How many polygons total? Is the Skybox class not available on Android (why would you have started using a sphere?)? How far is the far plane on Android?Not sure about the polygon count...the terrain has around 7000 IIRC, each tree has ~200. The bushes and houses have...i don't know. The sky is a sky box, the class is available on Android too. I started with a sky dome, because i had one...no particular reason. The far plan is at 5500 for now, distance fog starts at 4000.
Very nice! Any thoughts on game-play?Or in others words: Why am i focusing so much on technical things and not on the actual game? Well...that's because i'm still not sure how much content i can stuff into the device and that actually defines how far i can go gameplay wise. Before starting with the actual game, i want to be sure that the device can handle it.
What are you using for modelling?Actually nothing. As said, most meshes are either from the public domain or used with permission. I consider them to be placeholders and if the game is finally done, i'll go and see where to get proper models from. If i have to edit something (like i did with the gate mesh), i'm using this: http://www.delgine.com/ (http://www.delgine.com/)...it's simple enough to use. You can't do everything in it, but you can start working after 5min...you don't have to recover 5 weeks from the first shock like with Blender.
I tried to make some particles like billboarded planes, but performance was very low, for example: 50 particles (without movement etc.) lowered fps from 55fps to 42fps (Samsung Galaxy i9000).No problem. I usually use triangles for particles to save one polygon/particle. That wastes some space in the texture, but i don't care. Performance depends on your implementation...i can't anything about that. Using one object/particle isn't very efficient anyway, but i'm always doing this myself...
sorry for spam
Is there any way to test your game?... Android Market?Not yet. Mainly because there is no game yet. It's more like a graphics tech demo where i'm adding stuff to see if i can accomplish everything that i have in mind for the actual game. The next part to add will be the first actual game play element, i.e. basic fighting.
Let me know if you need something.For now, i would be more than happy, if someone ( ;)) could fix the holes that the current models have. Houses and the gate are all build in a way that they are only correct when viewed from above. When viewed from the ground, they have holes because of missing polygons...interested?
It's looking quite good, shadows under the trees would spruce things up nicely.Yes, but it would be too costly because it needs an additional render pass, a shader that can actually deal with the depth map and an additional texture layer on the terrain that i don't have ATM. I played around with blob-shadows baked into the terrain's texture. It worked ok, but because trees fade out in the distance while the blobs can't made it look strange...
Looks fine...it might start to flicker due to zbuffer inaccuracies in the distance though. ATM, i don't want to introduce this additional overhead. The thousands of trees and bushes that i currently process are enough for now, but i'll keep the idea in mind.You can merge objects, or is there any problem?
You can merge objects, or is there any problem?
Here (http://dl.dropbox.com/u/26148874/gate.obj) you is gate. I hope that all coordinates will be correct, I never used export to OBJ file format. Strange, that your file have 30kB and my 15,6kB :oMany thanks. It's somehow translated -318 units in z direction, but i can easily fix that. Looks good now and i can finally enable backface culling on it.
I see. I did not any translation... If someone do not repair the house until morning, I look at it.Here (http://dl.dropbox.com/u/26148874/gate.obj) you is gate. I hope that all coordinates will be correct, I never used export to OBJ file format. Strange, that your file have 30kB and my 15,6kB :oMany thanks. It's somehow translated -318 units in z direction, but i can easily fix that. Looks good now and i can finally enable backface culling on it.
OK. Looks like I got beat to it. :)Well...if somebody wants to contribute some models, here's what i could use ATM:
If you possibly need an animated model you can't find, let me know. Project looks great.
OK, I'll work on the bow then. Keyframes with 3ds, I guess?I don't care about the format that much. MD2 would be fine too. Just not so many keyframes...memory is limited... ;)
Edit: Smaller/multiplied grass emailed..Version 3 looks just perfect, thank you.
