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998289 Posts in 39150 Topics- by 30561 Members - Latest Member: garret559

April 18, 2014, 04:06:09 PM
TIGSource ForumsFeedbackDevLogsNova-111
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eddietree
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« on: February 27, 2014, 12:48:08 AM »


Hi everyone Smiley

Today, I am extremely proud to announce the game that my team and I have been working on for the past few months, called Nova-111!

The game's development has started a long time ago, and was previously called Stella-111, but now, it has been reborn and completely redesigned from the ground up! Smiley

We are ultra excited to show it off to the world, and will log the development of this game on this forum thread. So please stay tuned!

Official Site: nova111.com
Twitter: @funktroniclabs

art by Michael Hussinger, audio by Jack Menhorn

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migrafael
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« Reply #1 on: February 27, 2014, 01:26:24 AM »

WOw Wow Wow! The FX looks super crisp, and those colors!

Would love to know how you guys do those textures and outiles for the level art. Not the making of art itself but how is it implemented. It's not tiled based so how does it work? Would love to know how to do something like that.
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Tiago_BinaryPig
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« Reply #2 on: February 27, 2014, 04:14:44 AM »

WOw Wow Wow! The FX looks super crisp, and those colors!

Would love to know how you guys do those textures and outiles for the level art. Not the making of art itself but how is it implemented. It's not tiled based so how does it work? Would love to know how to do something like that.

Usually, when you opt to use a non tile-based map structure, you place entire "assets" as is (like in photoshop for example, using layers and what not).
That's what i do for my game, not sure if Nova uses such technique, i'm pretty sure is tiled-based for the looks of it. It has a grid, every assets fits inside each square of the grid...


Game related, looking fantastic. Clean artwork, very colorful. Really like the idea of mixing turned-based movement with real time movement, you have to think ahead more often, and faster.
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eddietree
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« Reply #3 on: February 27, 2014, 06:07:14 AM »

We prebaked the vertices of the background's back tiles during level creation.

The vertices have: position and texture coordinates...

During runtime rendering of the tiles, we sample 3 textures:
1. a tileable background texture
2. a "lighting" texture that has data encoded in all 3 of its RGBA channels. R=rim lighting, B=rim highlights, G=MASK
3. decal textures for decorations

And we just mix the textures together in the fragment shader..

Hmm.. maybe I will write an article about it on the blog soon.. will post it here! Smiley
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matriax
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« Reply #4 on: February 27, 2014, 06:16:26 AM »

Love the style!

Then only the 10% finished? O_O i though was almost finished and will be released soon after saw the video.
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eddietree
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« Reply #5 on: March 01, 2014, 07:50:20 AM »

Love the style!

Then only the 10% finished? O_O i though was almost finished and will be released soon after saw the video.

It is 10% for now... scope of the game still being discussed!
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