Author Topic: My game for Android  (Read 13619 times)

Offline Thomas.

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My game for Android
« on: August 27, 2012, 09:20:03 pm »
So, finally I have some screens of my game. I'm working on this game for 2 years (programming in java for 2,5 years only). There is list of completed features, todo list and some screens.

edit: originally it was to be a fps game, but I decided that, puzzle platform game like Portal or C.U.B.E on Android devices would be much more interesting

what is done:
- dynamic per-pixel lighting - point, spot, directional in any number of
- image distortions and color adjustments - water, glass
- depth of field, motion blur, blur
- interactive objects - buttons, caps, panels, levers (controlling by moving finger on screen), waters (by player moving and gun shoot, but for smaller surface only for performance reasons)
- dynamic objects - slide doors, rotate doors, elevators, rogalo (accelerometer controlling)
- particle system
- position sensor - for doors, particles, lights,...
- object properties (everything) are loaded from XML
- multiplayer - in this time working for two players only, I have no devices for testing... and through bluetooth only
- and... menu, notification system for updates, download manager (new version and data)

todo:
- this two things is needed for public beta (tech demo):
- a lot of objects and one good looking map, weaponts
- animations of shoot and reloading

- environment, normal and light mapping
- finish rogalo (collisions)
- physics (jBullet is not suitable for mobile devices, so either write my own, or somehow use native bullet library)
- dynamic and pre-rendered shadows
- environment - rain, grass, trees
- interactive panels (like Doom 3)
- and of course, some missions, enemies,...

screens:
First screens of my game, which I have (2011. 2. 4.):


2012. 8. 27:


video:
http://youtu.be/e0BFkRQChCk

More details in the coming posts ;)
« Last Edit: June 11, 2013, 07:49:29 am by Thomas. »

Offline EgonOlsen

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Re: my FPS game for Android
« Reply #1 on: August 27, 2012, 09:42:46 pm »
You did a great job with all the effects and it looks really good. Just make sure to add an actual game on top of all this... ;)

Offline AGP

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Re: my FPS game for Android
« Reply #2 on: September 02, 2012, 06:43:09 am »
Looks really good, congratulations. Is the 55 fps on your Galaxy S3?

Offline Thomas.

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Re: my FPS game for Android
« Reply #3 on: September 02, 2012, 09:48:56 pm »
On my SGS3 it is 60fps without blur effects. With DOF it is 45, blur 52 and with motion blur 58fps. Blur effects can not be combined. I did not test the game with advanced effects on any other device.
« Last Edit: September 02, 2012, 10:18:19 pm by Thomas. »

Offline Thomas.

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Re: my FPS game for Android
« Reply #4 on: October 09, 2012, 12:43:29 pm »
I'm working on navigation mesh for NPCs and the map editor, but I have got nothing to show at this moment. However, I tried my game on Tegra3 device and results are unexpected...
SGS3 x HTC One X
load into test map... same on both, about 6.5 seconds
running on high details... 58-60fps x 25-28fps
high + DOF... 45fps x 20fps

Offline EgonOlsen

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Re: my FPS game for Android
« Reply #5 on: October 09, 2012, 08:43:08 pm »
Tegra isn't particularly great IMHO...you have to keep in mind that it's an immediate mode render, where PowerVR, MALI and Adreno are tile based deferred renderers, which make then more efficient in almost every case. From my experience with it, Tegra is inaccurate like Mali (i.e. worse than PowervR), has the worst depth buffering of all times unless you use some NVidia extension in your config chooser and it's performance isn't that great either. All these "enhanced by Tegra" titles on Google Play are just clever marketing IMO.

Offline K24A3

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Re: my FPS game for Android
« Reply #6 on: October 11, 2012, 12:20:12 pm »
The newer Tegra3 chipset seems fine, I don't know if it's tile based deferred now but I'm getting 60fps frame rates compared to Tegra 2's ~25FPS. ES2.0 Rendering quality also looks quality.

Offline EgonOlsen

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Re: my FPS game for Android
« Reply #7 on: October 11, 2012, 02:55:01 pm »
The newer Tegra3 chipset seems fine
I was actually talking about Tegra 3... ;D

Offline Thomas.

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Re: my FPS game for Android
« Reply #8 on: October 16, 2012, 04:02:25 pm »
Logic game from first person? Any idea?

Offline EgonOlsen

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Re: my FPS game for Android
« Reply #9 on: October 16, 2012, 07:55:31 pm »
For an ingame puzzle?

Offline Thomas.

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Re: my FPS game for Android
« Reply #10 on: October 17, 2012, 09:32:39 am »
No, I probably change style of game. Something like Portal or QUBE could be interesting. When I started with this project, maybe one or two games were on google play, now I have no what new to bring. And I had no idea about time demanding of developing this style of game.
« Last Edit: February 20, 2013, 08:25:40 pm by Thomas. »

Offline fireside

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Re: my FPS game for Android
« Reply #11 on: October 17, 2012, 11:33:41 am »
A logic game would probably be even more time consuming, plus it's hard to change in mid stream.  Best thing to do is narrow the scope.  A target type game, probably, where the creatures or whatever just keep coming in a limited area.
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Offline Thomas.

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Re: my FPS game for Android
« Reply #12 on: October 17, 2012, 12:28:52 pm »
At the moment game has not nothing common with shooter game (except weapon model). For example, Portal has "simple" maps which are created in map editor, it is much faster way how to create map compared with 3Ds max (modeling, UV mapping, texturing) and I can also implement map editor into game. And about creatures in limited area, there is free Dead Trigger. What I can do more? Cooperative multiplayer but worse graphics. This kind of game requires tens of people in my opinion, I'm alone...
« Last Edit: February 20, 2013, 08:27:18 pm by Thomas. »

Offline fireside

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Re: my FPS game for Android
« Reply #13 on: October 18, 2012, 07:32:12 pm »
Maps would be a good idea, but logic puzzles have to be thought out individually.  If you don't have any work in the shooter part, I suppose it wouldn't be much trouble to change though.  A logic puzzle is just done in reverse.  You make a clear solution and then put obstacles in the way.  There will always be games like the game you are doing.  You just have to do something that sets it apart a little bit.
click here->Fireside 7 Games<-

Offline EgonOlsen

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Re: my FPS game for Android
« Reply #14 on: October 18, 2012, 10:47:38 pm »
I see your point and i really think that it's a good idea to go that way instead of creating the 30th standard shooter...but i'm not a big fan of games like Portal, so i don't have any ideas to contribute.