This is an untextured hand and bow just to try out. It has about 350 faces or something. If it exported properly and looks OK, I'll texture and animate it.It's cool. Here's how it looks in all it's untextured glory:
It looks a lot better I think. Didn't that increase texture size?No, it doesn't. It's just some additional stuff added to the already existing texture that i use for texture splatting.
Ah ok the double-sided normals option in blender is dependent on the renderer so it seems that jPCT doesn't support this feature. I created the double sided planes manually and flip the normals, those extra vertices are back in business now.The leaves look fine now...however, this model has a small problem with texturing. I think that the former one had that too, but it wasn't that obvious...
Attached is the new tree.
Here it is:The texturing is fine and the bow looks cool in game. I've removed the arrow and will keep it as it's own separate object that simply translates during the animation. However, the animation itself doesn't look right. The bow somehow stretches when firing where it should actually just bend. Here's a video showing the problem: http://jpct.de/download/tmp/bow.mpg (http://jpct.de/download/tmp/bow.mpg)
https://rapidshare.com/files/3667882740/bowAnim.zip
Blender made a lot of changes so I hope it works out. The arrow may be a little long but I didn't notice till I was finished. The arrow is just black, no texture. The bow and arm are supposed to be simple textured. I'm not the greatest in Blender, especially with all the changes they made. If it doesn't work, I can try again.
Here's the new tree with modified texture co-ords. I couldn't replicate it in-game so I think it's something happening on your end. GLES20 texturing offset issue perhaps?It's better but not good. It seems to happen when using mip-maps only and it doesn't happen in the desktop version, so i think it's an issue with inaccuracies of the mobile GPU and the mip-map-generation adding up. I had similar a issue with texture splatting when i tried to combine two textures in one.
If still no good then send me the tree you were using before and I'll only modify the fork and lower leaves. Unless you are happy with your current tree.Looks fine now...many thanks for your efforts.
Any luck with the bow?Going to try it now...i'll report back...
I could rework it if you want, but I imagine you are pretty sick of it.I'm almost happy with the way it is right now...and i'm really thankful to you and everyone else who has contributed so far. All this stuff might not be important for the game play, but it really helps me to create something that, in my view, it worth to add some actual game play features to it. I'm satisfied with the bow, just not with the texturing of the arrow...there is none except for the one that i added by calculating a texture wrap. If i upload the arrow, could you add some better fitting texture coords to it? It's such a shame that quit editing 3d models back in the Amiga days, but i guess one can only do so much...
I see, that texture on gate is not ideal. I could not render this object in 3Ds max (everything was gray) and do not know why, house was OK...No idea...the texture coords are just like there were on the original model (i managed to open the gates in some basic 3D editor...i was very proud of myself... ;)).
wow ;D I wasn't aware of this thread. it's simply amazing :)Thanks. It's not a game ATM though...more like a stress test for the VM... ;)
I've replaced the arrow with the new one (i slightly modified the texture):
I thought i might post a little bit about the origins of this idea, my old Amiga based rpg from 20 years ago (in german...):
...
All this was coded in one large source code file...today, i already have 90 classes (engine not included) without any game play...somewhere, something went wrong along the way... ;)
Looks good. Are you going to do a desktop version, also, then?Yes and no. I have a desktop version with a limited feature set (no sound...) to ease content creation. The desktop version mainly exists to place the entities and serialize 3d objects and beans for the Android version. I'm not going to release a desktop version to the public.
I need a wall torch...something like this: http://udn.epicgames.com/Two/rsrc/Two/ExampleMapsAdvLighting/wavering_torch.jpg (http://udn.epicgames.com/Two/rsrc/Two/ExampleMapsAdvLighting/wavering_torch.jpg) but without the fire effect (i'll use a simple particle effect to do this). Any takers?
Yes...it looks cool. I'll try to add it to the dungeon within the next days. Many thanks.NP, it was fun making it - I don't mind a little light work now and again! ;D
I'm curious about the performance of this in the phone :)Me too. I expect something around 20-25fps on the Nexus S.
Performance is really good, I expected much less frames :)Me too, especially because it's all tile-based, i.e. there's not one large dungeon object but the whole things is created out of basic building blocks at runtime.
