Horde3D

Next-Generation Graphics Engine
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 Post subject: Chronos
PostPosted: 14.07.2009, 14:03 
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Joined: 02.04.2009, 23:13
Posts: 1
I’m a Dutch student following a course named IGAD, a abbreviation for International Game Architecture and Design. In our classes we have x amount of time, to develop and present a game(-concepts). In our most recent game lab we’ve used Horde3D engine to realize our game. Our game, Chronos, is a music game that takes place in space. The idea is to catch orb and fuel nodes that are synchronized with the music. For the visuals we’ve implemented beat detection. The placement of the orbs are done manually, with the help of a couple specialized tools.

Here’s a couple of screenshots:

ImageImageImageImageImageImage

Link demo: http://rapidshare.com/files/253998977/Release.rar
Link engine modifications: http://rapidshare.com/files/255690280/C ... ations.rar

We’re made several adjustments to the engine itself to have more flexibility. Here’s a little summary:
  • Changed particles so they can be localized.
  • Added a GUI system.
  • Ton of different interpolators
  • Packed resources

Our goal was to make a working game in 14 weeks of time (inc. concepts, pitching etc.), the code that we adjusted is quirky, but it worked and we needed it so it was good enough. If any of our adjustments are used, I would like to be notified. Do note: our game was build on a older version of Horde3D.


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 Post subject: Re: Chronos
PostPosted: 18.07.2009, 11:04 
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Joined: 10.09.2006, 15:52
Posts: 1217
Very cool game, everything looks quite polished (especially the menu). A few more instructions would have been helpful, at the beginning I felt a bit lost ;)
But other from that great work!

We will take a look at your modifications and let you know if there is anything that we think would make sense to take over to the main version.


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