This demo was built using the irrlicht graphics SDK, the bullet physics engine, irrKling audio library, and my simocc library for microcontroller communication.
For the past few weeks I have focused my attention (away from the physical game) at getting the foundation for the digital game working in terms of production pipeline, core systems, etc.
Specifically, as seen primitively in the demo:
the game is going to be 3rd person with a little big planet style camera, in which each obstacle can define it's own ideal view, to which the camera will smoothly slerp to (right now for testing, I have view quaternions being toggled by joystick)
the character is the demo md2 model for the irrlicht demo's controlled by a modified version of the bullet kinematic character controller, still have some orientation issues, but happy to have the player usable for testing purposes. (if someone wants to design a sweet character I’m looking for artists)
physics engine integration working pretty solidly.
and besides just having a kind of grey-box making pipeline, the crux of this demo is a not so apparent, but relatively sophisticated procedural environment system. using custom builder, factory, AI engine combo, new obstacles can be generated on the fly (right now based on time, or as in the demo, by button press).
Unlike a conventional tile based system the obstacles are nodes which possess x number of connections or edges which define variable parametric conditions, this is to allow the environment to grow in a much more organic way, not limited by a grid. At present there are only two node types, flat floors and a spawn point. This will soon be joined by fully animated, physically simulated platformer obstacles modeled in max and exported using my custom exporter. The essence of this system, which is largely in place though still buggy (overlapping obstacles aren’t eliminated yet) is an easily extensible, relatively intelligent, custom obstacle course generator.
views tied to obstacles, no overlap, and the QBert style obstacle tagging coming soon, then connectivity to the physical game ... the ultimate goal for this term (3 more weeks)