@Thomas.: I've replaced the texture. It looks better, but it loses some detail because i'm only using 64*64 for the bow.
Cobwebs might look cool. I could animate them with a simple vertex shader. I would like try the dirt pile tomorrow...but i can't unzip it. I tried three different zip-programs, but none of them can unzip that file. I download the file two times, same result.Unzips here ok.. NM, try this one (http://www.hayles.demon.co.uk/tempPix/dirt_pile.7z).
Hmm... Roof beams aren't that dungeon-like!Depends on the dungeon, i think. They don't have to look like wood...they could also be made of stone. I don't see, why that shouldn't fit. At least it's an option to add some variety. Not all dungeons will look the same anyway.
I'm all over the place just now (god damn PHP!) but give me a day or two and I'll try to do a 'corner softener' which should work anywhere...
I haven't forgotten the cobwebs either!
I looked at the cobweb. I can barely see it in gimp so I don't think I could do any better. I did rotate the vertex points, I think the way Egon was saying:No, that's not what i meant...what i rather meant is this...this is how the model is done right now (think of the wall being attached on the right side of the web):
https://rapidshare.com/files/996541640/cobweb.obj
***********
|--------|*
| \ |*
| \ |*
| \ |*
| \ |*
| \ |*
| \ |*
|--------|*
***********
|--------|*
| / |*
| / |*
| / |*
| / |*
| / |*
| / |*
|--------|*
And what this (http://dl.dropbox.com/u/26148874/cobweb.zip)?This is a great example of the OBJ-format being fucked up beyond believe...this file uses negative vertex indices in the triangle definition list. I've no idea what to make from that and so the import fails. However, i've converted it in another program (which could handle these negative indices)...i like the model, but i can't use it because it doesn't play well with the way i'm using to animate the mesh in the shader.
What are those radial strands attached to?
Much better scale - that's what I wanted! I'd knock a few strands out to make it look more old and ragged though, it's a bit too 'perfect' as it is... ...or am I just being a perfectionist?! ;DYou are right...but it was the one that i could find for this purpose...i'll look again or maybe draw my own. It can't be that hard...
Thinking about it, it's not right! What are those radial strands attached to? It should look more like this: (http://www.hayles.demon.co.uk/tempPix/small-cobweb.jpg) (but better).
I sent to you the door model through PMWoohooo...another one in the "negative vertex indices"-series...what exporter creates this kind of crazy stuff? I've never encountered this and i've seen a lot of silliness in OBJ-files...
I updated zip, I hope that is OK, now ;)Don't worry...i was using the 3ds version instead. I'm just interested in what that comes from!? Negative vertex indices don't make much sense at first glance, but there has to be a way to deal with them because DeepExploration loads these files without a problem.
v 0 0 0
v 1 0 0
v 1 1 0
g mesh1
f -3// -2// -1//
v 0 0 1
v 1 0 1
v 1 1 1
g mesh2
f -3// -2// -1//
v 0 0 0
v 1 0 0
v 1 1 0
g mesh1
f 1// 2// 3//
v 0 0 1
v 1 0 1
v 1 1 1
g mesh2
f 4// 5// 6//
I sent to you the door model through PMAnd this is how it looks like. I had to darken the texture somewhat and create a normal- and a height map for it. ATM, i can't open the door... ;)
...i've never seen this used until recently. I resist to support this ATM... >:(I agree - bad OBJ exporter. I'm having trouble thinking where these negative indices would actually be useful. Maybe just a loader warning?
What color depth and resolutions are you using for this texture? But it looks nice :)The texture is 256*256 (with 128*128 for normal- and height map), the color depth is 16bit (converted by jPCT-AE...i'm using 16bit textures throughout the game (...mostly)).
