Qantm Student Projects 2008
- Kojack
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Qantm Student Projects 2008
Another year has finished, so here's some screenshots of the latest student final projects from the Brisbane / Australia branch of Qantm College. This year we had 3 teams. Each used fairly different technology for their game, but all 3 used Ogre for rendering (every student project since 2004 has been Ogre based, by student choice (we don't force it on them)).
(Note: it's hard to screenshot a game while playing it, so some shots may not be the best)
Insectivors
This is a 1-4 player third person shooter set in the world of insects. Players can choose from 4 characters and run around blowing up everything that moves, and a lot of things which don't.
Insects like ants, bees and roaches try to stop you from destroying their city of garbage (buildings are formed from discarded objects).
Multiple players are supported via split screen. The red glow around the player in most of the pics is an Aura which increases as a player kills more things. It gives a boost to speed, damage and resistance.
It uses Ogre, CEGUI, Fmod, Editable Terrain Manager and the students wrote their own physics system.
State Of Rage
State Of Rage is a rail shooter inspired by games like Time Crisis. But it takes the Time Crisis pedal (to dodge) feature a step (no pun intended) further. The game uses multiple Wiimotes to provide not only a gun to shoot at the screen, but also head tracking to move within the game. The player has a Wiimote as a gun, and they wear a strap-on infrared light on their head. A second wiimote is placed below (or above) the monitor. By moving your head around in real life, you can pan the view in the game to dodge enemy fire or get a better view at hiding enemies. Enemies turn ragdoll when dead, and there are many special effects like bullet/blood decals on walls, air distortion shaders from explosions and vision distortion compositors when you get hurt.
It uses Ogre, CEGUI, Fmod, PhysX and Wiiyourself (a c++ lib for Wiimote access. I was working on my own wiimote lib, but didn't finish it in time).
Debug
Debug won first place last week in the Game Connect Asian Pacific 2008 Best Indie Game contest, beating other universities around Australia and New Zealand. This makes our third win in a row, and fourth win in the 5 years we've entered the contest (Scooterama 2004, Final Justice 2006, Mawashi Madness 2007).
Debug is a 1-4 player isometric view shooter. You play as one of four office worker characters: a secretary, an accountant, a security guard or a janitor. The city has been taken over by aliens, and it's up to you to slaughter them all. The game makes heavy use of physics via the free version of Havok. Every single building in the game is destructible. You can throw satchel charges which stick to surfaces and blow away chunks of buildings. With enough stree from lack of support, buildings will topple over and tear apart (think Jenga). Hundreds of enemies swarm the screen, buildings collapsing and smoke clouds from explosions make it a fairly hectic experience.
It uses Ogre, Fmod and Havok.
Yay for another successful year of students using Ogre.
(Note: it's hard to screenshot a game while playing it, so some shots may not be the best)
Insectivors
This is a 1-4 player third person shooter set in the world of insects. Players can choose from 4 characters and run around blowing up everything that moves, and a lot of things which don't.
Insects like ants, bees and roaches try to stop you from destroying their city of garbage (buildings are formed from discarded objects).
Multiple players are supported via split screen. The red glow around the player in most of the pics is an Aura which increases as a player kills more things. It gives a boost to speed, damage and resistance.
It uses Ogre, CEGUI, Fmod, Editable Terrain Manager and the students wrote their own physics system.
State Of Rage
State Of Rage is a rail shooter inspired by games like Time Crisis. But it takes the Time Crisis pedal (to dodge) feature a step (no pun intended) further. The game uses multiple Wiimotes to provide not only a gun to shoot at the screen, but also head tracking to move within the game. The player has a Wiimote as a gun, and they wear a strap-on infrared light on their head. A second wiimote is placed below (or above) the monitor. By moving your head around in real life, you can pan the view in the game to dodge enemy fire or get a better view at hiding enemies. Enemies turn ragdoll when dead, and there are many special effects like bullet/blood decals on walls, air distortion shaders from explosions and vision distortion compositors when you get hurt.
It uses Ogre, CEGUI, Fmod, PhysX and Wiiyourself (a c++ lib for Wiimote access. I was working on my own wiimote lib, but didn't finish it in time).
Debug
Debug won first place last week in the Game Connect Asian Pacific 2008 Best Indie Game contest, beating other universities around Australia and New Zealand. This makes our third win in a row, and fourth win in the 5 years we've entered the contest (Scooterama 2004, Final Justice 2006, Mawashi Madness 2007).
Debug is a 1-4 player isometric view shooter. You play as one of four office worker characters: a secretary, an accountant, a security guard or a janitor. The city has been taken over by aliens, and it's up to you to slaughter them all. The game makes heavy use of physics via the free version of Havok. Every single building in the game is destructible. You can throw satchel charges which stick to surfaces and blow away chunks of buildings. With enough stree from lack of support, buildings will topple over and tear apart (think Jenga). Hundreds of enemies swarm the screen, buildings collapsing and smoke clouds from explosions make it a fairly hectic experience.
