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Community => DevLogs => Topic started by: DementedChicken on April 10, 2011, 01:15:21 AM



Title: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 10, 2011, 01:15:21 AM
UPDATE:
Latest images:

Dungeon:
(http://www.dementedchickengames.com/screenies/20110416/thumb/2.jpg) (http://www.dementedchickengames.com/screenies/20110416/2.jpg)
Outside:
(http://www.dementedchickengames.com/screenies/20110422/thumb/2.jpg) (http://www.dementedchickengames.com/screenies/20110422/2.jpg)



Hi guys,

Tropical Dungeons is a first person, procedurally generated, arcade action-RPG (leveling up is though items, not grinding/stats).

The game is broken into two main parts - exploring beautiful tropical islands on your boat and on foot, and sneaking through dark, moldy dungeons.

Throughout the dungeons is hidden treasure which you can use to buy better equipment, and at the bottom of each dungeon is a special unique item that will give you new abilities.

We have all sorts of plans for making the graphics much better, adding good physics using the bullet physics engine, etc, etc.

Here are some early screenshots, do keep in mind that the environments are a bit bare because we haven't got all that many art assets done yet! :D

(http://www.dementedchickengames.com/screenies/thumb4.jpg) (http://www.dementedchickengames.com/screenies/screenie4.jpg)(http://www.dementedchickengames.com/screenies/thumb2.jpg) (http://www.dementedchickengames.com/screenies/screenie2.jpg)
(http://www.dementedchickengames.com/screenies/thumb1.jpg) (http://www.dementedchickengames.com/screenies/screenie.jpg)(http://www.dementedchickengames.com/screenies/thumb3.jpg) (http://www.dementedchickengames.com/screenies/screenie3.jpg)


About us:
We are just two guys from New Zealand trying to make a game that we would enjoy playing - and we hope others will enjoy playing it too! This is our first game ever, so as I update this thread any criticism or comments would be much appreciated.

Thanks!

P.S. This will work on Linux as well as windows, Mac too! Oh, and sorry about the mouse cursor on the screen shots :s


Title: Re: Tropical Dungeons
Post by: floatstarpx on April 10, 2011, 01:22:16 AM
looks great so far! will be good to see how this progresses!


Title: Re: Tropical Dungeons
Post by: saint11 on April 10, 2011, 07:09:49 AM
Cool, I also like the water


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 11, 2011, 12:15:00 AM
Today wasn't a terribly exciting day, mainly worked on creating the doors to the dungeons on the islands. Up until now I've had to change some variables in the code to flick between spawning on an island and spawning in a dungeon because I hadn't done this yet!  :facepalm:

Here is a screenshot of a dungeon entrance:
(looks nasty against the ground because shadow maps aren't in yet :shrug2:)
(http://www.dementedchickengames.com/screenies/parainthumb.jpg) (http://www.dementedchickengames.com/screenies/paraingame.jpg)

Not sure if you're interested but this is what my (modeling) workspace looks like.
(http://www.dementedchickengames.com/screenies/parapetthumb.jpg) (http://www.dementedchickengames.com/screenies/parapet.jpg)

---

I forgot to talk about the engine, etc. in my first post!
I made the engine from scratch in C++. Models & animation are made in Blender and then exported to my proprietary file format through some python scripts I wrote. Collision detection is fast and robust, but I do plan to replace it with bullet physics collision detection later. (Bullet is awesome BTW!)

Working on getting the animation and weapon systems up and running now so hopefully we'll have more for you to see then. At the same time I'm also working on our web site (http://www.dementedchickengames.com), although some of the links don't work just yet. :shrug2: When that's up we might put updates on there too.

Back again soon!


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: starsrift on April 11, 2011, 12:48:47 AM
Why can't I use blender like that?  :'(

This looks awesome!


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: CoreDumped on April 11, 2011, 01:08:15 AM
Looks great.  Love the water effect.  Looking forward to this


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: hughperkins on April 11, 2011, 02:27:29 AM
Looks cool.  Kind of want to try it.  Playable pre-demo?