But it's look like 256 colors... I resized texture in PC and updated ZIP, if not better, I don't know where is problem...There's no actual problem...i had to darken the texture, which cuts the range anyway. Then it is converted into 5/5/5/1 color format and rendered into a 16bit framebuffer. The shader also scales the colors in addition and given the subtle color differences in the brown parts, you finally get what you've asked for. I could try to use ETC1 texture compression instead, which uses the same memory as 16bit...
Nice, I like the terrain better.It actually the same texture as before. I just use a much more blurred texture splatting texture to mix the layers so that there's more variation in the looks...
I'm not really the best at texturing. I'll do it if someone else doesn't. I need the practice, surely.Nice models, but hey, you need to bite the bullet and texture them up!
how is it do multi texturing? is it control by engine? how? if it is not secret :)It's controlled by a shader. I'm using 4 texture stages for the terrain. 3 contain the gras, the rocks and the dirt textures. The forth one contains the blending information between those three plus a fifth one that simply cuts the dirt texture's brightness in half and is used for the paths and spots like the ground beneath the ruin.
edit: will be any new video?Yes. But i'll postpone it until i have the basic map elements in place to show them all in one video.
Couple more wall ruins to go with the gate:Nice, thanx. I'm going to place this at some locations in the map. It's good for hiding treasures and such behind it. Speaking of treasures...anybody here has a treasure chest lying around (with animated lid... ;))?
https://rapidshare.com/files/3058910473/ruins1.zip
Looks nice, but the arrow is below the hand now. It used to be above.Thanks for mentioning that...i haven't noticed it yet. It might have something to do with the fact that the rotation pivot will be loaded from serialized files now...i'll look into it...
Do you want this (http://dl.dropbox.com/u/26148874/treasure.zip) with texture similar to this (http://images.sodahead.com/polls/000578775/polls_istockphoto_2939337_treasure_chest_2611_247471_answer_1_xlarge.jpeg)?Yes, something like that. Do you think that a three or four frame keyframe animation would look good enough for an opening/closing sequence? I could of course rotate the lid as a single object, the using keyframes would be easier...
If it was basically empty, ... or show a 2d table showing what was in it when it opened.That's what i had in mind. I didn't want to fill it with physical stuff. Just show its content in an inventory like view.
Then again, if you make the game too complicated, it's a lot harder to finish.Very true... ;)
So, you want one object with animated lid... will be fine, if I create 3 keys after 40 degrees?I don't want to be able to open it completely. Something like 50-60 degrees should be sufficient. That might be doable with 3 or 4 keyframes IMHO.
edit: do you mean, that final version will be playable on Galaxy S? now 24fps with skybox on large part of screen...At least that's my goal to make it somewhat playable on hardware of that class. Regarding the Galaxy S, it might become a problem that it's stuck at 2.3.x (unless you root it...) and i think i'll run into memory problems with the VM of that Android version once i start to add animated characters and actual game play. But we'll see...it's a long way to go anyway. When this is done, we'll be a few generations ahead from now and the Galaxy S will only be dimly remembered.
Here is model with texture and animation, let me know if is fine :)It looks very nice...but how i'm supposed to animate it? I can't load the max-version and the obj as well as the 3ds contain only one object...???
http://dl.dropbox.com/u/26148874/treasure.zip (http://dl.dropbox.com/u/26148874/treasure.zip)
... it seems to be environment code completed? so now some enemies, catacombs and you can release some demo :)Sure...maybe tomorrow before breakfast... ::)
It's mesh animation, probably not supported by OBJ and 3DS... I divided animation to 3 objects, so now it should be ok...Why does these 3ds-files have 199 vertices each while the obj-file in the last version had only 50 (which sounds more reasonable to me...)?
http://dl.dropbox.com/u/26148874/treasure_anim.zip (http://dl.dropbox.com/u/26148874/treasure_anim.zip)
Why does these 3ds-files have 199 vertices each while the obj-file in the last version had only 50 (which sounds more reasonable to me...)?
that is what almost means I supose :)I'm doing my very best... ;) I've already read some stuff that might be helpful, like
sounds interesting :)It really is. Too bad that nobody tells you how to make proper controls for these damn touch screen devices...at least Game Design Workshop mentions that it's difficult... ;) After adding the treasure chest, i spend the whole evening to improve the movement controls. I either ended up with something too fussy or something too unresponsive. I now have something that starts fussy but adds some damping the longer you move...works quite well so far. My wish is that, even if the game itself might suck in the end (i hope not...), the controls are the best that at least i could come up with. I want to make a game with controls in a way that i want them to be. Because the controls are the main problem that drives me away from playing fps like games on mobile devices. Then again, i never understood why gamepads replaced joysticks, so i might not be the right person to ask...
