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    3D Stealth Game

    Work In Progress
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    • CasualTie5
      CasualTie5 F last edited by Martin

      2020100301555300-86FC867622BE2C2315A009D470F52DAE.jpg

      I don't yet know what this is going to be, but it is for sure some kind of 3D game.
      Have wanted to make a 3D project for a longer time, but would always shy away from it, because I thought it might be too complicated and all that stuff...
      yet once I tried, placing objects in 3D space became much easier than I anticipated

      there's no real concept yet as to gameplay, maybe I'll do some kind of exploration game.
      Looking forward to it (though I still need to figure out how to load/unload objects properly, in order to not have some 10000 objects on screen at the same time)

      1 Reply Last reply Reply Quote 13
      • RodrigoDavy
        RodrigoDavy last edited by

        Woah, this looks good! I hope I can get to this level, barely got a working 3D camera and it's still kinda clunky

        CasualTie5 1 Reply Last reply Reply Quote 2
        • AndyG1985
          AndyG1985 last edited by

          This looks excellent. I’m quite intrigued by 3D stuff but I worry I’ll “get the flavour” and start sinking thousands of hours into it!

          1 Reply Last reply Reply Quote 4
          • CasualTie5
            CasualTie5 F @RodrigoDavy last edited by

            @RodrigoDavy was quite difficult to wrap my head around the camera and character movement, but it works once you figure out the trigonometrics needed
            my tip would be to make a rough sketch, outlining what position any angle translates to

            1 Reply Last reply Reply Quote 4
            • PickleCatStars
              PickleCatStars F last edited by PickleCatStars

              Apart from rotating the camera around the player, I haven’t had to use trigonometry much. Most tutorials on the web have been about vector math, which was new and weird when I first started, but seems to make more sense for a lot of things.

              Fuze automatically does ‘frustrum culling’ (not drawing things that the camera’s not pointing towards), which is handy. The fact that the assets are mostly low-polygon models helps with keeping the frame rate up too.

              1 Reply Last reply Reply Quote 4
              • CasualTie5
                CasualTie5 F last edited by

                2020101023260100-86FC867622BE2C2315A009D470F52DAE.jpg

                2020101023260600-86FC867622BE2C2315A009D470F52DAE.jpg

                I have a much clearer idea of what this is going to be now (at least hope so); basically a stealth game that takes place in a "canyon", i.e. the area you can see, surrounded by walls.
                furthermore, I've introduced a system that splits the map up in various areas, and only a few of them are loaded at a time. Considering the abundance of grass models that will have to be loaded I feel like that was necessary.
                Motivation to continue is there! I assume I'm going to start expanding the map now while implementing new gameplay ideas

                1 Reply Last reply Reply Quote 8
                • PickleCatStars
                  PickleCatStars F last edited by

                  Looking really good there :)

                  1 Reply Last reply Reply Quote 2
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