Here is short movie showing current progress of the game. You can see fishes for example, how they know where to swim ? It’s possible to make environment collision sensor but common solution in the gamedev world in this situation is navigation graph. Games are always cheating, don’t trust them π Game needs to convince player that something looks natural but hidden method is always something easy to use/easy to compute. Fishes also trying to not to swim too close to each other, but not to far ! Sheep also using same herd algorithm included in the Crystal Entity Layer.
Movie:
Apricot: Crystal Space GamePlay (July 2008) from Pablo Vazquez on Vimeo.
Looks great! It looks very natural, yet very easy to configure!
Great! I’m really interested in learning techniques like this, which could be applied to industry-level game development.
I hope to see content like this on the Apricot DVD!
The Crystal Space version is extremely dark, it almost looks like Doom 3 π … I guess lighting is still far from finished?
Yes lighting is far from finished. Actually it’s one random lamp.
These cool techniques will be described in out tutorials. I’m working on it right now.
Very, very, very cool.
Darek, We all waiting your tutorial! Very Great Work!!! π
FRANKY had a HAIRCUT. Look at his tail. Darek czy tutki bΔde dostΔpne w necie osobno?
Aka: yes tutorials, game, etc. will be available in the DVD and for download later.
Hey there, I don’t know if it’s an issue with the recording app or with the blender engine (does it support sound?) but there is no sound in the videos and in the demo too.
Are you in need of sound effects?
If you can provide a list of what kind of sounds you need, I would spend some time, surfing through freesound.org and ask composers of fitting sounds, whether they would be okay to release additionally their tracks under the creative commons attribution 3.0 license (the license used by freesound.org is the bad cc-sampling+ one.)
I would also check if there are fitting sounds in http://wiki.laptop.org/go/Sound_samples
So far as I can see, you need animal (sheep) and nature (grass rustle, water) sounds. What else?
IMHO BBB had a great lack of sounds, I would prefer this not to happen to Apricot. π
Wow! This looks awesome!
Can’t wait to make my own world with this!
The game looks cool, but is this the finished gameplay?
Very cool but please implement mesh deformation π …
@bombzone… i think you can deform a mesh using the Shape Key actuator.
The game in CS still looks dark for me.
The little island and the river looks like the blender logo π
@Darek – Thanks for info dude.
As usual the teasers are super. I can’t wait till the finished game is going to be released and the king of the hill maps are coming online.
Looking at Frankies face in te upper left corner it reminded me of ‘the Duke’.
Are there going to be soundbites in the game like in Duke nuke ’em?
I would like to here Frankie say something like ‘it’s time to herd sheep and kick nuts, and i’m all out of nuts’.
Or whenever he shoots the Apricot shooting bazooka ‘that’s going to leave a mark’
i woder how they make the water reflective in realtime. i already know how to make the water transparent, thats easy. there must be more to it.
please feel free to tell me how to do that. just e-mail me if you decide to.
Bugreport! π at 22 seconds the two fishes in the left top of the window are swimming through eachother π
Having said the beforementioned:
I can’t help telling that the progress you guys are making is really great; everytime I check this site there are new and more beautiful improvements! Keep up the good work!
@madman
yes you can do this but there is a BUG in the GameLogic:
Note: The physics simulation is NOT currently updated – physics will not respond to changes in the vertex position.
let me make atomic answer:
sounds – thanks ! but we have already sounds π
blender logo – yes this pond is a blender logo π
shape keys – we working on it, this is lastest feature which we still miss, probably will be solved in few days if not we can always ‘hardcode’
water – reflections are in realtime water is transparent is shallow water and smoothly transites to non-transparent in deep water
bugreport: I’ll check it but I belive they are on different height and from top view can look like swimming through
bobmzone – you are talking about BGE ? in CS physics simulation using Bullet library works fine
THANKS !
Ah I forgot about gameplay – yes thats what we have at this moment – classic platformer, moving, jumping throwing. Good game doesn’t need much more but of course I wish to add something cool – all extra stuff is on optional schedule.
And how can the Blender community make the optional schedule *cough*less*cough* optional?
I know it’s a tall order but the blender institute should consider making a game to go with every movie project.. or you could do it the other way round π
since it looks like the game will be much smaller than originally expected i hope a community will build around it which will keep working on it and extend it. π
all the improvements this project brought to blender and CS are awesome though no matter how small the game will be at the end of july!
Wow guys, This project is looking really good as always. I noticed the blender logo in the over head shot of the area map. but some one beat me to the comment, and it was then confirmed.
I really can’t wait to get a hold of a copy of this game and the tutorials that are to go with it. I’ve been toying with the idea of makeing a little game of my own with Crystal Space for about 4-5 years now and this project really show off the major advances the engine has made and in terms of waht can be done with it with a little application of Open Source Software.
As far as tools used. Other then Blender and crystal Space, Are you using Gimp, Inskape and all that? I’m fairly certin that you are using the same computer that you all use for Big Buck Bunny that where running Ubuntu Last time I heard.
Can we expect to see Tutorials on Game Texturing using GIMP and the other Open Source tools? I’m very intrested in learning how that works.
Hey NinjaBuntu!,
Yes we are using The GIMP and Inkscape as well. Running on Ubuntu Hardy.
What kind of tutorials would you like to have in the DVD? being more specific?, I’m interested to know what people expect in terms of texturing documentation.
@venomgfx – uv mapping, hand painting, resolution of textures i think. NinjaBuntu – thats right?
@qubodup: probably the video was recorded using CS movierecorder plugin, which doesn’t support sound capture.
It looks like glc sort of works with CS/CEL. Just quickly checked with Ecksdee menu.
Anyway, it’s good to see stuff running in CS π
For those who wonder what’s going on in CS related to Apricot, just check CS development timeline and check Frank’s (res2002) impressive work.
8o
Go Frank! I count 19 straight hours of regular commits and still counting.
I’ve been using Blender for 10 months now and have been checking out CS regularly for about 8 months but have had difficulty finding any extensive tutorials for CS. I’ve already ordered the DVD and am looking forward to some nice tutorials and a functioning CS gaming environment to spend days (weeks?) taking apart and looking at very closely.
I’m truly amazed by what’s been accomplished during this project. Has anyone heard of a simgle worthwhile game that finished on time and up to initial specifications? It’s understandable that some of the goals of an open project like this could not be fitted into the time frame allowed ;). Many thanks to the dev team for their time and achievements. If this was a commercial team, funding would be increased and the length of the project extended by 3 or more months at this stage in order to complete enough levels for a full game. It’s just a shame that the resources to do this aren’t available. It appears that most of the hard work has already been done or is near completion.
I’m looking forward to exploring all the dev tools in Blender, and all the features of CS :).
@darek,
yes i mean BGE
Awesome as usually.
The “energy” icon (that oe with Frankie’s face) needs to be smaller in my opinion.