Greetings.
Almost three months ago we discussed possible ways to get P2D actually up and running, with Daz?s Super Metroid Prime idea being at the forefront. The pros and cons were juggled around, but the discussion quickly fizzled into nothing. Some of you may recall that in the discussion I mentioned that by summer?s end I might be able to ?pull something together? related to the unformed and fragmented game engine that I claim to be working on. Today I am unveiling what I managed to make. Hopefully this will at least make you comfortable knowing that there is still another option out there.
My goal this summer was to use my game engine, called NetMission, to recreate a cut scene from Metroid Prime. The cut scene is at 01:51 in the following video:
http://vids.myspace.com/index.cfm?fuseacti…ideoid=49487898
I chose this specific cut scene for a number of reasons. At the time I had some experience with several features that I wanted to fully expand upon in my engine, including reflective surfaces (like water), 2-D lighting and shadow casting, sound effects (like reverb), and particles. Each of those features could be used effectively in the cut scene, and all the necessary resources were done or in a usable state.
Meta Ridley would give me the opportunity to design a 2-D model and animation system (aka. part-based objects) to show off the possibilities. I think that having a robust part-based system is necessary for P2D, considering the many complicated bosses and enemies. These two videos are great examples of how part-based creatures can become very fluid and life-like when animated well, even with only few sprites or images:
http://www.youtube.com/watch?v=Frl1woD-j2U&fmt=18
http://www.youtube.com/watch?v=n2–XAolWF8&fmt=18
At the start of the summer NetMission was in pieces and mostly unformed, and it was at such an early stage that a good game could certainly not be made with it. It should be evident now that my goal was not just to create a cut scene, but to greatly improve my lacking game engine with many new and exciting features that could be used to create a cut scene and much more.
I did not come close to reaching my goal, but I am happy and satisfied with the progress I have made. Here is a quick demo:
http://www.filefront.com/14441363/demo.zip
Note: I did not make everything in the demo. Please read the readme file for important credit information!
Screenshot:
Edit: Note that this demo is for Windows only. If you are unable to run it, here is a video of it in action:
http://www.filefront.com/14472583/nmdemo.mp4
I know, there are glitches in the demo, and some of them are funny to watch. I would have fixed them if I’d had more time. That’s what you get with a freely-draggable rag-doll, real-time physics, and a poorly-thrown-together model. Those glitches will be gone when these models can be animated.
I am aware that at the moment there are about eight active members here, and I am the only one who is still working on Prime 2-D. However, as long as there is one person working on the project, the project lives on. Frankly, P2D is a twice-undead zombie with a hangover and it?s funny to watch it try to crawl around, but it?s not dead because I?m here to say it?s not.
I will continue to work on NetMission because I intend to use it for a fan-game I am leading called Metroid: Net Mission, hence the name of the engine. If P2D does not have any better ideas when NetMission becomes usable, I will round people up and start building P2D with it, whether it be here or on the other side of the Internet.