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 12, 2011, 01:51:15 AM
Thank you everyone for all your positive comments! It really helps our motivation!  :beer:

@starsrift: Keep Blendering and I'm sure you'll be a blender master in no time! If you ever run out of motivation, check the cgtalk forums. Some of the people there are so amazingly good, it's very inspiring!

Looks cool.  Kind of want to try it.  Playable pre-demo?

We are working on that right now!   ;D:gentleman: Hopefully we can get something playable soonish.

We are planning on daily (or almost daily) updates of all the new content we add for each day, but some urgent business popped up and we were both away from our computers for the whole day - which means nothing new to show today. :facepalm: We promise two days worth of updates for tomorrow, then!  :handthumbsupL: :handthumbsupR:


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 13, 2011, 12:09:59 AM
Hi again,

There are lots of updates. Hopefully it can be considered two days worth of updates like I promised yesterday!

OK, so first thing this morning when I woke up, I made a model of a ladder and passage for the dungeons, which will be used for going up a level when in multi-level dungeons. Here is the screenshot of it finished and working in-game:
(http://www.dementedchickengames.com/screenies/20110413/thumb/ladder1.jpg) (http://www.dementedchickengames.com/screenies/20110413/ladder1.jpg)

Speaking of the dungeon levels, I also made it so that the dungeons can be a completely arbitrary size, and it will not slow down no matter how big the dungeon is. (although extremely large dungeons will eat a lot of memory, but a dungeon big enough to use any amount of memory to worry about would be so big that it would probably take days of play time to finish!!! :handthumbsupL: ;D :handthumbsupR: Obviously these won't be in the game, although it's no harm in leaving an ini file somewhere that a player can change so they can have insanely huge dungeon marathons if they wish ...)

I have a screenshot of a segment of dungeon loaded into blender from back when I was developing the dungeon generator a couple of days ago:
(http://www.dementedchickengames.com/screenies/20110413/thumb/grid.jpg) (http://www.dementedchickengames.com/screenies/20110413/grid.jpg)

The pink dots represent 2x2 meter squares of clear space. From that layout data my engine creates the dungeons. Note that now the algorithm has been tweaked and is much better!

Just a final bit about dungeons, a took this screenshot in noclip mode to give a general feel of the kind of layouts when rendered in-game:
(http://www.dementedchickengames.com/screenies/20110413/thumb/noclip.jpg) (http://www.dementedchickengames.com/screenies/20110413/noclip.jpg)

-------

Finally, I have shadow maps working! Cool real-time dynamic shadows for the outside environments, which make the objects look much more solid and 'there.'

(http://www.dementedchickengames.com/screenies/20110413/thumb/shadow1.jpg) (http://www.dementedchickengames.com/screenies/20110413/shadow1.jpg)

Oh, I also re-did the tree model with baked sub-surface scattering on the leaves and a much darker trunk, which for some reason just looked better.

Another screenshot of shadows:
(http://www.dementedchickengames.com/screenies/20110413/thumb/shadow2.jpg) (http://www.dementedchickengames.com/screenies/20110413/shadow2.jpg)

Please remember that we only have a few art assets for props, etc. so far, so the objects outside are very repetitive. We'll fill the environments with lots and lots of different plants and ruins, etc. before we are finished.

Also, note how many things there are in the environment! This still runs well on our slow-ish computers even though no optimization has been done yet, so expect extremely dense foliage!!!  :eyebrows:


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 14, 2011, 12:27:34 AM
Hullo,

Today I made the collision detection system for the dungeon levels and started the animation system ... so nothing that I can show in a screenshot!  :blink:

We have a few new models done but they need texturing, which should happen tomorrow. So tomorrow we'll upload some screenshots of those and, providing there are no major problems with making the animation system, some short videos of weapon animation(s) in-game.

Also in the near future I'll make an auto-map for the dungeons, because without one you'd get lost and it could get frustrating!

Just another bit of info about gameplay - we are planning for huge numbers of monsters to battle at once in the outdoor environments for insane carnage. One of the planned weapons is bundles of TNT - I want to capture the incredibly satisfying sensation of blowing the living crap out of groups of enemies like in one of our favourite games: Blood (http://en.wikipedia.org/wiki/Blood_%28video_game%29) from back in 1997! (complete with shaking screen and exploding body parts, etc.)  >:D >:D >:D

To contrast with that, with dungeons will have less monsters, but ones that are much smarter and more challenging and fun to fight with one-on-one.

