~~~ The Salvage is seeking YOUR help! ~~~
In the following thread you will discover a slice of the distant future described through my sketches, concept art, mockups, sprites and textures. There's a whole IP living in this thread, along with the art assets required to make a game.
Are you a programmer?
Do you feel that The Salvage is something worth salvaging? Perhaps you are more interested in creating a much smaller game using my art? I'd love to hear from you. PM me, or email me at:
Newest content on the latest pages of the thread.The Salvage is a game of science fiction treasure hunting. You play an adventurer on a dangerous planet, searching for ancient technological artifacts that are worth fortunes.
Digging the artifacts out of the ground is a challenge, but there will be many hazards to deal with that will make simple survival difficult as well.
Download the last engine build. Oct 2010https://sites.google.com/site/testportfolionow/home/video-games/SalvagebuildOct11.zip?attredirects=0&d=1Extract and run salvage.exe. WASD keys move the player, click with the mouse to dig away ground.
Please note that this build is old, and far from a game. Not even talking alpha here, but it shows a functioning engine with working animation and terrain lighting implemented.
Hyperduck sound diary can be found here:http://forums.tigsource.com/index.php?topic=16900.0Some of you might recognize this from the 'Mockups' thread. I was posting a fair number of updates there, and
aeiowu suggested I start a devlog.
The project started as a very rough mockup when I was thinking about a sleeping project by my friend
jkd.
I'm going to run this OP with a brief rundown of the development so far, in a rough chronological order.
http://scutanddestroy.files.wordpress.com/2010/07/salvage-concept-001.jpg
http://scutanddestroy.files.wordpress.com/2010/07/salvage-concept-003.jpg
http://scutanddestroy.files.wordpress.com/2010/07/salvage-concept-004.jpg
http://scutanddestroy.files.wordpress.com/2010/07/salvage-concept-002.jpgThis was my main initial mockup / scratch pad, showing most of the raw game mechanic ideas. Digging, using some kind of devices to seek out treasure, hazardous encounters, fluids etc.
You can also see that the terrain is being drawn with a very basic stroking system. When I began I was assuming the terrain would be drawn in real-time with a procedural method.
http://scutanddestroy.files.wordpress.com/2010/06/salvage-002.jpgCharacter concept sketches:
http://scutanddestroy.files.wordpress.com/2010/07/salvage-thumbs-004.jpg
http://scutanddestroy.files.wordpress.com/2010/07/salvage-thumbs-002.jpg
http://scutanddestroy.files.wordpress.com/2010/07/salvage-thumbs-003.jpg
http://scutanddestroy.files.wordpress.com/2010/07/salvage-thumbs-001.jpg
http://scutanddestroy.files.wordpress.com/2010/07/salvage-thumbs-008.jpg
http://scutanddestroy.files.wordpress.com/2010/07/salvage-thumbs-007.jpg
http://scutanddestroy.files.wordpress.com/2010/07/salvage-thumbs-006.jpg
http://scutanddestroy.files.wordpress.com/2010/07/salvage-thumbs-005.jpgThis mockup introduced the idea of 'The Bankers'. They loan you exotic equipment for digging up artifacts. The player needs to always manage the risk of spending too much time labouring on the planet vs the risk of taking on more loans than one can afford.
I also introduced an improved terrain texture here, trying to get more variation in.
http://scutanddestroy.files.wordpress.com/2010/07/salvage-bankers-vignette.png

Rain and lightning mockup. Weather will be a regular hazard in the game. Flooding, electrocution etc. Depending on how fancy we can get with the terrain engine it might be cool to have erosion effects as well.
http://scutanddestroy.files.wordpress.com/2010/07/rain-003.png
http://scutanddestroy.files.wordpress.com/2010/07/salvage-lightning-001.png
http://scutanddestroy.files.wordpress.com/2010/07/rain-001.png
http://scutanddestroy.files.wordpress.com/2010/07/rain-002.pngEarthquake effects. In-game I'm planning this to be modeled simply by cutting up the affected ground into chunks and rotating some randomly left or right, and shift their neighbors accordingly.
http://scutanddestroy.files.wordpress.com/2010/07/earthquake-before.png
http://scutanddestroy.files.wordpress.com/2010/07/earthquake-002.png
This is one of the tools you can lease from The Bankers. I'm calling it a 'Spike'. It buries itself in the ground and when it lifts again it takes a big chunk of earth with it.
http://scutanddestroy.files.wordpress.com/2010/07/spike-positioned.png
http://scutanddestroy.files.wordpress.com/2010/07/spike-buried.png
http://scutanddestroy.files.wordpress.com/2010/07/core-lift.png

After I had posted up The Spike in the mockups thread, I got a lot of feedback regarding the 'pillow shading', and it had been sticking in my craw too but I thought it was unavoidable with the procedural system I had in mind. I talked to jkd about it and he said we could be much more flexible, so this was my first mockup of a better terrain shader, which you will see in further mockups below, gets vastly improved upon.
