jrok Posted January 9, 2009 Share Posted January 9, 2009 (edited) Well a tech demo, anyway... Better late than never! EDT: Okay, now that I got my bad Knight Rider joke out of the way, here's the real deal on this game. The gameplay will take place on a medieval battlefield. Your mounted knight will knife through the enemy ranks like a runningback, slashing at footmen with his sword and jousting enemy knights he comes across. The movement is 3D-ish, although the gameworld isn't a contained space right now, just a limitless, axononmetric plane. In this build, I've included a sample sprite of a line of enemy soldiers that respond to the movements of the gameworld. They are also an "eternal" line for the time being, but the goal is to pull array data for that determines the length and depth of each rank. I sorta like the effect so far, but it would be much better if I could turn the battlefield into a gradient plane (i.e. playfield lines become brighter as they get closer to the foreground). Right now I'm trying to figure out a way to store both the playfield rowheights and colors in RAM. If I could do that, I may even be able to incorporate scaling horizon elements, which could be sort of cool Latest version: KnightRider_1_10_09.bin Edited January 10, 2009 by jrok Quote Link to comment Share on other sites More sharing options...
sandmountainslim Posted January 9, 2009 Share Posted January 9, 2009 "Knight" Rider indeed Were the name not taken u could call it Joust! When u finish up the games u are working on you should try your hand at claiming the Fonz prizes. Wp Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted January 9, 2009 Share Posted January 9, 2009 *LOL* That was a good one!!! For a strange reason i expected it to look more like this: Quote Link to comment Share on other sites More sharing options...
jrok Posted January 10, 2009 Author Share Posted January 10, 2009 (edited) "Knight" Rider indeed Were the name not taken u could call it Joust! When u finish up the games u are working on you should try your hand at claiming the Fonz prizes.Wp Eyyyyyyyy! Sit on it! Fonzie.bin Edited January 10, 2009 by jrok Quote Link to comment Share on other sites More sharing options...
sandmountainslim Posted January 10, 2009 Share Posted January 10, 2009 Fonzie.bin Now THAT is cool Wp Quote Link to comment Share on other sites More sharing options...
Corby Posted January 10, 2009 Share Posted January 10, 2009 will he jump the shark???????? Quote Link to comment Share on other sites More sharing options...
Kripto Posted January 10, 2009 Share Posted January 10, 2009 "Knight" Rider indeed Were the name not taken u could call it Joust! When u finish up the games u are working on you should try your hand at claiming the Fonz prizes.Wp Eyyyyyyyy! Sit on it! Fonzie.bin Very cool. Maybe Fonzie jumping the shark could be a bonus or "boss" board as that he's actually on water skis when he does it. Here's The Original Clip Of The Jump. It is almost as if God himself wrote this episode, it's so damn good. Quote Link to comment Share on other sites More sharing options...
Corby Posted January 10, 2009 Share Posted January 10, 2009 memories memories, the only man on gods green earth, who can go on the beach wearing a leather jacket and boots, and still get the girls. Eyyyyy!! Quote Link to comment Share on other sites More sharing options...
jrok Posted January 10, 2009 Author Share Posted January 10, 2009 Very cool. Maybe Fonzie jumping the shark could be a bonus or "boss" board as that he's actually on water skis when he does it. Are you kidding? The Fonz could jump a shark on a broken tricycle... while doin' three chicks. Ayyyyyyyyyy! Quote Link to comment Share on other sites More sharing options...
jrok Posted January 10, 2009 Author Share Posted January 10, 2009 (edited) Okay, now that I got my bad Knight Rider joke out of the way, here's the real deal on this game. The gameplay will take place on a medieval battlefield. Your mounted knight will knife through the enemy ranks like a runningback, slashing at footmen with his sword and jousting enemy knights he comes across. The movement is 3D-ish, although the gameworld isn't a contained space right now, just a limitless, axononmetric plane. In this build, I've included a sample sprite of a line of enemy soldiers that respond to the movements of the gameworld. They are also an "eternal" line for the time being, but the goal is to pull array data that determines the length and depth of each rank. I sorta like the effect so far, but it would be much better if I could turn the battlefield into a gradient plane (i.e. playfield lines become brighter as they get closer to the foreground). Right now I'm trying to figure out a way to store both the playfield rowheights and colors in RAM. If I could do that, I may even be able to incorporate scaling horizon elements, which could be sort of cool Latest version: KnightRider_1_10_09.bin Edited January 10, 2009 by jrok Quote Link to comment Share on other sites More sharing options...
lapetino Posted January 11, 2009 Share Posted January 11, 2009 Checked this demo out on Stella and really dig it! You could call it "Shining Knight"! Quote Link to comment Share on other sites More sharing options...
