The Leadwerks FPS Weapons Pack is now available on Steam as a DLC. The FPS Weapons Pack provides a small arsenal of game-ready weapons, with no coding required. Drag these objects into your map for the player to pick up and use. Pulverize your enemies with a machete, .22 pistol, combat shotgun, MP5 submachine gun and an M4 carbine. Each weapon includes sounds, effects, animations, and scripted behavior that make it ready-to-use in your Leadwerks games.
The pack can be purchased with a 15% d
Very early video just showing the terrain and character movement. And some generated buildings.
Things working/worked on so far:
The 'terrain' is generated at runtime using perlin noise and Surface:AddVertex(), :SetVertexColor(), :SetVertexNormal(), etc
Character controller written from scratch, not using the builtin controller.
Shader for the terrain uses a combination of diffuse material, vertex colour, and triangle normal. The diffuse material is black and white, the edges a
I ordered my Oculus Rift DK2 in the middle of August and it finally arrived two days ago. Here are my quick impressions.
Unboxing and Setup The box comes with a convenient carrying handle, so it makes a nice case. Upon opening it, the parts were pretty straightforward with no assembly required. There's an extra pair of lenses to extend the focal length or something like that, but I didn't use them.
Setup was pretty difficult. There's an excessive number of cords. A USB and HDMI cable p
An update is available on the beta branch. This fixes the picked triangle always returning 0 bug, and it adds a new dialog for managing Workshop add-ons on a project by project basis.
I tried to keep the addon management dialog unobtrusive, but I still didn't want the user to be confused if they subscribed to a new Workshop item and didn't see it show up. The dialog appears automatically if you have added a new item, but otherwise it will stay hidden unless you open it with the Workshop &g
The second Leadwerks Halloween Game Tournament is complete. Here's a review of the entries.
First up is HaydenMango's hack & slash game Rise of the Pumpkinheads. In this humorous and spooky action game you fight reanimated corpses with...wait for it...pumpkins for heads. You'll also encounter necromancers, and other enemies along your quest through the overgrown cemetery where a pumpkin infestation has taken root.
Next up is Midnight Patrol, a simple but fun shooter featuring
I've got my models and a little time to put this together, so I am starting on my Halloween Game Tournament entry now. This will be an exercise in speed-developing!
Basically, I just want to make a game where you fly a ship through an asteroid field shooting meteors. To spice things up, I'm going to add pumpkins that appear after the first level, and are attracted to your ship:
The game asset requirements are very simple. Here are my main models:
So now I'm going to a
It's the week of Halloween, and we've got a lot going on!
Halloween Game Tournament II The Leadwerks Halloween Game Tournament is nearly here. Rather than a competition, this is a co-opetition. Everyone who publishes an entry to the Workshop or forum gets a Leadwerks sticker. Any entries that are judged to be especially noteworthy get a Leadwerks T-shirt. Prizes are sitting here waiting to be shipped.
Leadwerks 3.3 Leadwerks 3.3 is in beta testing now. Among several new features is
Hey!
Made some progress on the art for Phobia. Modelled a metallic bench on wheels for surgical tools, a pillow, and done some changes to the wall textures. I'm really satisfied with how it is turning out.
Also modified shad's toon shader, and the result is pretty awesome!
The shader is now less cartoony, but enhances the scene in a number of ways! I get a PBR effect, the materials and lighting comes out much better, and it really adds a dirty horror feel to the entire scene.
Wor
Hello guys!
As mentioned on the Hostile thread, Roland and myself have joined the guys from Narcoleptic Studios to work on the psychological horror adventure game Phobia.
It will be a pleasure to work with such devoted and talented guys, and i'm very happy to be part of the team.
Together we have enough talent to develop an outstanding product, and create a game experience you'll not easily forget.
During the development, i'll be posting screenies of WIP models and art that i cr
The beta of Leadwerks 3.3 is now available on the beta branch on Steam.
Two new entity classes that extend the model class are present. Sprites are a quad that can face the camera, a specific direction, or can rotate around one axis. These are useful for lighting effects and the axis rotation is great for making laser beams or tracer rounds.
The Lensflare class extends the sprite class and adds a simple glow effect for lighting.
The editor now support shift-drag to select in the ma
The Workshop system is a great way to share content, but I've come across some limitations. Most of these have to do with the use a "virtual" file system (using Workshop package IDs).
Scripts and shaders can't be debugged because these systems expect a file path. With Workshop files, there is a file name and an ID number. This makes Shadmar's cool effects difficult to access, among other things.
Interdependent files are very difficult to work with, because when you upload them to the Wor
As I finish up the FPS Weapons Pack, I am struck by just how much work it takes to build a game, beyond the engine programming. I wrote Leadwerks, and it still took me several days to script the behavior of these weapons. I also had the advantage of being able to add new entity classes, as I needed two new entity types to complete the task: LensFlares and Sprites.