Back again tomorrow ...


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: superflat on April 14, 2011, 08:07:41 AM
Out of interest, have you ever played Captive on the Amiga / other 16-bit systems?

The entrances to your dungeons and the PG nature of this project remind of that game (which I absolutely loved.)

Either way, looks great!


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 14, 2011, 01:37:13 PM
Out of interest, have you ever played Captive on the Amiga / other 16-bit systems?

The entrances to your dungeons and the PG nature of this project remind of that game (which I absolutely loved.)

Either way, looks great!


Thanks for the positive comment!!  :gentleman:

I can't say that I have! But I googled it just now and it looked cool. Kinda like a mix between Ultima Underworld and Eye of the Beholder, but set in the future!? ;D Do you really need to finish all 65,535 levels to clock it!? :o

I can name some games that have an influence on Tropical Dungeons. Just of the top of my head, and in no particular order are:

  • Zelda (wind waker)
  • Desktop Dungeons
  • Minecraft
  • Blood
  • Dragon Ball (The original 1980s manga) ... wait a minute, this isn't a game! ::)


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 15, 2011, 02:49:42 AM
'ello,

As I said yesterday, I worked on the animation system today. It's pretty much done and working now, and I can export any kind of animation from blender straight into the game engine without problems.
The finishing of the models got pushed back to tomorrow so the video of the animation will have to be then as well - because my test animation was a wriggling tube, which is kinda boring. Well actually it *was* kind of funny having a wobbly tube thrashing about in my dungeon.

... I wrote that and immediately decided it could be taken the wrong way.  :whome:

Um, anyway.

I wanted to do something a bit more fun so I did some more work on the lighting, and now the dungeons can have infinite light sources!

There is still some more code to be done before it looks completely seamless, but I'm sleepy and need to go to bed, so I'll show you guys in its *almost* complete state:
(http://www.dementedchickengames.com/screenies/20110415/thumb/lights.jpg) (http://www.dementedchickengames.com/screenies/20110415/lights.jpg)

OK, that's me.

Goodnight!  :yawn:


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: CoreDumped on April 15, 2011, 09:43:16 PM
I wanted to do something a bit more fun so I did some more work on the lighting, and now the dungeons can have infinite light sources!

Nice.  How do you do this? deferred rendering?


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 15, 2011, 10:55:58 PM
I wanted to do something a bit more fun so I did some more work on the lighting, and now the dungeons can have infinite light sources!

Nice.  How do you do this? deferred rendering?

Nope! I'd never heard of deferred rendering before, but I just looked it up on Wikipedia and I don't think it's what I'm doing. I understand the concepts of computer graphics, but never actually got around to learning all the terminology! :s

Anyway ...

As you know, OpenGL only supports 8 lights by default, so what I've done is tell each object to keep a list of only the light sources that cast light on it. Before each separate object (and chunk of wall, floor, etc.) is rendered, OpenGL is told the location of the 8 closest light sources to *that particular* object and then that object is sent through the rendering pipeline.

The result is that the environment can have infinite light sources, but each individual object can only be affected by 8 lights at any one time. In reality, this isn't really a limitation as long as your environment is broken down into enough objects because anything lit by more than 8 light sources at any one time is going to be so brightly lit that you won't be able to tell if it's actually missing one or two lights.

Here are some screenshots of the lighting done: (I'm experimenting with making the ambient light darker)
(http://www.dementedchickengames.com/screenies/20110416/thumb/1.jpg) (http://www.dementedchickengames.com/screenies/20110416/1.jpg)(http://www.dementedchickengames.com/screenies/20110416/thumb/2.jpg) (http://www.dementedchickengames.com/screenies/20110416/2.jpg)
(http://www.dementedchickengames.com/screenies/20110416/thumb/3.jpg) (http://www.dementedchickengames.com/screenies/20110416/3.jpg)(http://www.dementedchickengames.com/screenies/20110416/thumb/4.jpg) (http://www.dementedchickengames.com/screenies/20110416/4.jpg)

Point light shadow maps are coming, but much later because there are more important things than graphics!


