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1364818 Posts in 63862 Topics- by 55745 Members - Latest Member: TallGuyProds

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TIGSource ForumsCommunityDevLogsProteus
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Ed
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« Reply #80 on: April 11, 2010, 08:02:06 AM »

Just thought I'd post to say that stuff is happening again with this Smiley

We're working on an interactive music system to support the atmospheric exploration.

More news and maybe a video with amazing non-copyright-infringing soundtrack soon...
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godatplay
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« Reply #81 on: April 12, 2010, 07:55:37 AM »

Interactive music system?!  You have my attention Smiley
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Derek
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« Reply #82 on: April 12, 2010, 03:34:23 PM »

Looks great!  Take care of your wrists, though!
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Ed
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« Reply #83 on: April 12, 2010, 11:14:55 PM »

Thanks! The music system (and content!) is progressing well, hope to have something publicly visible/audible in a few days.

(and my wrists are holding up well so far thank you!)
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Ed
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« Reply #84 on: June 12, 2010, 03:48:43 AM »

There isn't much (=any) development news posted on it yet, but I started a tumblr blog to provide updates and random related stuff on this project.

It's here: http://twistedtreegames.tumblr.com/

Progress has been good, we're slowly getting more of an idea of what the game will be like: "not really a game" as it turns out, but hopefully an interesting and satisfying exploration experience.

Currently working on an upgrade to the rain/clouds, linking up some sounds to in-game objects and prototyping ambient wildlife and ghosts and stuff.
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Ed
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« Reply #85 on: July 11, 2010, 01:06:19 PM »

Should I update this more often.... probably... anyway!

I've been working on day-night cycles for this, and a pleasingly ancient model of the heavens, about which I wrote some nonsense earlier: http://twistedtreegames.tumblr.com/post/797521853/the-celestial-sphere

Initial super-buggy screenshots of it almost working:







We have some exciting ideas for events and music tied to the day-night cycle, will post a video when they're implemented Smiley

Oh, and there's an slightly old video showing some other ideas and the dynamic soundtrack in action:

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agj
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« Reply #86 on: July 11, 2010, 02:52:48 PM »

Ooh, night. Very nice. Smiley
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Ed
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« Reply #87 on: July 12, 2010, 01:46:51 PM »

Thanks! I got the whole celestial sphere business sorted out today, and fixed all the problems with latitude being interpreted wrongly, the sky turning the wrong way, etc. Was hoping to post some screenshots but there are some bugs with the palette that I think I'll try and fix first..
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Ed
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« Reply #88 on: February 13, 2011, 03:49:53 AM »


Proteus is not dead, just sleeping! We're hoping to have it ready for GDC, and then downloadable shortly after.

Just posted this for #screenshotsaturday:





Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

...This is one of those "achievement" thingies, right?  Embarrassed
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superflat
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« Reply #89 on: February 13, 2011, 03:56:19 AM »

Fantastic, this has been on my 'can't wait' list for ages...
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« Reply #90 on: February 13, 2011, 09:23:57 AM »

Really love the aesthetic here.
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tsameti
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« Reply #91 on: February 13, 2011, 09:57:20 AM »

Did you say early on that you were thinking about a context-less grammar system?

There are so many things I'd want to learn from your project. How big of a team is working with you? Or are you the principal? Are there resources you draw from to help you design procedural landscape algorithms, or are you figuring things out by yourself?


I feel like I'm drowning in pastel, and it's zen. Enjoy GDC.
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Ed
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« Reply #92 on: February 13, 2011, 10:18:17 AM »

Thanks for the nice words!

@tsameti there's not really a team! It's just me doing the code + graphics and David Kanaga doing the music.

The context-free grammar thing from a while ago was a little experiment to generate place names, but the game doesn't use it. As for terrain algorithms, this is a custom system for this project... I think I wrote a rough tutorial somewhere in this thread, I'll try and find it.
(Edit: here http://forums.tigsource.com/index.php?topic=8072.msg256869#msg256869 Maybe I'll do more thorough version if you're interested and when I have time to write it up nicely)

I should probably say that the "gameplay" is very minimalistic - purely exploration, finding "portals", creatures - so don't expect too much Wink
« Last Edit: February 13, 2011, 10:32:53 AM by Ed » Logged

Pishtaco
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« Reply #93 on: February 13, 2011, 10:40:26 AM »

It's great to know this is still being worked on. I'm looking forward to seeing it.
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« Reply #94 on: February 13, 2011, 11:31:59 AM »

What the what! I completely forgot about this and now I am so excited again!
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Raku
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« Reply #95 on: February 14, 2011, 01:47:57 AM »

This looks wonderful!
I love how you can travel above the cloud line!
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Ed
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« Reply #96 on: February 16, 2011, 12:05:22 AM »

That's a timely reminder to occasionally bring back the solid cloud layer from the first video - currently it just has isolated rain showers. I just had one of those great (but inconvenient) moments last night, almost asleep and then had to scramble to get a pen and paper to write down an idea to tweak the landscape to enhance that particular effect. Gonna code it and see if it works...
[Edit: Bah. It's possible, but not as simple to implement as I thought. Anyway, the idea is to find all mountain regions that are near or at the cloud height and then push (a fraction of them) them above it, giving more "islands in the sky" and less wandering about in zero visibility]

Watch this space for some seasonal music preview MP3s and a new video  Smiley
« Last Edit: February 16, 2011, 12:54:36 AM by Ed » Logged

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« Reply #97 on: February 17, 2011, 08:13:15 PM »

Hello! I'm David, and am doing the music for this project. Here's an mp3 with 20-30 seconds of music from each season--it starts with spring and ends with winter. It's all slightly reactive in game, so you can imagine instruments mixing in and out as you walk around Smiley

http://www.davidkanaga.com/miscmusic/proteus_seasons.mp3
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Ed
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« Reply #98 on: February 18, 2011, 02:23:52 PM »

Yes! Also you can wander around in each season for as long as you like, so not only do you get more than 20 seconds worth, you also get various dynamic mixing effects associated with the dusk-night-dawn-day cycle Smiley

Also: if anyone reading this knows OpenGL and is feeling helpful... Got any idea about this problem? Thanks!!
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« Reply #99 on: February 20, 2011, 07:36:04 PM »

Oh you've picked up on this again! Can't wait for download man!
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