a puzzle driving game - without getting stucked (like me in this showcase) or have your car destroyed. So I will add an
This an entry for a new completed feature:
Wheels can leave a trace on the ground using decals.
Here is a bit code on how to make that work.
Here is how it returns ingame:
Edit 19.01.2022
First visual mud effect:
TEMP 2022-01-19 12-53-14.mp4
Enjoy!
Considering this blog as a diary of progress about car simulation with Leadwerks,
I had the dream to simulate those desert crawlers able to climb on sharperned hills with a lot of impuls,
Swinging on the roads as they're light, allowing the player to discover rapidly a large part of the map.
Technically all the features (directions, dampers, smoothing, acceleration) get simplified but adjusted to be in a good balance.
The car may be overpowered but it's fun!
I made a showcase for a bulldozer script for a few years, this is a following step on this:
I change the script and replace the road meshes + shape with road decal textures.
It saves a lot of ressources, much better FPS, because Mesh + Shape came too expensive for a big map.
You only have to place 3 points on your map. The tool will join the points digging + tracing a road with the specified texture. Instead of building a spline, the tools follows the curves of the terrain, adjust
This diary counts so much steps to reach a good experience of car driving with Leadwerks 4.6, that it just felt so often like unreachable.
So as we know the car is built with 8 joints, 4 hinge joints for the tires + 4 slider joints for the dampers
I just thought last week about implementing a new little trick like using a spring joint more to connect the visible car to the invisible body of the car.
Set the mass to about 300 (usually to heavy for joints) and set the Gravit