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: starsrift on April 16, 2011, 12:35:05 AM
I gotta say, that's looking really sexy.

Howcome you're not using a shader? Or did I misunderstand?


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 16, 2011, 02:18:41 AM
I gotta say, that's looking really sexy.

Howcome you're not using a shader? Or did I misunderstand?

Yeah, you understand right. I want to make sure I understand your question before I answer though - by 'using a shader' do you mean something like this pseudo-code in glsl or something:
Code:
for(int i = 0;i < numOfLights;i++)
{
  outputColour += diffuseColourFromLight[i];
}

I think that's what you mean!

The reason I did it the way I did is because the way the map data is stored, it is extremely easy and cheap to calculate which lights are affecting which objects without any slowdown. Also, this avoids putting a for loop in a shader, which I heard slows things down quite a bit and doesn't work on some older hardware.

But I'm not an expert, and this might not be the best solution. But it made sense to me and it was easy to implement so I tried it and it runs well. Don't fix what ain't broke, right?

---

There are lots of updates that I wanted to post, but I'm having trouble with my Internet connection (dial-up!) and it's driving me crazy so I'll post them tomorrow. There will be video!


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: jute on April 16, 2011, 06:13:06 PM
You're creating something close to a "dream game" for me:  a procedural RPG with a tropical setting.  It looks wonderful.  A few questions:
  • Are there infinite islands to sail to and explore?  How will sailing work?
  • How do these dungeons compare with the enormous generated dungeons of Daggerfall?
  • Will you charge for this game?
  • Have you considered an open-source license for the game?  If so, there are many resources at OpenGameArt that could help you.  For instance, here are some plants: http://opengameart.org/search/art?keys=plant
  • What kind of music do you have planned?  If you're looking for someone to handle the music, I might volunteer my services.


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 16, 2011, 07:00:02 PM
Really!? That is a massive compliment and huge motivation/ego booster!!  :laughter: :tearsofjoy:

Ok, to answer your questions:

Quote
Are there infinite islands to sail to and explore?
Not sure on this one. Eventually I think yes, because there is nothing stopping the engine from doing this. The first alpha version we release might not have this though, because we simply don't have enough content to make the islands different enough. But in the long run, I don't see any reason why not!

Quote
How will sailing work?
You don't need to sail when you have an out-board motor on your boat, right?  ;D The Tropical Dungeons universe is weird, it's about 80% fantasy and 20% science fiction/modern day. Notice the electric lights in the dungeons?  :blink: When you see the game closer to completion, you'll see that this isn't as weird as it sounds. ... I hope!

Quote
How do these dungeons compare with the enormous generated dungeons of Daggerfall?
When I was a kid I played the demo of Daggerfall to death!! ... but I don't think it had dungeons so I'm not sure how big the dungeons are in it though. To answer your question, there is no limit to how big the dungeons can get, they can be so huge they could take days to finish! But I don't think I'll make them that big because no-one will be able to finish the game.  :lol:
I was thinking of having dungeon size as one of the difficulty options or something, so the dungeons can be any size you like.

Quote
Will you charge for this game?
We are working on this all day every day, so we do need a little bit of pocket money to survive ... we quit our jobs as translators to try and become indie game devs, so we will ask for a small amount for the full version. But expect the open alpha version to be super-duper cheap. After that, providing we sell even a few copies, we will constantly be adding more content and expanding the game in free downloads. So you will get your money's worth we promise!!

Quote
Have you considered an open-source license for the game?
Not right now, but eventually I don't see why not. It's not like I have developed any secret technology or anything like that. It would be nice to contribute back to the open source society at some point, because I have benefited from it so much over the years.

Quote
What kind of music do you have planned?  If you're looking for someone to handle the music, I might volunteer my services.
That is insanely kind of you. I'm actually listening to your music right now - it seems we like the same kind of music, this is cool. (I'm a sucker for dark, moody ambient music!)
I'll PM you about this ...

---

Anyway, thanks!!!  ;D ;D ;D


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 17, 2011, 02:35:25 AM
Hi again,

Today was Sunday (I sound like Rebecca Black) so it was just a relaxed
day of bug fixing and clean up, etc. We haven't had a day off since we
started so we were starting to go a little bit crazy.

