1. Building Construction process
Construction "effects" in RTS games are often as varied as are the games themselves. Age of Empires 3 uses scaffolds and construction "frames", where the building gets built part by part; Empire Earth's buildings just rise out of the ground; etc. For DoC, I decided to create a hybrid of these two methods: Scaffolds surround a growing building while dust clouds add a "construction" effect. The overall appearance of this method is quite amazing:I plan to have the dust clouds be optional, as they do detract from the framerate a bit.2. My tools: Crafting Buildings, People, and Worlds.My primary tool in making DoC is, of course, Game Maker. But in addition to that, I use another tool - a model creation program of my own design. It is already quite powerful, and it grows as I work - for I put in any features I think it needs, thus causing the program to expand and grow more complex with time. I call it Modeler 2. (Omicron Modeler was the first one, released on the GMC a while ago) It features a lot of advanced functions, including the ability to add lighting and normals to a model; switch culling sides of individual polygons; work with multiple "Materials", or with individual polygons; rotate parts of a model along any axis; make models with multiple textures; make several models in one "solution", all with the same texture set; export models to GM's native format (with multiple textures), etc. Unfortunately for you people, it isn't publicly available yet. (There are still a few bugs, and a lot of features that it wouldn't hurt to add; as well as an alarming lack of documentation)It looks like this:
That is disgusting. [:(]
Very nice.
What's wrong with it, Poly?
looks good :)
94 polygons? Wow. How well does it run?
94 polygons is nothing.
I am also rendering 400 trees, over 1500 bushes and reeds, a dozen rocks (models), 50 similar-polygon-density buildings, a 64x64 low-detail terrain map, and a 32x32 high-detail terrain map. At full speed. That's… 12420 polygons.Yikes. How long does it take you to do all this?
To make? Well, the predecessor to this engine was made about April, but this engine itself was started on September 4. There was a period of inactivity from September 10 to December 2… and here we are.
(total of about 16 days' work)