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eddietree
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« on: January 29, 2012, 12:59:49 am »

KYOTO

The game is called "Kyoto", which is a homage to the beautiful Japanese city I currently reside in. The goals is to provide some interactive eye candy, with nice ambient music and interactive entities on screen.

Code, art, and concept by Eddie. Sound design by Jack Menhorn. Coded in C++/OpenGL within my personal engine ("FunkEngine") with bindings to GameMonkey scripting language.

Kyoto was featured on IndieGames.com, Rock-Paper-Shotgun, and GiantBomb. It also has an IndieDB page. Thanks to Pandara for doing a

during Kyoto's beta.



The game is now finished. Thanks to all who have supported us and provided valuable feedback during the many iterations of Kyoto. The game is short, but it has been quite the journey to bring it to its current state. Good times were had. But now, on to the next project!

Final Build on: 5/22/2012








« Last Edit: February 09, 2014, 06:46:42 pm by eddietree » Logged

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« Reply #1 on: January 29, 2012, 02:43:48 am »

Aw, I guess Funktronic 3000 is dead...
Ah well, this looks very pretty.
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eddietree
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« Reply #2 on: January 29, 2012, 07:11:56 am »

Aw, I guess Funktronic 3000 is dead...

Well, Funktronic3000 is pretty much feature complete. Probably need to test for usability but nothing really much to add.


Anyhow, I am planning to have the scene centered upon a grand old tree. The tech which runs the tree will be physical reactions due to Verlet integration. The model will be rendered with skeleton-based vertex skinning. Leaves will fall off the tree if you shake the branch too hard, etc.


This picture below shows the debug render of the Verlet nodes of the tree. However, with the bloom post-process shader, it looks quite nice!



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« Reply #3 on: January 29, 2012, 07:40:06 am »

This picture below shows the debug render of the Verlet nodes of the tree. However, with the bloom post-process shader, it looks quite nice!

It does look quite nice. What program are you using to make this game?
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eddietree
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« Reply #4 on: January 29, 2012, 07:43:53 am »

It does look quite nice. What program are you using to make this game?

Thanks! I am using my own engine. It is coded in c++/OpenGL and is binded with gamemonkey scripting language.
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« Reply #5 on: January 29, 2012, 07:57:07 am »

I am using my own engine. It is coded in c++/OpenGL and is binded with gamemonkey scripting language.

Nice, really makes me think I need to move away from Flash and start with some real programming languages.

What platforms are you aiming for with it? Sounds like it would be great for iOS and Android with the physical responses aspect.
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ninto
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« Reply #6 on: January 29, 2012, 08:39:06 am »

Love the name and style. The water effects are nice, but I think it could be tweaked just a little bit. Can't wait to see more. Smiley
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« Reply #7 on: January 29, 2012, 08:46:05 am »

Here is a screenshot of its current state.


*Just realised that this is real-time reflections*
Woah, this is really cool!
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« Reply #8 on: January 29, 2012, 08:58:43 am »

Damn is it pretty  Kiss.
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« Reply #9 on: January 29, 2012, 09:28:57 am »

That looks nic...erm, fantastic!  Smiley Are those realtime reflections?
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« Reply #10 on: January 29, 2012, 02:06:05 pm »

verlet integration <3
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Dakota.s
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« Reply #11 on: January 29, 2012, 02:15:38 pm »

Wow, it looks so beautiful.
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« Reply #12 on: January 29, 2012, 03:03:00 pm »

Looking nice, can't wait to see what comes of this.
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eddietree
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« Reply #13 on: January 29, 2012, 04:42:06 pm »

Thanks and cheers to all for such a nice positive reception.   Grin Toast Right

I will try to get something deliverable soon so yall can try it and perhaps give me some feedback!

What platforms are you aiming for with it? Sounds like it would be great for iOS and Android with the physical responses aspect.

Yes, I agree iOS might be a fun target, especially with the touch interface. But to be honest, my plan is for it to be a casual project for me to try various tech in a sandbox setting.


That looks nic...erm, fantastic!  Smiley Are those realtime reflections?
Thanks! Yep, realtime reflections. The tech to do that was quite simple in 2D. What I did was I rendered the current scene onto a frame buffer. Then I sample the frame buffer and render it in reverse (flipped-Y) through a water shader that takes a distortion texture and current-time in order to distort the texture sampling.


Love the name and style. The water effects are nice, but I think it could be tweaked just a little bit. Can't wait to see more. Smiley
Would love to hear how you would tweak it to look better. Feel free to be harsh, don't worry, I am a big boy, I can take it.  Smiley


More to come!  Gentleman
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« Reply #14 on: January 29, 2012, 04:55:33 pm »

Great concept. I'd love to see things in motion.
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eddietree
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« Reply #15 on: January 29, 2012, 08:21:11 pm »

News Flash! Jack Menhorn has joined the party! As a sound designer of "Kyoto", he will bust out cool shit!

 Hand Thumbs Up Left Epileptic Hand Thumbs Up Right
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eddietree
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« Reply #16 on: January 30, 2012, 06:12:25 am »

I have always loved the Aurora effect. What a wonderful thing to look at. I had to implement it in real-time!

[

]



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« Reply #17 on: January 30, 2012, 06:36:41 am »

That looks beautiful  Kiss
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keo
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« Reply #18 on: January 30, 2012, 07:33:15 am »

Don't know why but it brings up feelings of the places, that we would frequent to get away, I don't know if you've ever in youth had 'a spot' which you'd refer to as 'The [spot's name]'.  It's definitely is romantic and nostalgic.  Love it.
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FK in the Coffee
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« Reply #19 on: January 30, 2012, 08:04:31 am »

 Kiss

Can I just marry your tech?  You make it seem so easy!
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