Anyway, here's a video of some random stuff.
DISCLAIMER!:
Heaps of stuff in this video will be changed soon! The view bobbing is
a bit unnatural, and the sword model has been re-textured since this
video. Also, the dungeon scenes are considerably better graphics than
the outdoor ones, so the outdoor areas need a lot of attention. Also,
as I've said before, the props are very repetitive at the moment but
we'll add more soon.

http://www.youtube.com/watch?v=qi23z116DFg

We will be busy again next week, so hopefully we can start to show
some actual game-play soon.

Goodnight! :tired:


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: SP9000 on April 17, 2011, 08:40:24 PM
I'm a long time lurker of the devlogs board, but I had to register because, like jute, this looks straight up my alley.  Right down to the combination of fantasy and sci-fi.  I'm very excited that you're developing on/for Linux too! :)

I have many gameplay questions, but I can see that you're early in development and working very hard to get the basics implemented, so I won't pry yet. ;)

Quote from: DementedChicken
We are working on this all day every day, so we do need a little bit of pocket money to survive ... we quit our jobs as translators to try and become indie game devs, so we will ask for a small amount for the full version
Wow!  Best of luck to you!

Keep it up guys, I'm looking forward to future progress!


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 17, 2011, 10:25:45 PM
Ah! Another awesome comment! Thank you so much!!!!  :beg:

Yeah, we do need to get the basics up and working, but we really appreciate input from anyone who has ideas, so when we release the demo, please play it and let us know what you think. (i.e. what to add, what to change, etc.)

If this game proves to be even remotely popular, we really want to keep on adding to it and improving it for a very long time.

We are going to try and release something playable within 3 weeks. I tend to get over optimistic about estimating the time to complete a job, but we are going to try!!!


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 19, 2011, 12:32:19 AM
A problem, although a minor one, has reared its ugly head! :screamy:

The animation system had to be thrown out completely!!!  :'( It was keyframe animation, which was working fine until I noticed the file sizes. 40 megs for a sword swing animation!?

Yep, 400 frames x 2500 polys x (3 surface normals) x 3 floating point numbers x 4 bytes =

*drum roll* 36000000 bytes = 34 megs ... and that's just the normals (and not the vertices)

Whoops!  :-[

I thought I could get away with keyframe animation until a later version but the filesizes and memory usage is stupid, so I've been busy implementing skeletal animation into my engine!!

I have absolutely ZERO experience in skeletal animation so it took me all last night and all of today to figure it all out and get the skeletal data out of blender and into my engine. I will take another day of work to get it working it seems  :'(

On the bright side, this was something that *did* needed to be done and will save me the trouble of doing it when I come to add all the features that need it like characters with random clothes/armour/weapons and ragdoll physics, and maybe procedural animation one day!

It's kinda hard to see what's going on here, but it's a screenshot of the bones for an arm and sword that was rigged earlier (I was using it as a test model):
(http://www.dementedchickengames.com/screenies/20110419/bonesthumb.jpg) (http://www.dementedchickengames.com/screenies/20110419/bones.jpg)

But we will have exciting stuff soon!!! Please bear with us!  :shrug2:


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 20, 2011, 02:50:26 AM
Hehe, after 24hrs of skeletal animation stuff I got sick of it so I
started upgrading the outdoor graphics. I'll come back to the
animation system again shortly though because it's important.

I'm experimenting with a new look, what do you guys think?
(http://www.dementedchickengames.com/screenies/20110420/thumb/screenshot1.jpg) (http://www.dementedchickengames.com/screenies/20110420/screenshot1.jpg)(http://www.dementedchickengames.com/screenies/20110420/thumb/screenshot2.jpg) (http://www.dementedchickengames.com/screenies/20110420/screenshot2.jpg)

It obviously needs more variation but I'm struggling with making the
grass look better. Suggestions very much welcome!!  :coffee:


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 20, 2011, 04:51:32 AM
It's 1a.m., I've been coding since about 10a.m!!  :tired:

Anyway, improving the environments more:
(http://www.dementedchickengames.com/screenies/20110420/thumb/new.jpg) (http://www.dementedchickengames.com/screenies/20110420/new.jpg)

There are a few things there that need ironing out, but I think it's an improvement. Still need more types of trees I think! And some of the lighting effects are actually turned off in that screenshot but that's because I'm half-way through writing a new pixel shader for the grass.