Here is it. Any other changes? Do you want the door like one separate object (so you can control open/close in game) or want you merge objects to just one? Windows will be colored, maybe transparent plane inside windows with disable backface culling?Really nice! Door as a separate object is fine. I might not use it that way ATM, but it's nice to have the option.
Could you send me the image of hut, which you want? Link on previous page doesn't work...I works if you copy it into the browser, i.e. eliminate the referrer.
Oh noticed on the first post you mentioned you didn't think it would run on Android 2.X VM. I didn't read through the rest of the thread, have you gotten it running on those VM or is it too much memory?It should work (it's using 21mb at max ATM), but i never tried it (i was just too lazy to try to run it on my wife's Galaxy S). I'm not targeting anything below 4.x anyway. When this will be finished, 2.x will be ancient anyway. I don't care about 3.x either, because it has this stupid native buffer bug, where it reserves twice the memory that it needs and there's no fix for this.
I need some low poly stuff. Did you make the trees yourself or did you get them somewhere?They are from some public domain library and somebody here modified them slightly to look better.
Wow, thumbs up!Thanks...it's still a long way to go though...
This looks great! :)
I am looking forward...
Any plans on publishing on Google Play?Yes, but it's still a long way to go before that. At least some basic game play should be included before i publish something somewhere.
From my experience rendering grass this way is very slow.Which way do you mean?
I see you have taken a kind turn towards Mali devices, come on admit it, they aren't that bad :DI'm undecided if Tegra or Mali is better...or worse...they are both inaccurate (every mobile chip is inaccurate, but PowerVR is still superior). The fact that Mali can't handle complex calculations with float numbers larger than ~65500 is really tricky and Tegra's default depth buffer accuracy is laughable (as you have experienced yourself).
In saying that, the Tegra 3 tablet I have seems to have a few distance related flicker glitches here and there so every device has it's strengths and weaknesses.That's because Tegra's depth buffer behaviour is crap by default. You have to use some extension to improve it. The latest jPCT-AE version has a class in util that helps to choose a config that should fix this in most cases.
*cough* except for nVidia desktop chipsets *cough* (long time fan, always delivered expectations)I used ATI/AMD for years and never had a problem. I bought the GTX 680 this time and seem to have a faulty memory chip...well....
Latest jPCT version as in v1.26? I'll have a look...
Have you figured out how it will influence the game? For instance, adding a quest, changing stats, etc?Yes, something like that. Giving quests, ending quests, giving hints...that kind of stuff.
Did you create the assets yourself?Only to a very small degree. Most of this stuff is either taken from free art sites or created by some members of the jPCT community. Once the game is actually a real game, i might going to spend some money on additional art.
... do you plan to add (fake) shadows to the trees etc.?The trees actually have a kind of blob shadow below them, but it's very subtle. It's baked into the splatting texture and if i make too dark, it's starts to look strange.
Glad you are still making progress.It's hard sometimes to motivate yourself to do this kind of grunt work, but i'm doing my best. Today, i've changed the book from using static text to show the actual quest log. The screen shot has been taken on my new Nexus 4 btw., so even if it doesn't show anything really new, i'll post it anyway... ;)
looks cool:) how do you do that? by rendering text to a texture?Yes, i'm using a modified version of your text rendering classes to render into four different textures (to cover all visible pages). I had to modifiy the classes slightly to tweak the text scaling. Blitting and render to texture doesn't work too well together otherwise.
note: once again forum did not notify me by email. happens seldom but sometimesNo idea. I don't have access to any logs of that kind.
