Early First-Person Shooter Demo for the Wii Opera
By Daniel Gump (HullBreach)geekrecon. Saturday, August 11, 2007 5:42:09 PM
I've been hard at work adding more graphical functionality to the Wii Opera SDK, and thought I'd create a demo to showcase some new changes. The result is a simple FPS demo engine (well FP minus the S). It works on the Wii using the Wii Remote for forward and backward motion and turning to look. It also works on basically any non IE browser but without controls (automovement instead).
Unfortunately, the Wii likes to crash after viewing the demo. It's most likely an out-of-memory error. I am actively working on cleaning up that problem. The end product may be a ray-tracing engine (no complaints there) instead of a quad-texture engine. I don't know how the speed will be, but with high-polygon levels, it will definitely be faster.
Pointer up - move forward
Pointer down - move backward
Pointer left - turn left
Pointer right - turn right
Roll left - strafe left
Roll right - strafe right
Push in - zoom in
Pull out - zoom out
B - shoot
A - reload
C - cycle down weapon*
Z - cycle up weapon*
*Not possible with the primary Wii Remote
At the moment, the early engine is polygon-based, but I plan on rewriting it as a raytracer, allowing larger levels at less processor load. The graphics will be the same as a raytracer, but that will make it harder to create features like stairs. Since the textures are PNG-based, transparency and translucncy are possible in the engine's current state, but a raytracer would not allow that due to speed issues. I know it sounds like a raytracing engine would have less features, but memory issues with the current engine keep crashing my Wii.
Multiplayer will be inevitable, but I'm not sure if that will be online or split-screen at the moment. If it would be split-screen for two players, three Wii Remotes would be needed because the Nunchuk on the primary one is inaccessable.