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Demos
Shaders
Crash
Cube
HydroBoat
Race
Muridae
Massacre
Sound
Island
Tunnel
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Making of Muridae Massacre: Open Season
Created entirely with Virtools Dev, Muridae
Massacre: Open Season was developed as an entry to the Independent
Games Festival 2003. In MM, the player must strategically place traps
and explosives to prevent a hoard of rodents from traversing the level
to their goal. The game is perhaps best described as the polar opposite
of the Lemmings franchise: rather than aid the little creatures in avoiding
traps, the player is responsible for the rodents’ demise.
The team’s goal was to create a potentially high-profile
vessel for the artist-heavy team to showcase high-quality work. The large
decentralized team had only four months of full production from the project
kickoff until the first-round IGF submission was due.
These documents aim to share the lessons learned during
the MM project, and hopefully introduce some new technical concepts and
solutions to Dev users. Some of the topics will cover general solutions
to problems encountered while climbing the learning curve, and others
will present technical case studies of specific techniques used in MM.
Matthew Wegner
Project manager and developer, Muridae Massacre
Visit www.muridaemassacre.com
or email contact@muridaemassacre.com.
Demos: Muridae Massacre
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Designing Autonomous
Characters
Describes the techniques and research used to develop
the rodent characters in MM. The team’s initial goals, limitations,
and concerns are discussed, as well as the team’s approach
and mentality to reach these goals. This article covers the technical
implementation of steering behaviors as a means to describe and
dictate a character’s action. The included example composition
demonstrates an implementation using several behaviors from MM.
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Waypoints and Weighting
Paths
Covers the waypoint system implemented in MM to define level
layouts for the rodent characters. This article discusses the
technical options explored by the team in the early stages of
the project, as well as an explanation of the final waypoint system
used by MM. This waypoint system includes random weights on branching,
demonstrated by the included example composition.
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Managing Advanced
Effects
Presents the method employed by MM’s programmers and
artists for wrangling complex particle effects. This case study
describes the production goals for MM’s use of effects,
the solution implementation, and general tips and caveats for
working with complicated effect setups. The included example composition
demonstrates several of the effects used in MM.
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Modularizing Game
Logic
Managing the organization of a project’s scripts can
quickly become a confusing affair. This article discusses methods
used to modularize game logic for events in MM. Abandoned alternative
techniques are listed and explained, as well as a technical overview
of the array technique used by MM. The included example composition
demonstrates a damage and explosion management system.
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Creating 2D Minimap/Radar
A 2D radar or mini-map is a common feature in games today.
This tutorial covers the concepts used to create radar with both
absolute and relative plotting. The included example composition
implements both radar types in a simple interactive environment.
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Note: Muridae Massacre is looking for a publisher or alternative means
to continue the project.
Email contact@muridaemassacre.com
for more information
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Muridae |