How is Adreno 320 fast and accurate in your game? How does this compare with your other devices?It's very accurate when it comes to rendering the textures. In fact, it's the only platform where my terrain splatting looks as it looks on the desktop. The 16bit zbuffer sucks though. You have to request at least 24bit of zbuffer depth, or it will flicker in the distance. Performance is fine, but nothing to write home about. The Galaxy Note (same resolution, lower clock speed) can render the game faster.
... using collisions similar to car sample? ie: 4 collisions for 4 corners of plane?No, not exactly. That was my first idea but it had the problem that it was much too slow on Android to do it that way. But i already have this height map that i'm using for npc movement anyway and i have a method that returns the current height at any point based on this height map and a strange linear interpolation. I'm using this to take three samples around the enemies position and calculate the normal vector of the plane that these three points span. I'm then using a linear interpolation between this vector and the former one and rotate the shadow plane to match the resulting vector.
Can you already shoot those bastards? ;DYes, in the latest version, you can shoot them with the bow.
Any tips for producing a 2D mini map texture based on terraingen maps (.obj)?I've made myself a little helper class that loads the terrain, renders it from above when moved far away from the camera with a very narrow fov and saves the result. I then use some image editor to convert it into a proper texture.
Cool. What are the red spots behind the ogre?That's some blood. I'm hitting him with the sword in this screen shot, but it isn't visible in that frame of its animation.
Have you thought about other AI such as skeletons, rats, etc?I don't think that i'll implemented vastly different behaviours for different kinds of enemies. I can still play around with trigger distances to simulate different AI, but i actually don't think that anybody will notice it.
I don't think that i'll implemented vastly different behaviours for different kinds of enemies. I can still play around with trigger distances to simulate different AI, but i actually don't think that anybody will notice it.
Personally, I liked the old turn based, grid system the best, but that's kind of not used much anymore.It made a strong apperance in Legend of Grimrock (can't wait for the second part... ;) ), but i won't use it here. At least not in a visible way. Behind the scenes, almost everything in the game is grid based. It simplifies things a lot and gives you better performance on Android. Some minutes ago, i fixed a problem when the AI failed to find a way to the player in some cases, because it treated it's own grid as a block...it took me some time to figure that out... :o
You could try this site:Too high poly from what i can see... :(
http://www.reinerstilesets.de/3d-grafiken/
If you want to post the models and textures, I could just do the interior and then delete the exterior if you didn't need it.The room and it's interior doesn't need to resemble the building's outside look. The idea is that each house or hut uses more or less the same room with differently arranged interior. The room might have a NPC in it or it might be empty and the player shouldn't be able to move around it in. It's a compromise between making the houses all closed and design every one individually.
Does it need to be one texture?It doesn't have to, but less textures are always a good thing.
Maybe a table and a bench or something...and maybe a window... ;)
It's just a simple rectangular wood sign with nothing on it. I didn't know what to do about that.It works fine so far:
looks really nice. you may also want to use 3drt's new dungeon pack, it has %40 discount for two weeks: http://3drt.com/store/environments/fantasy-environments/dungeon-master-kit.htmlIt's nice art work, but it's too complex for my dungeon design. If they would only offer some low poly fantasy characters that don't look like comic characters... :'( The characters they are offering are either too high polygon and/or too expensive or too restricted (just skeletons) or too funny looking. However, it's a nice site. I'll keep it in mind once i have to decide how to deal with the problem that i have almost no proper character art available.
I'd say if you can't find the owners, just use them and take them out if they see them and complain. I rather doubt that will happen.That's what i'm planning to do... ;) However, i would like to be as clean as possible, so i'm trying to track them down first.
It allows you to paint the texture directly on the model.Any brief explanation of how to do this? I found the uv-mapper, but nothing that i would call "paint directly"...?
So, did you have any luck with that character or give up?Neither of that. I just haven't done anything with it yet.
