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TIGSource ForumsCommunityDevLogsCutlet game engine (and an unnamed game, inspired by Fallout 2 and DA:O)
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Author Topic: Cutlet game engine (and an unnamed game, inspired by Fallout 2 and DA:O)  (Read 2488 times)
Kirill
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« on: August 11, 2014, 08:15:05 AM »

I've been working on a 3D game engine - Cutlet Engine. I've made a tile-based 3D world editor for it.



A lot of work went into the engine so far, although, unfortunately there is not much action to see yet. Hopefully it is alright for me to post this at such an early stage.

A rundown of my engine's map editor features (with more pretty pictures!)

The game that I'm making with this will be an RPG with a lot of focus on freedom of choice, dialogues, and tactical combat. The combat will be pausable, to give the player time to plan his actions (think Baldur's Gate or Dragon Age: Origins). I'm planning to have an open world set in a fictional modern-times anarcho-capitalistic state. The players will have the ability to train several skills, such as stealing and hacking. I want there to be many ways to finish quests with different endings.

I know this sounds ambitious, but I am confident in my programming skills. I'm not as experienced in modeling, though, so the graphics development is going slower.

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Quarry
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« Reply #1 on: August 11, 2014, 08:24:14 AM »

Be confident not in your skills but your willpower for projects of this scale
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Kirill
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« Reply #2 on: August 12, 2014, 06:52:49 AM »

Working on bone-animated models to game engine workflow. Here are some animations I did today:





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SolarLune
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« Reply #3 on: August 12, 2014, 07:33:09 AM »

This sounds really interesting. Any particular reason you decided to go with AS3 and Air? Haxe might have been a good choice, considering how cross-platform and deployable it is.

Anyway, like Quarry said, this is going to be a massive undertaking, but it sounds like an interesting engine. Have you started any physics-related stuff yet?
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Kirill
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« Reply #4 on: August 12, 2014, 08:13:25 AM »

This sounds really interesting. Any particular reason you decided to go with AS3 and Air? Haxe might have been a good choice, considering how cross-platform and deployable it is.

Anyway, like Quarry said, this is going to be a massive undertaking, but it sounds like an interesting engine. Have you started any physics-related stuff yet?

I've played around with Haxe but decided not to use it because it's still underdeveloped, lacks good support for 3D graphics and other features that Adobe AIR has. It's a powerful and underrated platform for both Windows and Mac.

I haven't implemented any physics here yet, they are not planned to be a part of the gameplay so that's not a priority right now. Thanks for the feedback.

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Kirill
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« Reply #5 on: August 16, 2014, 05:59:27 AM »

Made a walk cycle:



And then modeled a low-poly head:

 
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Quarry
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« Reply #6 on: August 16, 2014, 07:36:30 AM »

It's like he's dragging himself uphill, relax that guy
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Kirill
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« Reply #7 on: August 17, 2014, 09:53:35 AM »

Player model loading into the engine, customization of body parts, no lighting yet, no optimization yet:

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Kirill
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« Reply #8 on: August 18, 2014, 09:22:36 AM »

Optimization, 90 men marching at a steady 60 fps:



And flat shading:

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Rat Casket
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« Reply #9 on: August 18, 2014, 11:23:40 AM »

give me

all of this
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Andy Rhetoric
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« Reply #10 on: August 18, 2014, 11:50:00 AM »

Very cool. I'm excited to see where you go with this.
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