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TIGSource ForumsCommunityDevLogsTolroko - A John carter & Avatar inspired openworld game
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Author Topic: Tolroko - A John carter & Avatar inspired openworld game  (Read 63918 times)
dvoid
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« Reply #60 on: August 14, 2012, 12:25:21 PM »

How much of that skybox was tools and how much was you?

i wrote an explanation to how the sky is rendered in an earlier post. but basicly only the stars are a skybox, the rest is dynamic..layers of atmosfear and 3d planets etc. dont remember the name of the application used to create the star skybox...will find it out for u.
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Graham-
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« Reply #61 on: August 14, 2012, 12:33:02 PM »

I would like that, thank you.
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dvoid
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« Reply #62 on: August 14, 2012, 12:34:28 PM »

the name of the program is spacescape ....
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Schwiggy
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« Reply #63 on: August 14, 2012, 05:40:26 PM »

You're moving at a really incredible pace. Please don't stop.

This.

I really like where this is headed. As for the demo, well, I walked up to the rusty flyer and tried picking up the boxes thinking that it was a shack with guns or supplies. Then I realized it was moving with my controls and I was like "Wooh! a vehicle" when I ran into some rats and the biped aliens who proceeded to kill me with tennis balls and spawncamp me. Eventually I fell through the ground. But I think I saw a gun floating in the air when I spawned. I would like to wreak vengeance on those foul beasts.
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dvoid
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« Reply #64 on: August 15, 2012, 12:26:48 AM »

You're moving at a really incredible pace. Please don't stop.

This.

I really like where this is headed. As for the demo, well, I walked up to the rusty flyer and tried picking up the boxes thinking that it was a shack with guns or supplies. Then I realized it was moving with my controls and I was like "Wooh! a vehicle" when I ran into some rats and the biped aliens who proceeded to kill me with tennis balls and spawncamp me. Eventually I fell through the ground. But I think I saw a gun floating in the air when I spawned. I would like to wreak vengeance on those foul beasts.

hahaha, thats some story =D. i hope you will test future releases too...maybe one can actually pick up the boxes then, I have been thinking about npc's moving crates around when you buy stuff etc. Say you land at a city trading port and buys 4 crates of gods, then some npc will jump out of some work barrack and actually carry some crates to you flyer. but thats my epic future vision.
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Graham-
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« Reply #65 on: August 15, 2012, 12:44:35 AM »

I approve.
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dvoid
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« Reply #66 on: August 20, 2012, 01:44:34 PM »


So I landed my craft in the remains of an old forest, after a while i discovered it was swarming with rat like creatures. I barely made it out of there alive.
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dvoid
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« Reply #67 on: August 26, 2012, 01:38:35 PM »


Its getting dark!


The forest is scary at night.




Here is this weeks progress report:
* World generates when player moves to new places.. ie the world is now infinite.
* AI improvements, state machine ai framework.
* Basic faction system ( NPC's knows whos friend or foe etc )
* Quest system framework with ONE! working simple test quest.
* Made some test generating forests (need more models to make them prettier though)
...and much more that I can't remember right now Wink

Oh btw, if theres any artist out there that wants to contribute. Please contact me!!

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Graham-
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« Reply #68 on: August 26, 2012, 01:55:46 PM »

Are the zones diff.? Like, is there "countries" or "provinces" with different kinds of appearance/culture/wildlife?
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dvoid
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« Reply #69 on: August 26, 2012, 09:51:25 PM »

Are the zones diff.? Like, is there "countries" or "provinces" with different kinds of appearance/culture/wildlife?

no, not yet. But in the future i really hope so.
One idea is to put huge (like 10x10km or more) biodomes in the desert that can support tropical environments etc.

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Graham-
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« Reply #70 on: August 26, 2012, 10:45:36 PM »

I like the sound of it.
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dvoid
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« Reply #71 on: September 02, 2012, 04:57:51 AM »

been working on backend stuff:
* Hardware skinning ( too bad i just have one animated character atm)
* rewriting and cleaning up mesh and shader system
* made ship feel smoother when flying. ( no jerking around)


Planning on creating a deferred renderer with support for post processing and so on.



Still looking for artists btw  Gentleman
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Danmark
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« Reply #72 on: September 04, 2012, 08:53:40 PM »

Dude, you're a machine. Good luck on the artist hunt.
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dvoid
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« Reply #73 on: September 04, 2012, 09:45:32 PM »

Dude, you're a machine. Good luck on the artist hunt.

Come with me if you want to live?
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dvoid
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« Reply #74 on: September 09, 2012, 07:30:22 AM »

Upploaded a new build
https://dl.dropbox.com/u/3416639/tolroko-0.20.exe


check it out.
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dvoid
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« Reply #75 on: September 11, 2012, 02:55:01 AM »

Working on a particle engine for fancy effects and sandstorms =D.
Then its back to adding gameplay features again, most likely the trade dialog.
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dvoid
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« Reply #76 on: September 16, 2012, 12:36:22 AM »



Yesterday i added support for manual texturing of the heightmap, in
earlier builds all heightmap texturing was done in the pixel shader
depending on the tilt of the ground. Thats nice and effective but its
not very customizable. Now texturing can be done on the server side, and then
sent to the clients..its some what more data but i think its worth it. It
also opens the possibility to add random meshes along with the heightmap , like
random grass, flowers, twigs and small rocks (theres already small rocks all over the gameworld but
all these are actual game objects). I know the screenshot look like a pile of poo but hey, I'm no artist Wink.
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dvoid
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« Reply #77 on: September 16, 2012, 02:20:08 AM »

New build:  Well, hello there!
https://dl.dropbox.com/u/3416639/tolroko-0.21.exe


I will try to have a public server up for u guys to try out. (the default server address)
If you cant connect, I'm probably coding on it Wink  Ninja


please post feedback here =)
« Last Edit: September 16, 2012, 02:39:44 AM by dvoid » Logged

dvoid
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« Reply #78 on: September 16, 2012, 11:20:49 AM »



Working on creating random generated cities. Using daggerfall
as model. I definitely need to fix some house models Wink


Daggerfall city.
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dvoid
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« Reply #79 on: September 18, 2012, 12:35:51 PM »








Was bored and tired today, so i added normalmaps support to the heightmap...
Googled some normalmaps  Durr...?  , looks cool anyway. Need to
add specmaps so the entire world does not look like a big shiny.....thing
« Last Edit: September 18, 2012, 01:07:01 PM by dvoid » Logged

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