Lendorien Posted January 12, 2009 Share Posted January 12, 2009 Checked this demo out on Stella and really dig it! You could call it "Shining Knight"! That's actually a great name for it. In any case, I took a look at the tech demo here. I'm grooving on the animation and the concept. What's the background though. Looks like tree trunks leading up to black trees. So the point of the game will be to mow down soldiers? Quote Link to comment Share on other sites More sharing options...
jrok Posted January 12, 2009 Author Share Posted January 12, 2009 Checked this demo out on Stella and really dig it! You could call it "Shining Knight"! That's actually a great name for it. How about "Is That A Lance Or Are You Just Happy To See Me? What's the background though. Looks like tree trunks leading up to black trees. Yeah it sort of does. It's not finished yet. Ultimately it will be rolling hills over a sky that changes color. Uh, hopefully... So the point of the game will be to mow down soldiers? Pretty much. In my head it sort of plays like a sideways, 3Dish version of Space Invaders, where you have to kill ranks of advancing soldiers and knights while dodging dragon fire and sorcerors' spells. Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 12, 2009 Share Posted January 12, 2009 Exceptional animation! Nice work! Quote Link to comment Share on other sites More sharing options...
jrok Posted January 12, 2009 Author Share Posted January 12, 2009 Exceptional animation! Nice work! Thanks Nathan! I still can't seem to resist the lure of 8-step, but the more I work on this the more I'm guessing I'll probably have to trim everything down to 6 FPS to fit all the enemy sprites in. Cheers, Jarod. Quote Link to comment Share on other sites More sharing options...
Albert Posted January 12, 2009 Share Posted January 12, 2009 Hmmmm... ..Al 1 Quote Link to comment Share on other sites More sharing options...
aftermac Posted January 12, 2009 Share Posted January 12, 2009 Hmmmm... ..Al I'M SO JEALOUS!! Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted January 12, 2009 Share Posted January 12, 2009 Nice demo; a lot of cool graphic effects. Quote Link to comment Share on other sites More sharing options...
jrok Posted January 12, 2009 Author Share Posted January 12, 2009 (edited) New version: Thanks to assistance from Michael Rideout, I'm now storing my playfield colors and rowheights in superchip RAM. With the ability to redefine heights and colors on the fly, I've tried to work a bit more on the "galloping" effect of the perspective view. Now, the camera rolls up and down in time with the horses feet when you are moving vertically, and the color gradient of the terrain shifts as it moves into the foreground. (I've ommitted the soldier line for now while I'm sorting out the camera angle.) Knight_Rider_1_12_09.bin Cheers, Jarod. EDT: An alternate title: "A Knightmare on Helm Street" Edited January 12, 2009 by jrok Quote Link to comment Share on other sites More sharing options...
roland p Posted January 12, 2009 Share Posted January 12, 2009 New version: Thanks to assistance from Michael Rideout, I'm now storing my playfield colors and rowheights in superchip RAM. With the ability to redefine heights and colors on the fly, I've tried to work a bit more on the "galloping" effect of the perspective view. Now, the camera rolls up and down in time with the horses feet when you are moving vertically, and the color gradient of the terrain shifts as it moves into the foreground. (I've ommitted the soldier line for now while I'm sorting out the camera angle.) Knight_Rider_1_12_09.bin Cheers, Jarod. The colors look really nice this way. Although I'm not sure about the galloping effect, I mean, the horse is galloping, not the camera, right? Quote Link to comment Share on other sites More sharing options...
jrok Posted January 12, 2009 Author Share Posted January 12, 2009 New version: Thanks to assistance from Michael Rideout, I'm now storing my playfield colors and rowheights in superchip RAM. With the ability to redefine heights and colors on the fly, I've tried to work a bit more on the "galloping" effect of the perspective view. Now, the camera rolls up and down in time with the horses feet when you are moving vertically, and the color gradient of the terrain shifts as it moves into the foreground. (I've ommitted the soldier line for now while I'm sorting out the camera angle.) Knight_Rider_1_12_09.bin Cheers, Jarod. The colors look really nice this way. Although I'm not sure about the galloping effect, I mean, the horse is galloping, not the camera, right? Thanks. You may have a point about the camera. I guess in my head the camera was a steady-cam that had a fixed focus on the horse, rather than a camera dollying along beside. I agree though that is a very weird camera... I'll come up with an alternate treatment after work today. Cheers, Jarod. Quote Link to comment Share on other sites More sharing options...
yuppicide Posted January 13, 2009 Share Posted January 13, 2009 My vote for this game's name is "Anal Conquistador". Quote Link to comment Share on other sites More sharing options...
jrok Posted January 14, 2009 Author Share Posted January 14, 2009 My vote for this game's name is "Anal Conquistador". Is that like, the conquistador conquers you and then... keeps rearranging your furniture? Or is it... uh... Oh. Yikes. Quote Link to comment Share on other sites More sharing options...
jrok Posted January 14, 2009 Author Share Posted January 14, 2009 Latest version: I've incorporated a limited amount of Z-depth scaling of the treeline... it might look better with a higher playfield resolution. Knight_Rider_1_14_09.bin Cheerio, Jarod. Quote Link to comment Share on other sites More sharing options...
Legend Posted May 7, 2009 Share Posted May 7, 2009 This one still being worked on? looks interesting. Quote Link to comment Share on other sites More sharing options...
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