So I used GIMP to create the 99x99 image that corresponds to one cell of the maze and then upscaled it to a 128x128 image. The ceiling texture was a 33x33 and this doesn't work well with WebGL because it isn't a Power of Two. Most of the wall is red brick, but occasionally there is an image displayed on the wall, taken from a standard rendering example image that must have been used in the OpenGL manual Microsoft used. These files were extracted from the original screensaver. The walls, floor and ceiling each have specific textures. This array is looked at when determining the next move and when initially sending the vertex data to the GPU. This is randomly generated with recursive backtracking, based on an algorithm I found at. The maze is stored as a 2D array of "cells" with each cell being a four int array describing it's four walls. The matrix libraries used are from here and under the MIT License.įor comparison, a YouTube sample of the original screensaver can be found at Features that have been implemented: This project is a recreation of that screensaver using WebGL and Javascript. In that time we have managed to accomplish a lot! So far we have reached the Microsoft Imagine Cup UK Finals and exhibited at Insomnia, Wales Comic Con and other events around the country.In windows 95 (and a few later versions of Windows) there was a screensaver that rendered and then solved a 3D maze with a a few interactive obstacles. We have only recently been able to focus on development full time. We have been developing Flatliners alongside our University degree for the past 9 months. After the amount of positive comments we decided to give the alpha demo away on IndieDB in February, when we reached the top 100 list we knew we had to make this into what we wanted it to be. FLATLINERS started as a University project in September 2014. We are Triple Ox Games, a team of 7 from Manchester. Triple Ox's very own associate beat-maker and notorious nerd emcee MOOSECAKE has stepped forward to craft a tribal ensemble of neon tinted grooves and vomiting bass-lines to help you wave and rave to glory. A Bumpin' Soundtrack - The future is bright. Study the route they took and analyse what tricks they used to optimise their route. You’ll be able to download someone else's time, and play them in the game offline. Compete Against The Globe - When you finish a level, you can upload your time to our servers to prove your efforts against everyone else’s. The future may be bright, but there’s something dark and strange about this weird world. Short-cuts and crafty navigation will open ways to completing levels most people may never notice. Explore & Exploit - The opportunities to save time are everywhere. Add some rocket power to your jumps to send yourself soaring into the air soaring some brand of curious cyborg bird. Gain and maintain a great deal of momentum from each of your jumps. Tricks & Tools - FLATLINERS will equip the player with a growing selection of tools and techniques to master. Strafe-jumping and careful movement will allow you to quickly build up momentum, propelling yourself into the new age! We reviewed these experiences, and came back with another that was instantly gratifying for new players, with some subtle tricks for the old ones. The fast, stylish experience was inspired by trick-jumping communities that usually came with a sharp learning curve. It's the player’s objective to use the tools and environment given to beat a level from A to B as fast as possible. Gotta Go Fast - A Flatliner's primary focus is speed. It will be up to you to decide how to break it best. Bunny-hopping and rocket-jumping are the most efficient methods of movement in this fragile world. You will assume the role of one of a swathe of radical racers as you fight for the fastest times and most stylish replays. Players will run, jump and blast their way through levels in this spiritual shout-out to some of the most defining shooters and platformers of the last twenty years. Vote for us on Steam Greenlight! įLATLINERS is an all new racing experience, combining visceral, rapid first-person platforming with a toolkit of old-school weaponry tweaked for traversal.
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