Goodnight!


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: multivac on April 20, 2011, 02:39:49 PM
The models look really nice, but everything looks really grainy and jagged, it could use some antialiasing.  :) Do you have mipmapping and texture filtering working in those shots?


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 20, 2011, 03:35:32 PM
The models look really nice, but everything looks really grainy and jagged, it could use some antialiasing.  :) Do you have mipmapping and texture filtering working in those shots?

Thanks for the feedback!  ;D

That screenshot was taken in a 800x600 window so that could explain some of the graininess, but you know mipmapping is something I almost completely forgot about!  ::) It was quite far down my "I'll do that when I get around to it" list, but you are quite right, it would help to clean up some of the graininess.
You are the authority on tidy graphics, Rada looks very clean and nice! :gentleman: You've got an awesome stylized look going on there.

I appreciate the feedback because I been staring at it for so long I can't decide what looks good and what needs improvement anymore!  :crazy:


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: Sakar on April 20, 2011, 06:32:32 PM
Yeah, mipmapping and some anti-aliasing would help a lot (though AA isn't that big a deal for me)

Looking great so far nonetheless! Looking forward to a playable version


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: SP9000 on April 20, 2011, 08:16:46 PM
Ooo, nice!  Sure there's plenty of room for improvement, but I didn't expect the graphics to get updated so quickly.  Any new progress on the gameplay front?  Or is that skeletal animation issue deterring you? ;)  I totally understand if that's the case.  Might as well work on what's fun at the moment while it still is fun.  And, as a result, we get more pretty screenshots! Everybody wins! ;D

Keep it up! :)


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 21, 2011, 02:08:07 PM
Quote from: Sakar
Yeah, mipmapping and some anti-aliasing would help a lot (though AA isn't that big a deal for me)

Looking great so far nonetheless! Looking forward to a playable version

Ooo, nice!  Sure there's plenty of room for improvement, but I didn't expect the graphics to get updated so quickly.  Any new progress on the gameplay front?  Or is that skeletal animation issue deterring you? ;)  I totally understand if that's the case.  Might as well work on what's fun at the moment while it still is fun.  And, as a result, we get more pretty screenshots! Everybody wins! ;D

Keep it up! :)

Thanks guys! Sorry I couldn't reply yesterday, my Internet was down again.  :'(

Don't worry, I'm not going to get too carried away in the graphics department, but I definitely wanted to bring the outdoor environments to the same level of graphics and the indoor ones!  ;D

Yesterday was spent cleaning up the code, it was getting messy and running slow, so it doesn't look any different to before, but the framerates have massively improved. I'll finish cleaning everything up, and add mipmapping. Anti-aliasing will have to be later, but it'll get there eventually.

The skeletal animation issue isn't really an issue any more because I have it all figured out now. There are two parts to it though, actually importing all the bone/vertex weight/key frame data - and the second part, actually getting it to animate! I finished the first part the other day, and I'll do the second part once every-thing's all cleaned up.

Anyway, back to work!  :handanykey: 8)


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 21, 2011, 09:49:25 PM
Hi,

More major clean-up under the hood. But this time I improved lots of stuff at the same time:
(http://www.dementedchickengames.com/screenies/20110422/thumb/1.jpg) (http://www.dementedchickengames.com/screenies/20110422/1.jpg)(http://www.dementedchickengames.com/screenies/20110422/thumb/2.jpg) (http://www.dementedchickengames.com/screenies/20110422/2.jpg)

Mip-mapping is in, so I hope it's a lot less grainy now!  ;D

Right, now on to that bloody animation I was putting off...


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on April 24, 2011, 03:40:31 AM
Finally got it! :coffee: :handthumbsupR:

I didn't get to work on the game yesterday, but I spent all day on it today and have the animation working. :tired:

It still has a few problems I need to iron out, though. The interpolation between frames is linear, not bezier, so that needs fixing because movement looks very robotic.

