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14 enero Project SilvershineProject silvershine - Better textures and enemies
Just came home from Hamar, where Thomas and his consept artists created some cool things and designs. He also created better texture for silvershines landscapes.
I'm really satisfied of this weekends outcome, considering how much have been done in so short time, great work DCS!! Better character handling, more animations, enemy handling, artificial intelligence, better models and textures are in place. We also decided that Lars R. shall be our dedicated normal map designer, and will create most of this games normal maps!
Next is more AI, crafting systems, combat and landscaping( add plants, trees, rocks ++++). We also need to figure out how the implementation of cut-scenes will be most suitable in our situation, guess it will be real-time and not rendered, so you who are going to download this game wont need to do a 2gb download.
As you can see from todays screenshots, things start to improve!!
10 enero Project Silvershine - Day and Night systemProject Silvershine - Day and Night system
A day and nigt system is vital to this game. We got alot of functionality that is only avaiable during night, and others that only are avaiable during the day( what this is will be a secret ;) ). Implmenting this is a hard thing compared to my knowledge, but I have come up with a solution. I created a shader that checks what time it is, and interpolates different textures based on this. so if its night o' clock, render the night texture, if i's evening or morning o'clock, render a blend of the night and day texture, and if its day, render the day texture. I will also make ajustments to the light settings, but for now, take a look at the screenshots to see how this look like:
As you can see, the ground and lighting is quite similar, so this aint very good YET. But anyways, you can still see if its day or night ;) Project Silvershine - InventoryProject Silvershine - Inventory
The functionality behind the inventory are now ready, all that is left is to creat an Graphical User Interface( GUI ) for it. Every item in the game got one mesh, and one texture assigned to it. When a player want to access the inventory, a menu will show where the user can browse it's items, equipt weapons and accessories, drink potions, learn about items and so on.
The inventory got 3 fields, one scrollable field for items, one for key-items and one book that view player skills and stats, gold, info and so on. I will create a "button" that can be used to access different pages in the book.
So far I have only created two items for this game, one sword names test item 2 and one potion thing named test item 1.
Project Silvershine - More functionalityProject Silvershine - More functionality
I created a waterfall, and a shader to make it look more alive. Needs alot more though, like particles, but still, it's starting to look more and more like a waterfall! ;)
I also created functions for getting the transformation matrix from a bone in a given model. This is used to render different weapons in the players hand, and keeping it there no matter what animation is running on the player.
I also optimized the collision detection algorithm, for increased framerate, and enhanced it in many ways: A seperate mesh is used to see where we might walk, and where we cant. If you try to walk out from this mesh, the character will stop moving, like hitting the wall.
This is done by casting a ray in the direction of 0, -1, 0 (right down), based on the world matrix. If the ray hits our "collision mesh", we can get the distance between the intersection point and us. This allows the player character to move up and down hills, stairs and so on. Ofcourse, the collision mesh is not rendered.
I also modified the ocean tecxutres and normal mapping for better waves, aswell as a vertex shader that creates waves for a more "living" ocean.
Project SilvershineProject Silvershine
Now this project acctually starts looking like a game. Thomas has been working alot with models and landscapeing, and I have created some shaders for rendering, like normal mapping. Game structures and definitions are starting to evolve, we got some an ocean and a beach, some ruins and other cool things I wont tell.
The core-engine functions are mostly done! Now it's time to start writing some game logic and the cool stuff ;)
Project Mage DefenderMage Defender: Remake A few months ago, I started on a really simple game using Microsoft Silverligt, Visual Studio 2008 and Microsoft Expression Studio. The game is called "Mage Defender" where you are a mage, who defend differend castles and outposts. The game is a remake from one of my earlier DOS games, and was a suitable game for learning Silverlight.
Project status: In developement. Goal: How: Skills: Controls: Screenshot: Play the game: Mage Defender Project silvershine, Week 1Project Silvershine - Week 1
Project status: Implementation start
The design phase for this project has ended, and it's time to start implementing the game, engine core, scripting, graphics, game logic and so on.
Team: Dark Codex Studios
Engine: DeBreeze 3.0 by digitalerr0r
Engine status: Started from scratch before this project. Most engine-components are re-implemented since DeBreeze 2.0.
Language: C++, DirectX9
Release date: N/A
Price: Free
In general:
This game will take place in a fantasy world, where you will enter the mind of Annunhirièl, a female elf. Her ship got attacked by a dragon, and you wake up near a cave on a beach.
The game is divided into chapters, where each chaper will be released seperatly.
Objective: Defend your cave/home and survive untill you are able to find a way out from the beach area.
Week 1
Ok, Visual Studio 2005 is glowing in front of me, and the exitement of starting on a new project can be seen all around the world. Maybe not, acctually.. the thougth of starting a new project is more like the feeling you get when you are in the army. You wake up in the middle of the night, and you see a blured vision of your captain standing with his head inside the tent, screaming and shouting. As soon as we all wake up, we get ordered to move our tent 5cm to the right.
Well, there is alot to do, and I got no other choise to do than to start writing code. The Animation module needs to be implemented, collision detection, input system, sound system, shader handling, scene/level handling, particle sysems.. +++ all needs to be implemented before I can start with the game logic.
Luckily, with The Verve in the background, confident in Thomas making his 3D-models in time, and the fact that I have made these things a few times before, the thoughts inside my head quickly turns into source code. After a long time, we got animations, a temp player character, some terrain, one really huge club( weapon ) renderd in our characters hand, collision detection with terrain and alot more.
Thats it for today. I'll blog as soon as there is something more to blog about..
btw, I will also post a picture from the game on every post, so you can see how things look. Please bring some feedback and your opinions if any!
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