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Submitted by Wolfgang Kamir, posted on March 21, 2002

Image Description, by Wolfgang Kamir

So here it is, my first game! I started game programming about 6 months ago and since then a sat day by day at my pc and coded... This is the result!

When it is finished, it will be a rather simple to fly dogfight game where four players try to intercept each other. It is just a cheap copy of a game I`ve found on a demo-cd ... The "original" makes a lot of fun, but doesnīt look very good, itīs just a 2D thing with nasty sprites... but nevertheless it makes a lot of fun!

The fun was SO big, that I decided to rebuild it ;)

Some features I plan to include until itīs done:
  • Network support
  • Highscore list, published on the homepage (therefore players have to "register") <- This will be done with the help of my friend Tommy ( just to mention him too)
  • want to play around with dynamic shadows and a "real" lensflar (on the image itīs just in the background)
  • Phu, this will last for another six months of work I guess ;]

    One last word... flipcode is great! Without it, it probalby would have taken me twice the time to come this far with my tiny game, thanks to the community!

    Greetings, Wolfgang

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    Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
    Wolfgang Kamir

    March 22, 2002, 10:08 AM


    Wow, never thought of getting THIS much response on that! :-) Thank everyone of you, its REALLY motivating to read this stuff!

    To the 3d-comment... the game will be in 3d, but that doesn't mean, that the player can move int these 3 dimensions... the Z-koord of the plane is fixed, its only moving in one plain.

    Where can you find more Screenshots...

    The nice mountain in the background is flattened in the actual versions, for test-purposes and i personally find, that it gives the player more overview about the battle, if there is nothing but the blue sky in background... but still thinking over the best roundup...

    Feel free to download the demo (just not really much implementetd, its only developement-sutff til now) and mail me, ... especially how fast the game runs, on which hardware and how you think i may improve it :-) Have an open ear for good suggestions *smile*

    Cheers, Wolfgang


    March 22, 2002, 10:39 AM

    Sun glare, YES. Lense flares, maybe for cinematic effect for cutscenes or something. And maybe, just maybe in-game but ONLY if it's VERY VERY subtle. The whole scarring thing, I just don't know about. I have to wonder if what he's talking about is some kind of glare or if it's truly a bunch of circles and hexagons that cut through the center of vision like with a camera lense. Because glare is obviously possible with the eye (try staring at the sun!). But internal lense effects as with a camera lense, as far as I can see, are not possible.


    March 22, 2002, 10:42 AM

    There's a big difference between glare and flare effects like hexagons etc.. Oh, and BTW, the "flares" you're seeing when you squint are just the light reflecting off of your eye lashes. Now, whether or not we should accurately model eyelash flares in games is another debate altogether. :-) Perhaps they should stop being called lense flares and start calling 'em eyelash flares? :-D


    March 22, 2002, 10:42 AM

    There hasn't been yet, But they are almost done making Outcast 2. They ditched the voxel engine, but it still promises to be extremely visually phenomenal. The new character has an extreme polygon boost. but personally, I still havent seen a character in a game like that that looked and moved so well. I will buy it as quick as I can.


    March 22, 2002, 10:44 AM

    Sopwith!!! OH YEAH!!! Awesome game!


    March 22, 2002, 11:17 AM

    bout 150fps.. p3-500/gf2

    first plane i ever saw that could fly backwards :P


    March 22, 2002, 11:29 AM

    oh oh, there goes YALFD (yet another lens flare debate)...

    Everyone has the right to have his opinion on the subject as wheiter we should have some in a game or not. But the thing is, this game (and all the previous games) don't focus only on lens flares! It's just a simple effect compare to the huge amount of work spent in actually writing the game itself. If you like those, then good for you! if you don't, well, who cares.... it's the artist (programmer?) right to put one in his game if he likes it. I don't mean to be rude but I just hope this will end this useless debate which has been going on for too long now.

    Let the nerd in you have a rest...


    March 22, 2002, 12:04 PM

    > glare is obviously possible with the eye (try staring at the sun!)

    Um... probably safer to try staring at a street lamp rather than the sun :)


    March 22, 2002, 12:41 PM

    BTW what do you mean by modeling the camera, not the eye? I'm still just a rookie, please forgive me such stumpy questions :-]

    Lens-flares are an artefact the lenses in a camera. The human eye doesn't produce lense-flares.

    So Scarab means: Don't put in lens-flares, because then your 3D engine is rendering how a camera would see a scene, not the human eye.



    March 22, 2002, 08:38 PM

    Not necessarily, though that is an interesting idea. I'm just saying that the current model everyone uses with concentric rings or a single glare billboard does not jive with most peoples real world experience and thus is not as immersive as it could be...
    I think the concentric ring effect is appropriate in a space game where most peoples "real world" experience comes from watching movies that have the concentric ring effect in them.
    Everyone who can see has experienced the effects I described (bloom, flare lines, and halos) - though most people don't even realize they are there. When they are well done (instead of overt or overdone) they are a "thankless task" that no one explicitly notices, but adds to the general polish of a game...

    Matt Newport

    March 22, 2002, 09:35 PM

    The interesting (imo) bits of the discussion have been talking about ways to give the impression of brightness when our displays and graphics cards don't have enough dynamic range to do the real thing, so it's not just 'another lens flare debate'. Sure, anyone can knock up a cheesy lens flare effect in 1/2 hour but putting in subtle cues to make bright objects look good is more of an involved task and a lot more interesting.

    I'm sure 99.99% of the worlds population think everything on flipcode is useless debates between nerds but they don't have to read it. If you're not interested in this particular topic then just skip it, don't bother stopping to post about how you're not interested.



    March 23, 2002, 11:14 AM

    I'll agree with the "leaving lens flares in" argument, solely for the fact that it's a dogfighting game.

    I mean, it is true that it'll add a new dynamic to dog fights (anybody remember Top Gun? "I LOST HIM IN THE SUN!"), but I would like to see them implemented in a more Porsche Unleashed fashion. No hexagon and circle soups please! Just a general brightening of the screen, so when you're staring right at the sun, it's much harder to see what's going on.

    Just my 2 cents (which are Canadian, so they're only worth about 1 American)


    March 26, 2002, 01:18 PM

    That is a REALLY good point!


    March 31, 2002, 08:22 PM

    Doom was groundbreaking and started off a now multi-million dollar company, redefined an industry, and broke every standard we had at the time.

    Now things like this flight came are "first game", "hobby", and "boredom" jobs. It really makes you think...

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