Also, the rotation matrix associated with each bone is also being rotated in a linear way, so when there are two key frames that have a large amount of rotation, the mesh becomes temporarily 'squashed.'

Things to do tomorrow:
  • Fix interpolation between frames
  • Fix rotation matrix interpolation (quaternion?)
  • Allow vertices to be influenced by an arbitrary number of bones/bone weights
  • Various animation utility methods

After all this boring stuff it'll be back to actually making the game more ... game like! It should all be downhill from here so here's hoping we'll have some gameplay-ish footage (fighting, exploration, etc.) ready soon.  ;D



Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on May 05, 2011, 10:13:57 PM
Yo!

It's been a while! The other guy working on this had to go away for almost a week for his graduation ceremony, but I was still working on it - although I did take a little bit of a break because I was going crazy.  :crazy:

TIGsource updates sorta stopped happening, but work on the game has been on-going nonetheless! ::)

Animation is pretty much all done, sound is done, the GUI system is done, new plants, etc. have been added, water reflections added, the skybox was re-done, etc. etc.

Anyway, screenshots:

(http://www.dementedchickengames.com/screenies/20110506/thumb/1.jpg) (http://www.dementedchickengames.com/screenies/20110506/1.jpg)(http://www.dementedchickengames.com/screenies/20110506/thumb/2.jpg) (http://www.dementedchickengames.com/screenies/20110506/2.jpg)

(http://www.dementedchickengames.com/screenies/20110506/thumb/3.jpg) (http://www.dementedchickengames.com/screenies/20110506/3.jpg)(http://www.dementedchickengames.com/screenies/20110506/thumb/4.jpg) (http://www.dementedchickengames.com/screenies/20110506/4.jpg)

(http://www.dementedchickengames.com/screenies/20110506/thumb/5.jpg) (http://www.dementedchickengames.com/screenies/20110506/5.jpg)(http://www.dementedchickengames.com/screenies/20110506/thumb/6.jpg) (http://www.dementedchickengames.com/screenies/20110506/6.jpg)

(http://www.dementedchickengames.com/screenies/20110506/thumb/7.jpg) (http://www.dementedchickengames.com/screenies/20110506/7.jpg)

The GUI code is very flexible, so it will also be used for the inventory screen, etc - the smooth animation and movement of the menus looks very good in motion!

We are stuck in a 3x4 meter room/building-thing that we work/sleep/live in, and have been here for a while. We can't leave until this game is finished!! I'll upload photos sometime, it really is tiny!!
Anyway, this 'cube' that we live in is way out in the middle of nowhere in rural New Zealand. We are starting to go crazy from cabin fever!!!  :epileptic: :epileptic: But the desire to get the hell out of here serves as motivation to finish the game. expect another update soonish ...


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: starsrift on May 06, 2011, 01:27:19 AM
(http://www.dementedchickengames.com/screenies/20110506/6.jpg)

Who put a freestanding arch on the middle of a tropical island!? :screamy:

Can we see some animation? :)


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on May 06, 2011, 01:36:17 AM
Shoosh you!  :P
There'll be lots of ruins all over the place, that's the only one done at the moment.

It's a real hassle to upload video with this Internet connection, but I'll upload some soon. It's much better moving and with sound, the ambient sounds are procedurally mixed depending on what kind of environment you're in. The sounds of the cicadas and insects, birds chirping, wind blowing, etc. really adds a lot of reality to the environment.


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: kevglass on May 06, 2011, 01:49:31 AM
Beautiful looking game! Something so soothing about the grass :)

Kev


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on May 06, 2011, 02:17:28 AM
Beautiful looking game! Something so soothing about the grass :)

Kev

Hahahaha!! Thanks!!

Maybe it's the pretty dandelions?  :lol: At first there were 8 colours of flowers because I wanted to spice up the colours and make it even more happy (to contrast with the dark dungeons), but dandelions look silly when not white or yellow so I got rid of them!  ;D

I'll add more colourful types of plants after the alpha is out.


