Some updates

Posted by Astryl on Feb. 22, 2013, 10:14 a.m.

I've had a busy week. And by that, I don't mean I've been sitting around on my PC through 80% of my day.

I actually had three jobs this week. And by 'job', I mean a client requesting my services. My services being IT related stuff, like fixing computers, kicking computers, and technological demystification. I'm starting to get enough volume of work that it makes it feel like I'm actually doing something.

Also, I now have a legitimate excuse to plaster my wall with business cards and sticky-notes. :3

Anyway, here's something I did yesterday, marking my first foray into GLSL:

It's a bump-mapped cube I whipped up in a few minutes. Hooray.

I then proceeded to rewrite Exile's render code to use Shaders. One word: Molasses. Even though bump mapping made the environments look nice and pretty :P

The reason for this is that Exile still uses a very naive method of rendering the level, which is in turn made up of little blocks. And now I've layered them. A guaranteed recipe for 'slow'.

Anyhow, I'm rewriting the render code -again-, and this time I'm going to implement VBO's, build the level as one 'mesh' during load time, and render it like that. That will be a major performance increase.

Speaking of Exile…

I've been working on it somewhat. Was able to mess around with the render code thanks to GIT. Spent the day yesterday moving over the code to SFML2, fixing some LOS bugs that resulted from the newly added Z coordinate in levels, fixed a problem with projectiles not 'hitting' the walls, and traveling through them… Lots of things I fixed, actually. Even wrote some new music for it.

Oh, and as you can see, the gameplay has been tweaked majorly. So, any comments on that?

On the subject of Shinsetsu Ninja, I'm going to upload the fixed version tomorrow if I remember (And if I don't get more work thrown at me).

Also, I need to blog more. I've been getting lazy.

Comments

Cesque 11 years, 9 months ago

You still stab guys and they go "OH MY NOSE" and then you find a wand that goes PEW PEW PEW… what gameplay tweaks are you asking about?

death 11 years, 9 months ago

it's so dark! can't really see anything in the video or the image :P

also i wish i was sitting on a PC for 80% of the day. instead, i'm spending 80% of a day working in a hot kitchen =\ only get 5% of PC time, and most of that is for homework.

Also i didnt notice any big chances in gameplay when looking at that dark video. only thing i can see is perhaps a change in speed?

Astryl 11 years, 9 months ago

Guess I'll sum it up. I forget that I should record on the higher Gamma setting.

Firstly, the game is now 3D. Because the original version actually wasn't. It was just 2D with base height modifiers to allow for apparent '3D' geometry. So visually 3D, but game-wise, 2D.

Now the game takes place correctly on all 3 dimensions. An old bug, can't remember from what version, was that if you shot a fire/ice spell above an enemy, they'd take a hit anyway because the projectile passed through the same X/Z tile-space.

Secondly, the player's speed values have been tweaked, as you mentioned. You now move at Faster-Than-Morrowind speeds. Attack speed has been set to 7 as a base, though it might be tweaked for the sword attack (Too fast).

The Magic system has been changed a bit, mostly the natural recharge speed, and also the projectile speed.

Finally, most enemies have had their health values reduced, but their attack values increased.

Quote:
You still stab guys and they go "OH MY NOSE"
I file that away in aesthetics. :P

Charlie Carlo 11 years, 9 months ago

Oh hey I just watched that video on youtube.

Quote:
The reason for this is that Exile still uses a very naive method of rendering the level, which is in turn made up of little blocks. And now I've layered them. A guaranteed recipe for 'slow'.
Even with occlusion? Have you fixed the occlusion issues the old version had, with floors disappearing at the corner of the screen?

Astryl 11 years, 9 months ago

Quote:
Even with occlusion? Have you fixed the occlusion issues the old version had, with floors disappearing at the corner of the screen?

All fixed up. The original method used the Dot between the block you were rendering and the player position, and didn't render anything that fell outside the FOV. Hence the disappearing blocks on the edge of the view and at the bottom of the screen (It didn't take X/Z rotation into account, only Y).

So I did something to it. Can't remember what; late night addition, it's probably in my GIT commit message.

And specifically… The actual render time is minimal. What isn't is looping through the map structure, even though I'm only looping through a small region. The problem now is that the structure is '3D'. My idea now is to 'bake' the entire level to a VBO, use the optional W parameter for a tile index, and brute render the entire level. An alternative, if that puts too much strain on the graphics card, is to subdivide the level using a simple Quadtree algorithm, and only render specific pieces of the level (The ones you're in, and the ones you can see from where you stand).

death 11 years, 9 months ago

dude… if you're so good with programming, why are you using blocks anyway? I've seen you do stuff in Blender and it isn't half bad. There are a lot of basic shapes you can easily make and just load up the models into a game and you would have much nicer looking stuff.

also i find it funny that trying to create blocky games is such a fad right now, but what's more hilarious is how many of us are having huge difficulties trying to render these simple ass shapes and keep a decent frame rate, i mean if we got powerful systems, why is it that our blocky games eat up all the processing as if it were as advanced as Crysis?

EDIT: wtf, ponies again?

Astryl 11 years, 9 months ago

Quote:
EDIT: wtf, ponies again?
Was too lazy to scroll all the way down my very long file list looking for the old one. Might just now, since I'm doing nothing important anyways.

Anyway, I went with the basic shapes because I'd already eaten up half of the available time for the competition. In retrospect, I should've designed a simple brush based BSP editor. But hindsight is 20/20 in that regard.

Modeling is fairly easy, I find, just so long as I don't have to animate and texture the models. That's where I have the most trouble.