
This shows my favorite screenshot of the game at the moment.
Could I see some screenshots of your game in progress?
Screenshots 41 through 50

Screenshot #41: Tutorial level: underwater effects deeper down
Here's another look at the water depth lighting. Here, you're about 172 feet underwater.





Screenshot #42: Experimental level: the city from a half mile high
From a half a mile high, here's a view of the world at that height. Normally, you wouldn't be able to get up this high, unless you make some very complicated maneuvers. It's when you come down that you'll be looking forward to going half the speed of sound.





Screenshot #43: Tutorial level: the buildings up close version 2
Having fixed the water, the frame rate has increased quite a bit, though, here, I basically have the entire level in the view (games usually run slowly when you have the entire level in the view). This view point is very similar to number 34. Though the platforms haven't been replaced with the newer versions at this point, replacing them could add another 3 fps. Plus, the quality will be far better as well. The only thing left at this point is to add decals along the beach and fix the beach-side texture so it's at a higher resolution. I was seriously puzzled on just how to do this at this point. Even over 3 days of thoughts about it, my current techniques wouldn't work, unless I left out the sand to grass fade in which I don't want to.





Screenshot #44: Restaurant world: about from where you start
Note: from here on (until noted again), the field of view has changed from 45° to 70°.
Lately, I've been working on the restaurant world. This is a view from the beginning area. In this case, you're almost exactly one foot above the ground. Unlike the outdoor worlds, in which 8 quants is 1 foot, the indoor worlds have a scaling of 512 quants to 1 foot. Who'd want to play a game in an area only 512 quants long by 384 wide by 80 height? You can't really get anywhere from that small of a size! The solution was to expand it by 64 times the normal size. This gives plenty of space to move around in. The restaurant world is 32,768 quants by 24,576 quants for the main playing area and it's 5120 quants high (this converts to 64x48 feet by 10 feet high). Of course, with the pipes and stuff, the area is slightly bigger than this, but this is of the main area. The brick texture certainly needs to be replaced. The outer walls use the brick texture, but the interior should have white walls. I was just curious to see how it would look, especially with the layout design.





Screenshot #45: Restaurant world: from the entrance
This is a view from the main entrance. There are supposed to be 2 doors here, but I haven't made the doors yet, however. Also, note that there isn't any level. There isn't any for one simple reason - it'll block much of the area and could cause problems otherwise with seeing the details. All doorways are 4 feet wide. Though, being so small, it's next to impossible to open the doors. However, there will be some action assigned to them so that, when you get close enough, the doors will open on their own. I'm debating on whether or not I should have a button on the floor to do this, but a button would reduce the realism of the scenery, however, the doors opening on their own is even more unrealistic. The button idea is the most likely to be implemented.





Screenshot #46: Restaurant world: the kitchen area
Past the entrance, and to the left, you'll find the pay desk (yet to be made; where you order and pay for your items), the kitchen (behind the pay desk; needs to be made yet), and, to the right, the drive through order area where the clerk processes drive-through orders. The left side is where the entrance is.





Screenshot #47: Restaurant world: in the employees only area
On the left side where those two walls are that jut out is the drive-through area. The right side is the employee's room, where employees do things. It's also the office room. However, further in the distance, behind the wall on the far right of the view, is where the manager's office is. I plan on having a paper on the desk with "taxes" written on it (as for a tax form).





Screenshot #48: Restaurant world: the bathrooms
Now for the places of least interest - the bathrooms. Almost any building has a bathroom in one way or another. The objects in the bathroom, toilets, stalls, toilet paper rolls, sinks, napkins, etc. haven't been created yet. Though, from here, you could get into the duct work and explore the pipes. To get into the bathrooms, you'll need to open a door.





Screenshot #49: Tutorial level: a second look with greater field of view
Very similar to a previous, recent screenshot, this is what it looks like after doing a full jump 50 from on top of the highest building. It certainly looks much better with the larger field of view, doesn't it? At this point, I'm using this image as my desktop background as it looks spectacular.





Screenshot #50: Restaurant world: a strange bug I had to fix
In the earliest stages of game development, you'll encounter plenty of bugs or strange abnormalities. This is one example. Notice how the bricks have been "squished"? The fix, however, took about 15 minutes to accomplish.




9.1.2 George Game 13
9.1.2.1 Overview and development progress
9.1.2.1-1 What George Game 13 is
9.1.2.1-2 Screenshot gallery
9.1.2.1-3 Progress
9.1.2.1-4 FAQ
9.1.2.2 George Game 13 screenshot gallery: Screenshots 1-10 | 11-20 | 21-30 | 31-40 | 41-50 | 51-60 | 41-70 | 71-80
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