Nice! Will we see some new video? :)I would like to, but i'm not sure what to show. Maybe if more actual game play has been added.
The shirt looks a little modern, but not bad.Yes, a little bit. The texture of the warrior looks more medival. I guess one with some talent (i.e. not me...) can repaint the texture to make it look more fantasy like. But that can be done at any time. For now, i'm glad that i can continue with some proper models.
precision highp float;
uniform sampler2D textureUnit0;
uniform sampler2D textureUnit1;
varying vec2 texCoord0;
varying vec4 vertexColor;
varying vec4 fogVertexColor;
uniform vec3 colorMul0;
uniform vec3 colorMul1;
uniform vec3 colorMul2;
void main (void)
{
vec4 col0 = texture2D(textureUnit0, texCoord0);
vec4 blend = texture2D(textureUnit1, texCoord0);
float w1=blend.r;
float w2=blend.g;
float w3=blend.b;
gl_FragColor = vertexColor * mix(mix(mix(col0, col0*vec4(colorMul0, 1.0), w1), col0*vec4(colorMul1, 1.0), w2), col0*vec4(colorMul2, 1.0), w3) + fogVertexColor;
}
(vec4(col0.rgb*(1.0-w1)*(1.0-w2)*(1.0-w3),0.0) + vec4(col0.rgb*w1*colorMul0,0.0) + vec4(col0.rgb*w2*colorMul1,0.0) + vec4(col0.rgb*colorMul2*w3,0.0))
How about showing a couple characters so we can see what it looks like?I would have to place several of them in the same spot, which i haven't done yet. I'll post something, when there's more to show.
How exactly did you get the terrain to have roads and such? I've only been able to texture the object based on elevation ???I'm using a splatting texture and a shader for this. It's similar to the idea with the npc's colors. The last post in this thread briefly explain the idea: http://www.jpct.net/forum2/index.php/topic,2912.msg21431.html#msg21431 (http://www.jpct.net/forum2/index.php/topic,2912.msg21431.html#msg21431)
Even those two clouds are identical. The only game I find still inspiring is Return to Krondor because it focused more on a story, although I never played Arena. A strong story has always been important to me. I'm not really stuck on the open world games that seem like endless quests.Arena's story is really dull...it's about some staff that is broken into 8 pieces. You have find them all to defeat the evil wizard. So the main quest is split into 8 parts, which are split into 2 sub-parts (retrieve x to get the information where to find the next piece, retrieve the piece). Back in the days, i didn't finish it because it was too boring. It still is...but on the other hand, it has something to it. I played it some more yesterday, because i actually wanted to play the new Might & Magic X but even after installing it from DVD, it had to download 8gig from the net, which took it's time. So i went into the basement and booted the good old 486...
Egon, is this project published somewhere?No, not yet. It's still missing some gameplay elements to make it a real game. I just added the possibility for the player to die... ;)
Nice :) If you send me model, I can fix UVs ;)Thanks, i'll do that. The polygon reduction from 50000 to 2000 caused these texture distortions, i suppose.
If you send me model, I can fix UVs ;)Here you go: http://jpct.de/download/tmp/fountain.zip (http://jpct.de/download/tmp/fountain.zip)
Here you are correct version. I also removed bottom triangles (about 10%). For mapping I used simple box mapping, so you can use any tile texture ;)Nice, many thanks. It looks much better now, i've updated the close-up screen shot about with the new model. I really don't know what i would do without a helpful hand here and there when it comes to these things.
I can do some object in my free time, do you need some?I could use some dungeon decorations that provide visual variety without interacting with the player (i.e. don't require additional collision checks). Somethink like small stones on the ground or roots hanging from the ceiling or stuff like that.
If there are multiple detail settings, the app should choose one automatically by measuring the speed of the device. Manual setup is PC territory. ;)I actually don't like this automatic approach, because it never really worked well for me. These solutions tend to be too conservative for my taste. But anyway, it's all in the future. There are many other issues to deal with first.