I like the flexibility of Leadwerks to make any type of game, and I think having an abstract 3D command set to do anything is r
The Leadwerks community tends to be a pretty mature, technically astute one. This is great because it's easy to get good feedback and help, but we do tend to suffer from a tendency to focus on low-level details. This can cause problems with it delays projects, sometimes infinitely. If all we do is keep reinventing the wheel we'll never get to the automobile.
Preparing the FPS weapons pack is giving me a chance to work on some high-level game behavior I don't get to do much. Sometimes we t
This was planned as a response to this thread in the micro blogging system (See: http://www.leadwerks.com/werkspace/statuses/id/7596/) but look at the size of it and you will see why I made it a proper blog post instead.
___
Here's a hard truth for indie devs: Your stuff isn't anywhere near popular enough that you could even consider the dynamics of the entire market as you do not have a snowballs chance in hell of getting that kind of traction for your product. You are not going to reac
A launch option has been added to Leadwerks on Steam that allows you to launch the Leadwerks Game Player outside of the editor. When you launch Leadwerks Game Engine from Steam, a dialog box appears and lets you choose whether to run the editor or the Leadwerks Game Player. (If you just launch the app from a desktop or start menu shortcut, the editor is run automatically.) You can subscribe to other users' games in the Leadwerks Workshop on Steam, and play them by launching the game player.
I've been working on my game tournament entry for a few weeks. I've had to scrap entire levels multiple times but I think I finally have something that i'll be happy with. Now that my work schedule has changed I doubt i'll have much time to work on my game as I would like.
Not much to do but show you the pictures.
*All models are made by me except for the tree and flowers (they're in the workshop). Textures are from or modified from cgtextures and plaintextures.
I placed them all into a
I'm working to add weapon switching to the player script. A weapon in the map consists of two important parts. First, you need a pickup weapon that tells the player they have a certain item. Second, you need the visual weapon that is displayed onscreen, along with the various settings that make that weapon unique.
It's a simple thing to program, but I'm trying to make it as easy as possible for the user to manage, so people can add new weapons and have them work with no tinkering and adju
Based on the excellent sales of the SciFi Interior Model Pack, I was able to get a deal to sell a new pack of high-quality first-person weapons. The following items are included:
Pistol
Combat shotgun
MP5 Machne Gun
M4 Rifle
Grenade
Machete
Weapons are included as animated visual weapons, and as models that can be placed throughout the map to pick up.
Instead of just distributing raw models, I want to offer game-ready items that can just be dropped into your g
Not too much in terms of visible gameplay has been accomplished (a lot of backend stuff and still doing level design ).
Anyway, the game is starting to take shape in terms of setting up for more gameplay. The level design is important to me because the patrol routes of enemies and such need to be calculated in order to provide sufficient coverage so that it isn't too easy to grab items.
Respawning:
Items respawn using a region based system. Different regions will respawn after a cert
Lets Try Again
A few months ago I started making a Lua based GUI system. It was going well until life happened. This last week I attempted to add more features to it so I could use it in my Halloween contest entry. Knowing more lua now than I did then I realized how much of a mess it was. I scrapped the gui completely and started over. The following is some technical changes and observations I made as I rewrote it. Hopefully someone on the internet finds it insightful.
The first thing I tac
While having a small set of fairly simple tables you could properly get away with using
Leadwerks::Interpreter::NewTable();
size_t top=Leadwerks::Interpreter::GetStackSize();
Leadwerks::Interpreter::PushString("Key1");
Leadwerks::Interpreter::PushString("Value1");
Leadwerks::Interpreter::SetTable(top);
Leadwerks::Interpreter::PushString("Key2");
Leadwerks::Interpreter::PushInt(5);
Leadwerks::Interpreter::SetTable(top);
(ect)
But it's really rather bothersome and hard to read an
Hello hunters!
There is a new update for the Hunt For Food that includes some exciting new features as well as a couple of important bug fixes. I will place the change log at the bottom of this blog. I have been having issues with my original Hunt For Food map for a very long time so I decided to go in a new direction.
From now I will be working on procedural maps for Hunt For Food instead of static ones. There are many benefits to doing this including - every map will be different, I
Since it's not a competition, I'm actually going to enter the game tournament and publish a simple game to the Workshop. The game will be a third-person corridor space shooter like Starfox in which you simply shoot and dodge meteors. There are two types of meteors flying at you; red ones can be shot, whereupon they break into smaller pieces that can still damage you. Gray ones cannot be shot, and must be avoided. The longer you live, the more points you get, and it just gets progressively ha