It uses Ogre, Fmod and Havok.
Yay for another successful year of students using Ogre.
- Noman
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- Kojack
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I think most of Debug's gui was done in max. For example, the character hud (portrait, health bar, satchel recharge bar, etc) was an animated 3d model from max with shaders to do the curved health bar (the curved bars were uv mapped, then the shader received the current value from ogre and changed colour by comparing that value to the uv coords of the current pixel). At least that's how it was when I last saw them work on it, might have changed.
There's a vid of the wiimote stuff, but I don't have it. I'll ask them.
There's a vid of the wiimote stuff, but I don't have it. I'll ask them.
- sinbad
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- Gnoblar
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Looks like some good stuff this year. Congrats to the Debug guys for the GCAP win. I would've thought about coming to the open day just to play each game for a few minutes and then say "It's ok I guess, but not as good as my game from last year" until I got thrown out, but I had to work. I would've been interested in seeing how well the controls worked for State Of Rage.
I hope they enjoyed the final project experience because getting the time to make your own game isn't something that comes around often. I know I've been trying to replicate it since, but it's hard to fit it in to the few hours a day when im not travelling or working. Ah to go back to Qantm and do another final project with what I know now...
I hope they enjoyed the final project experience because getting the time to make your own game isn't something that comes around often. I know I've been trying to replicate it since, but it's hard to fit it in to the few hours a day when im not travelling or working. Ah to go back to Qantm and do another final project with what I know now...
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- Gnoblar
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Like Kojack said the GUI is a 3D mesh. We rendered the high poly curved part of the mesh to a texture (so it only had to be rendered when it changed), and the low poly animating bits bits (side bars, heart beat, satchet) stayed as 3d meshes, and all of this was rendered on top of the scene with an orthographic camera.Noman wrote:Also, do you know what debug used for the GUI?
- Kojack
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Oh yeah, Insectivors didn't use CEGUI (it was a leftover dll in the bin directory), they used Canvas.
Hehe, helping 3 projects at once which are using 3 different guis and 3 different physics libraries is fun.
Hehe, helping 3 projects at once which are using 3 different guis and 3 different physics libraries is fun.
- AshMcConnell
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Kojack wrote:Oh yeah, Insectivors didn't use CEGUI (it was a leftover dll in the bin directory), they used Canvas.
I thought Canvas just displayed info rather than received input (I notice buttons on the screenies), did they build a framework around that for mouse input? Perhaps I have missed something with Canvas? It would be quite nice to have at least a simple clickable button
All the best,
Ash
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- Gnoblar
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For those that were interested, here is a video of the headtracking in State of Rage.
http://au.youtube.com/watch?v=6fYIZvCYpOQ
A few notes on the video:
This was a video taken during the beta of the project and several features are missing from it.
Ragdolls were not implemented at this stage.
The final level didn't have any enemies in it except the path finding bugs, and at the time mainly showed off the physics we had ingame.
Headtracking has also since been improved to be more sensitive among other things.
You may notice the incredibly stylish sensor bar mounted to a cap. We had to use that for the filming because our headset wasn't working at the time. Also, headtracking only occurs when the camera is not moving the next action point.
Anyway, enjoy!!
http://au.youtube.com/watch?v=6fYIZvCYpOQ
A few notes on the video:
This was a video taken during the beta of the project and several features are missing from it.
Ragdolls were not implemented at this stage.
The final level didn't have any enemies in it except the path finding bugs, and at the time mainly showed off the physics we had ingame.
Headtracking has also since been improved to be more sensitive among other things.
You may notice the incredibly stylish sensor bar mounted to a cap. We had to use that for the filming because our headset wasn't working at the time. Also, headtracking only occurs when the camera is not moving the next action point.
Anyway, enjoy!!
- Kojack
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Canvas is just output (I'm fairly sure). But a game interface with clickable buttons and some changing images is pretty simplistic to make, no need for a full gui library when you have no scrolling lists, text entry fields, draggable windows, etc.I thought Canvas just displayed info rather than received input (I notice buttons on the screenies), did they build a framework around that for mouse input? Perhaps I have missed something with Canvas? It would be quite nice to have at least a simple clickable button
(Just checked, I removed the cegui dll and the game still ran, it definitely wasn't being used)
- sinbad
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Loving this - good to see this tech used in a real game, especially an Ogre-based oneTheBlindSleuth wrote:For those that were interested, here is a video of the headtracking in State of Rage.
http://au.youtube.com/watch?v=6fYIZvCYpOQ
A few notes on the video:
- Assaf Raman
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Re: Qantm Student Projects 2008
Nice work! I love the screenshots!
Watch out for my OGRE related tweets here.
- my.name
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