BTW: Can anybody around here fix a little uv-flaw in the birch tree model? It's in 3ds format.
no problem ;)That's cool. The issue is the same that i had with my first tree model. In the ~middle of the trunk, there's a point where the texture "flips", i.e. it goes from the roots to that point and then continues up to the branches in a mirrored way. That's all fine and looks good, but at that particular point, the bilinear filter blends the trunk with the first line of the upper half of the texture, which is transparent (because it contains the leafs). And because the whole tree is rendered transparent (you don't see this, but it is), there's a transparent line at this point especially on mobile devices and when using mip maps. The solution is to change the uv mapping of that part to leave out a few upper lines of the lower half of the texture, so that it doesn't bleed into the transparent part.
Just curious :)! Are you planning to have multiple character classes ?No, there won't be character classes. You'll have a skill tree and some basic character attributes like strength and dexterity and things like that. Every character can learn every skill (as long as he/she has enough skill points, of course). I'm still undecided about the attributes though. I might base them on the player's answers to some questions at the beginning like the old Elder Scrolls games do it or let the player distribute them directly or maybe a mix of both...we'll see.
One more thing ..... The fence and door appears to be kinda floaty !The door is floaty, because it doesn't touch the ground. The fence isn't floaty. I see what you mean, but that's just how it looks without shadows and SSAO. It looks better in motion.
Nice! When will be released demo/beta with few quests? :)That's a good question! Once i have the dungeons done and applied some basic balancing to the mechanics, i suppose. I've no idea when this will be the case though. With this game, i'll blatantly ignore the good advise that you should let people play your game as early as possible. Well...actually, i've always ignored this advise for myself, but i would give it to anybody else... ;)
That will help a lot for variety, although more difference in color tone would help also, like more of a brownish.That's why i added the forth, the red one today. I actually had one in brown, but it somehow didn't feel right.
You've made amazing progress. Huge project.The current state of the game is this: All NPCs, dialogs and quests are in. All locations are in as well (towns, dungeons, special places,...). However, almost all of the dungeons are single room ones ATM that exist only to provide the items and enemies that are needed for the quests. I'm currently 'drawing' the actual dungeon maps in a text editor, which is quite a lot of work, because i need at least 30 of them.
Whatever,....Your project inspires a lot ! You do it all alone.....It must be quite hard to do all the graphics and coding, debugging etc...?Thanks! I take my time, so it's actually not that hard. For graphics and sounds, i'm using third party assets for the most parts. Either by permission or they come freely with a fitting license or i buy them for small money from turbosquid.com or graphicriver.net. The project isn't commercial, which makes these things a lot easier. If it would be commercial, assets would but much more of a problem. Coding and debugging actually isn't that hard, just tedious at times. What consumed a lot of time was writing dialog, quests and lore. I have a 60 pages design document that contains additional descriptions for enemies, towns, npcs and general lore of the world. Not all of these will make it into the game, but i think that it's important to have it anyway. It defines the world and prevents me from adding stuff that isn't consistent with the world.
Sounds good. Just let me know when you get the application working. Like you say, this is something I'll need to do a little at a time, but I have quite a bit of free time and I really don't mind that kind of thing at all.You should have received a PM with further details...
Hello Egon, It's great ! Are you use Bones animation in you project? thanks !No, I'm not. It's all keyframe animations.
...or a real picture of a forest with more fancy effects to make it look like a renderThat's actually what this is... ;) I tried to make it looks like a painting...somehow...Because a totally realistic looking image just doesn't fit the game IMHO.
Not sure I like it off center, but it's OK. If I had it off center like that, I would balance it with some kind of symbol.I played around with the position and I had it centered first, but it somehow didn't look right. So I kinda aligned it with the sword. I agree that some symbol would be fitting, but I don't have any nor do I have any idea how it should look like. I'll think about it and see if I come up with something....
That's great. Can I out help with proofreading or anything else?I'm already done with the proofreading, but thanks for the offer.