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How about this setting: The evil Rys has stolen all GPU power from your system and you have to get it back. So the goal of the game would be to re-enable your GPU features one by one.
When you start the world inside your GPU is black-and-white, flat shaded, non-textured, non-antialiased. After the first boss-battle you get back color. Then texturing, texture filtering, anti-aliasing, alpha-bleding, shadows, bump-mapping, etc. You get the idea.
I was trying to figure out a way to make the game be based inside a video card and somehow progressing thru the levels would help people understand how a video card actually works, but I'm coming up blank on how to do that right now.
Did you forget game programming, or do you just want to keep the fun stuff for yourself?So, that gives us so far (everything alphabetical):
DudeMiester, Humus, Ingenu and K.I.L.E.R for the engine programming
Deepak, N00b, poopypoo and Ylandro to take care of the story and dialogs
DOGMA1138, EasyRaider and Sobek for the art and level design
_xxx_ is responsible for the sound and music
digitalwanderer, hey69, NRP and pascal for the Q&A
epicstruggle and Vysez to do the overal managing
DiGuru to do whatever needs doing at that moment (except art)
Sounds fine?
That leaves us short in the art and sound department.
I think it would be best if the engine and art people would decide for themselves who does what. Except for making the meshes and textures at one side, and programming the 3D stuff at the other, it's a grey area.Did you forget game programming, or do you just want to keep the fun stuff for yourself?
I can model, animate, touch up textures, as well as design and make levels, but I'm not very good at it. I'm better at designing and balancing game mechanics and general coding.
Yes, which means: making a global story and background.Well, it's to early to divide tasks anyway. We need a clear vision first, then an initial design document.
I'll put you on the next list.i can give ideas, criticise and beta test... maybe more![]()