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1037890 Posts in 41926 Topics- by 33547 Members - Latest Member: markollivrin

September 01, 2014, 03:19:47 AM
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Chris Polus
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« Reply #45 on: October 21, 2012, 10:03:08 AM »

Ouff. There's a lot going on behind the scenes again after coming up with a cool mini game concept at Devmania 2012's overnight game jam. We're thinking about making a small mini game on the side as it's a lot of fun. Also, some of our artists have gotten new jobs and are busy making good impressions there, which is good for them but it's also hard for us as we need to again look for people who'd like to join the team, which costs time.

There were a few interesting things though.
  • Parametric rock destruction improved
  • Some new tweaks for our new 3D shader that doesn't need any UV maps
  • Stabilized terraforming algorithm for the Unity terrain

The terraforming feature was great and looked good when we only had small amounts of sand in a level. Also, it needed to be one piece of coherent terrain. Which really was not practical to distribute in a level. As soon as we started putting sand in more places, we ended up with basically 2fps max.

We managed to improve the terraforming and make it much much faster using some tweaks. Also, there can now be many small sand terrains that don't need to be in one piece and thus saving lots of unnecessary terraforming terrain computing power.

As always, there's a little dev diary about it. This one shows what the sand can do and how it behaves. All in color and 3D (at least in the game, not with glasses).

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I'm the
- sound designer of Son of Nor (Devlog) at stillalive studios
- sound designer of the Arcan Chronicles
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« Reply #46 on: October 23, 2012, 05:00:37 AM »

Argghh. Today's dev update:

  • my coffee machine broke Lips Sealed
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« Reply #47 on: October 29, 2012, 02:37:05 PM »

We managed to add new stuff to our game build this week. One of the new things makes you feel like you ate magic mushrooms, hehe. So, here's what we managed to do:

  • Wizard Implementation of a triplanar shader (I call it the magic mushroom effect - watch the video to see what I mean). It's a projection technique that projects textures from two sides and from the top. No UV mapping is needed for the geometry so we can freely scale and stretch things and it always looks good. I'll try and build some rock formations now for our first chapter using rocks with the triplanar shader applied. If I don't have to puke from looking at it, that is...
  • Ninja Sarahul enhancements. The main enemy of the game got a relaxed idle, attack idle and run animation implemented. They also know basic pathfinding and can attack the player, although the attack animation is not yet implemented.
  • Hand Metal Left Parametric object destruction. This is a pretty cool one and I like playing around with it. Basically this is destructible environment. Rocks can be thrown and they break when hitting a wall. Pieces can be thrown again and break again until the pieces are too small and cannot be picked up anymore. Throwing stones just got much more fun.

There's a dev diary video showing all this.



On the negative side, one of our two animators mostly had to leave the team as he got a freelance job and is too busy to continue. We hoped to finally get the main character's animations in. So I'm out in the cold again having to look out for an animator that can take over.

Ah, and, my coffee machine works again, btw. I thought that was important enough to mention.

Here are pictures of the new features. Click 'em to get the big versions.

Parametric Object Destruction


Sarahul


Mushroom Shader™
« Last Edit: October 29, 2012, 03:43:17 PM by Chris Polus » Logged

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« Reply #48 on: November 04, 2012, 11:18:01 AM »

After last weeks dev diary, where we could not yet show a Sarahul's attack animation, we managed to finish a basic attack animation for this week. What's new...

  • Radir Construction Site: The place where you start off your game, the place where you learn about your magical abilities, is being constructed as we speak. But currently, there's not much to see except a few very rough blockouts.
  • New Spell Effect Visuals: We improved the Windpush and Tornado spell effects to make them look better. They're still being tweaked, but I think we're pretty much there with these 2 effects. Finally new effects to look at.
  • Sarahul Enhancements: As already stated, Sarahul finally got their most basic attack animation.
  • Also in this video: I don't know if you've already seen the Sand Shield. But have a look and see what's the difference between the Sand and the Magic Shield.