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: Taugeshtu on May 06, 2011, 11:12:48 AM
Quote
Anyway, this 'cube' that we live in is way out in the middle of nowhere in rural New Zealand. We are starting to go crazy from cabin fever!!!    But the desire to get the hell out of here serves as motivation to finish the game. expect another update soonish ...
Emmm, guys... If it'll help - you aren't alone in that)) There's me somewhere on Earth in about the same conditions - no future untill game finished! :D I agree, it's extremely high motivator, and sort of proof - in about 7 month I came to this sort of stuff (I'm very proud of it... Just trying to give you a bit more punch ;) ):
(http://rghost.ru/5477786/thumb.png) (http://rghost.ru/5477786/image.png)(http://rghost.ru/5477202/thumb.png) (http://rghost.ru/5477202/image.png)(http://rghost.ru/5477751/thumb.png) (http://rghost.ru/5477751/image.png)

Anyway, you two are insane, and I f...reaking like it! Cheers, nice illumination, nice islands and pretty intriguing concept!


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on May 06, 2011, 03:13:04 PM
Quote
Anyway, this 'cube' that we live in is way out in the middle of nowhere in rural New Zealand. We are starting to go crazy from cabin fever!!!    But the desire to get the hell out of here serves as motivation to finish the game. expect another update soonish ...
Emmm, guys... If it'll help - you aren't alone in that)) There's me somewhere on Earth in about the same conditions - no future untill game finished! :D I agree, it's extremely high motivator, and sort of proof - in about 7 month I came to this sort of stuff (I'm very proud of it... Just trying to give you a bit more punch ;) ):
(http://rghost.ru/5477786/thumb.png) (http://rghost.ru/5477786/image.png)(http://rghost.ru/5477202/thumb.png) (http://rghost.ru/5477202/image.png)(http://rghost.ru/5477751/thumb.png) (http://rghost.ru/5477751/image.png)

Anyway, you two are insane, and I f...reaking like it! Cheers, nice illumination, nice islands and pretty intriguing concept!

You too, eh!?  ;D Hopefully we're not squandering our youth fruitlessly!

I've already been having the occasional sneaking peek at your game on your thread, it looks very cool! Like a more abstract mirror's edge. (Although I've never actually played mirror's edge!) It scares the hell out of me when I think that I'm competing with talented people like you and the guy making that Rada game!  :whome:


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: Taugeshtu on May 07, 2011, 03:03:55 AM
It's not a competition, think about it like about biiiiiiig, looooooong jam ;)


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on May 07, 2011, 02:29:04 PM
It's not a competition, think about it like about biiiiiiig, looooooong jam ;)

Ah how ambiguous language can be!  ;D Do you mean like a musical jam session?


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: Taugeshtu on May 08, 2011, 01:15:49 AM
Quote
Do you mean like a musical jam session?
Right) Sorry, English isn't my native)))

Anyway, awaiting for more interesting generations!


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on May 08, 2011, 01:48:16 AM
Right) Sorry, English isn't my native)))

It's OK, I'm multilingual myself.  :gentleman:

Today was mother's day so most of the day was spend with my family eating meat!  >:D

I did do some work on the project though, but it was mainly tying loose ends, fixing bugs, adding little features, etc.

Back to full speed tomorrow!


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: Loren Schmidt on May 08, 2011, 02:18:40 AM
Oh, this seems like a fun project. I'm a sucker for the huge ambitious ones ;D.
I wish you the best!

I like what Taugeshtu said about making games. I think of it that way myself. If someone's making something similar, I see it not as competition but as a collaborative effort. Ultimately if an idea is a worthwhile one, I'm always happy to see multiple people creating games to fill that void.


Title: Re: Tropical Dungeons: 1st person procedural adventure game
Post by: DementedChicken on May 08, 2011, 02:52:10 AM
Oh, this seems like a fun project. I'm a sucker for the huge ambitious ones ;D.
I wish you the best!

Thanks! You know, this made us laugh though. This started as a 1 - 2 week project!! We were already in the process of making it when the idea started to grow like some kind of mutant baby.

Ultimately if an idea is a worthwhile one, I'm always happy to see multiple people creating games to fill that void.

You're right. All of our games are very different anyway. Yours looks like fun! I still think it has the best name ever!   :lol: