New location for game

Posted by Scott_AW on July 10, 2007, 10:37 p.m.

http://www.indiegamingportal.net/index.php?action=game;gid=50

I've created a game profile on a newly found site, Indie Gaming Portal.

Mostly to get more input, but I'll continue using 64digits as a sort of developement log for the game.

In recent news I've completed the overlaying process and totally changed my map rendering method. No longer …

Montage

Posted by Scott_AW on June 24, 2007, 7:31 p.m.

Montage. Thats all, was bored and made a montage of the title, editor, mine level, and alternating day2night pics. Also printed them out at work alot bigger just to see how it'd look. Well, printing screenshots, even when converting them to CMYK seems to come up with semi-muddy colors. Of …

Overlay Shadows/Rant

Posted by Scott_AW on June 23, 2007, 1:23 a.m.

It came to me in a late night trip, overlays should have shadows!

Giving them more depth and making them stand out alot more. Yay for cheap graphical effects that'd you'd only use on GM.

I've pretty much dropped the idea of reflections, bump maps, bloom and all that fancy …

Quick Update

Posted by Scott_AW on June 22, 2007, 3:48 a.m.

Well I managed to get texture over texture

implemented into the game.

Heres a split screen sample with scanline and normal views spliced together and the textures with their overlays.

Prior to that I began to setup a texture library system. The system would store locations of the raw texture …

Developing Concept

Posted by Scott_AW on June 2, 2007, 11:59 p.m.

As I tune things up I've successfully corrected the majority of issues involving collisions. Its still not 100% perfect, but you now slide along walls instead of stopping completely when you face them at odd angles.

A new concept came to me, actually its something that Doom used in its …

Collision & Gravity

Posted by Scott_AW on May 29, 2007, 5:35 p.m.

Collision and gravity, jumping and crouching. Sink and swim.

Its not 100% perfected but its pretty darn good when comparing how much time it took to implement.

Since I had already coded collisions into my maps it was simply a matter checking map info to player info. Gravity turned out …

Fake Shade Complete

Posted by Scott_AW on May 25, 2007, 10:51 p.m.

Finally found the time to finish it off.

So after a map is built it goes through a process I've created that shades edges and corners to create a false impression of depth. This allows for more seamless graphics without the cost of processing speed.

There is still no collision …

Faux Shade

Posted by Scott_AW on May 21, 2007, midnight

Setup my map building script to figure out shading. Its a simple and cheap way but since its incoded into the finished model it reduces the frame rate not and creates smooth corners.

In the shot above you can see the textured version with the shading in effect with a …

Better then before

Posted by Scott_AW on May 19, 2007, 1:40 a.m.

http://64digits.com/users/Scott_AW/enginetestA.jpg

The engine I'm working along is coming along rather nicely.

To improve detail I've created a variable that controls the 'detail' level of a map. Basicly what it does is the higher the detail level is at, the more polygons are used to make walls and floors, making light …

Happy FPS

Posted by Scott_AW on May 13, 2007, 12:57 a.m.

I finally chalked up a good 3d rendering system, at least in its infantacy.

With a draw distance of 6400 I manged a solid 42 fps for viewing an entire map I put together in my map maker for 'The Crawl'. I had a rather silly system in place before, …