Happy developing and have a great start into your new week!
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« Reply #49 on: November 04, 2012, 11:35:39 AM »

can i mak a telekesis cock and balls in teh sand
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« Reply #50 on: November 04, 2012, 11:39:03 AM »

u kan if dat's what u need
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« Reply #51 on: November 04, 2012, 12:03:52 PM »

awesome
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« Reply #52 on: November 13, 2012, 03:07:48 AM »

The construction site lives! It's only a short update though.

  • The Radir construction site got an update. Instead of blank walls the Radir is now built. It needs texture updates and decorations.
  • Statue of Nor: We added the statue of Nor to the Radir. Lighting is missing though.
  • And I do what I like doing most. In fact I do this all day long...

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« Reply #53 on: November 14, 2012, 06:43:44 AM »

Wow Chris! Nice job so far! It looks really promising. It's nice to see a game that's more oriented on logistic and logic than pure mathematics (I mean like 15 fire damage with the anti-buff -23% resistance to fire = I win). No seriously, I'm looking forward to see this progressing, you have awesome ideas and great concept art!  Hand Shake Left Smiley Hand Shake Right
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« Reply #54 on: November 14, 2012, 06:50:15 AM »

Thanks so much Peregrinus. As I kept updating myself I already thought nobody's really interested in such a project. And all devs know some nice words really go a long way of motivating whole teams Smiley

Yes, we want to avoid the mathematics part. There will be some mathematics for balancing of course at some point (x amount of health, and spells do y amount of damage) but it will be very simple and straight forward. If you make a shield, that shield blocks stuff. No items, no character levels, no percentages to add and subtract from any buffs or such things. Gameplay is going to be very plain and direct.
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« Reply #55 on: November 14, 2012, 07:57:55 AM »

I understand quite well the part on encouragment. I am working on a RPG tabletop with a partner and the fact that people around us were very interested in our concept and setting motivated us a lot in starting this long project. The things is, I wanna see this to the end, even if I doesn't make me any money, I will be very proud of it and of myself.

I guess same thing should apply here with your project. Besides, it really is a neat concept and I'm sure it'll go far! I really dig the part of combining spells and the part where modifying terrain helps you win a fight. So it's no more just about stats, it's also about skills and cunning!

Well, carry on, this whole project deserves it! :D
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« Reply #56 on: November 19, 2012, 09:38:50 AM »

@Peregrinus: Thanks again. Much appreciated.
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- sound designer of the Arcan Chronicles
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« Reply #57 on: November 19, 2012, 09:44:01 AM »

So, for your visual pleasure. A new dev diary is out. About TORNADOS: The winds of change.

  • I think we finally nailed the tornado effect and finalized it after some final tweaks. What do you think? Death animations are missing though and so tornados disappear with a big, unsatisfying *PLOP*.
  • Lots of concepts to model. We modeled praying benches.
  • Also, decorations and wall paintings for the Radir.
  • And the entrance to the Sand Temple.



And the big version of above's picture without the badge (click for big version). Look at the tiny character on the right Wink
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- sound designer of the Arcan Chronicles
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« Reply #58 on: November 27, 2012, 08:34:37 AM »

Creating a game is a story of many people's individual lives. Yesterday, my life took a bitter twist. My appartment was broken into the day I made this dev diary Sad About 2500$ worth of stuff is gone. I guess I'm happy nobody got hurt. So, on to the news.

I certainly had my share of frustration. But there's good news, too. And some learnings.
  • Modular rock formations don't seem to work out for us. We're struggling with finding the right technique to make them look good, but watch for yourself. There are some learnings there. We're not giving up though!
  • We're experimenting with image effects like bloom, blur, vignette, depth of field. Settings are quite sensitive, adjusting numbers a little bit might have a big effect and could quickly look bad. But we found some interesting settings we show you in this diary.

So, enjoy this hopefully once in a lifetime DEV DIARY #12 SPECIAL ROBBERY EDITION.



The Edge at Sunset - playing with image effects and lighting
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« Reply #59 on: November 27, 2012, 08:52:02 AM »

Sorry to hear that Chris. I hope for you that nothing too "sensitive" was stolen (I mean hard drives containing your work). It always seems worse to me when an artist gets robbed of costly materials that are essentials to their work.  Angry
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