Space Hulk

ah, turn based… hadn’t realized that :stuck_out_tongue: (guess I should have since its based on a board game :-[ ), those pretty 3d graphics threw me off.

So it works! Wahay! :slight_smile:

EDIT: After last nights coding session I think real time might be easier to implement.

EDIT2: Hmm… real time… I think I’ll do that instead.

Kev

Is this why you switched to Observer :wink:
As usual great work Kevin.

One of the many reasons, yep :slight_smile: Thanks, it might even turn into something.

Kev

So you are going real-time? Any Chaos Marines in the mix?

Na, no real time. Sticking to turn based, I’ve begun to think (looking around the web) it’ll make it more distinctive.

Chaos Marines, maybe much much later.

** THIS IS JUST A PROTOTYPE ITERATION **

Kev

I have a fleet and small army of Eldar, all painted and ready for combat. :slight_smile:

Anyway sounds great…looking forward to it, as are some friends of mine who still table top game with the minis.

works on os x. couldnt do anything, but the marines were animated and i had an over-sensitive mouse cursor (probably due to low default screen res)

ran beautifully on win2k. as usaul I am jealous. the marine is saweeet!

Yeah, its a lovely model, really its just a Quake 2 player model, so all qudos goes to the original modeller that I haven’t acutally contacted yet :confused:

Best to get something to show him/her first.

Kev

Please don’t move on too soon…We have a long way to go on JRPG. :wink:

For those who can’t run it I’ve been asked to post a screenie, so here we go:

http://www.cokeandcode.com/hulk/v2/screenshots/screenshot3.png

Kev

[crosspost JME forums]
Ok, if anyone has time could you give me some feedback. I’ve added the control system, to move a unit:

  • Select a unit (click the face, click the square which the unit is on, press a number key from 1-6)

  • Select a tile next to move to (you may have to turn first). The cursor will change over square that you can turn to face or move into. Clicking on the square will add the aciton to the marines action list (on the right).

  • Start the marine performing actions (click the ‘play’ symbol in the bottom right, or press space). The marine should start moving.

You get 4 action points per turn per marine. Moving/Turning takes action points. Clicking the “End Turn” button at the top right will start the AI (which doesn’t exist yet) and instantly return refreshing the action points on each marine.

Note: If you don’t use up your action points and move to the next marine you lose any remaining action points.

Right-Click Drag to move the view round
Mouse-Wheel zooms in and out.

Oh, the buttons at the top left give Mini Map, Objectives Panel and Options Panel.

Crikey, I’ve got controls! Need a manual soon Any feedback appreciated.

Kev
(http://www.cokeandcode.com/hulk/v2/hulk.jnlp)

Updates, coo!

  • Door/Bulkheads are now support.

  • Blips now try to get to you.

  • Aliens can now be discovered, and will kill you if they get close enough.

Next up, spawn points and objective scripting.

Kev

I presume you are already aware of the excellent game Incubation from bluebyte (back in 1997 :D)

I remeber seeing it back then, but had entirely forgotten about it… excellent, another source of copying inspiration.

Cheers for the pointer,

Kev

Kev - some questions about your animations: What kind of source animation files are you using? (3ds, .x, something else?) Where did you source the animations? Are you skinning or just doing simple keyframe animation?

I’ve been looking around for ages for a nice way of doing character animation in Java, and I’m still looking :o)

I’m using MD2s, thought the genestealer is a HL model painfully converted through Milkshape. All animation is simple keyframe with interpolation between frames.

Both models that I use came from the wonderful Polycount (http://www.polycount.com)

Kev