Also, ASTEROIDS!
http://scutanddestroy.files.wordpress.com/2010/07/improved-shader-test-002.pngWalkcycle and hero portrait

http://scutanddestroy.files.wordpress.com/2010/08/salvage-suit-sd.jpg
Here's where I think I pretty much nailed the right direction for terrain. I'll break it down into steps a bit further down, but in general terms instead of drawing a texture, it uses a masked tiling texture and then a lighting procedure.
Oh, and insane tile shapes... what the hell was I thinking? I'm never gonna get these to convert to square tiles... can anyone rescue my ass on this?
http://scutanddestroy.files.wordpress.com/2010/08/sediment-pattern-001.png
http://scutanddestroy.files.wordpress.com/2010/08/new-simpler-lighting-003.png
Cave-in mockup. Added a blue highlight to the underside of the darkest areas. Thanks for the tip
Oddball.



Okay, here's the breakdown of how my lighting system currently works:
I start with my tiled texture which is masked to the shape of the terrain.
http://scutanddestroy.files.wordpress.com/2010/08/salvage-terrain-process-0011.pngThe bulk of the shading is done on a new layer, with a rough light source set 'above'.
http://scutanddestroy.files.wordpress.com/2010/08/salvage-terrain-process-0021.pngThat layer is set to 'multiply'.
http://go2.wordpress.com/?id=725X1342&site=scutanddestroy.wordpress.com&url=http%3A%2F%2Fscutanddestroy.files.wordpress.com%2F2010%2F08%2Fsalvage-terrain-process-0031.png&sref=http%3A%2F%2Fscutanddestroy.wordpress.com%2FHighlight layer
http://go2.wordpress.com/?id=725X1342&site=scutanddestroy.wordpress.com&url=http%3A%2F%2Fscutanddestroy.files.wordpress.com%2F2010%2F08%2Fsalvage-terrain-process-0041.png&sref=http%3A%2F%2Fscutanddestroy.wordpress.com%2FHighlight set to 'dodge'.
http://go2.wordpress.com/?id=725X1342&site=scutanddestroy.wordpress.com&url=http%3A%2F%2Fscutanddestroy.files.wordpress.com%2F2010%2F08%2Fsalvage-terrain-process-0051.png&sref=http%3A%2F%2Fscutanddestroy.wordpress.com%2FThin blue underline to soften the darkest edges.
http://go2.wordpress.com/?id=725X1342&site=scutanddestroy.wordpress.com&url=http%3A%2F%2Fscutanddestroy.files.wordpress.com%2F2010%2F08%2Fsalvage-terrain-process-0061.png&sref=http%3A%2F%2Fscutanddestroy.wordpress.com%2FHeadlamp painted with LOS taken into account.
http://go2.wordpress.com/?id=725X1342&site=scutanddestroy.wordpress.com&url=http%3A%2F%2Fscutanddestroy.files.wordpress.com%2F2010%2F08%2Fsalvage-terrain-process-0071.png&sref=http%3A%2F%2Fscutanddestroy.wordpress.com%2FHeadlamp set to 'soft light'.
http://go2.wordpress.com/?id=725X1342&site=scutanddestroy.wordpress.com&url=http%3A%2F%2Fscutanddestroy.files.wordpress.com%2F2010%2F08%2Fsalvage-terrain-process-0081.png&sref=http%3A%2F%2Fscutanddestroy.wordpress.com%2FA few more lamp doo-dads.
http://go2.wordpress.com/?id=725X1342&site=scutanddestroy.wordpress.com&url=http%3A%2F%2Fscutanddestroy.files.wordpress.com%2F2010%2F08%2Fsalvage-terrain-process-0091.png&sref=http%3A%2F%2Fscutanddestroy.wordpress.com%2FOkay... wow. Long-post is long. That's pretty much the bulk of the work I've done so far. There are a few things floating I need to process and post etc.
Aesthetically, I think I need to brighten things up a couple notches. What do you think? Too dark?