KPas
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« Reply #40 on: September 29, 2023, 03:07:03 AM » |
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Yes, realistic in the sense that all objects in the radius get a bump (and damage), depending on the distance. But if you are standing behind a column nearby, nothing will happen to you. This is certainly not realistic.
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KPas
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« Reply #41 on: June 12, 2024, 05:31:11 AM » |
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I've always had a problem with the zoom. When you switch to the map, the camera usually zooms out to give you an overview of the level. Previously, the camera performed this zoom, which meant that everything in the viewport was rendered smaller. My concern here is the walls. When the walls become smaller, their outlines become more pixelated. And this is where the problem lands with the Signed Distance Field (SDF). The SDF is generated in the viewport around the walls. If the zoom factor changes, the angles of the field at the corners of the walls always change as well. For the edges between light and shadow, this means that the angles of these edges flutter back and forth with every zoom operation. Now I have removed the zoom from the camera. Instead, I scale the finished texture, i.e. the render target of the viewport. The SDF therefore always remains at the same graininess. Basically, this means that I change the pixel size when zooming. It took me a long time to figure this out.
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Schrompf
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« Reply #42 on: June 14, 2024, 10:43:32 AM » |
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Can't say anything about the zooming, but in general I'm glad the project is still alive
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Snake World, multiplayer worm eats stuff and grows DevLog
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KPas
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« Reply #43 on: June 19, 2024, 01:15:17 AM » |
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Can't say anything about the zooming, but in general I'm glad the project is still alive
That's great to hear! I expect more interruptions, but I want to finish the game. As already mentioned, the larger creatures in the game consist of several Rigid Bodies connected by joints. The movements are achieved by the individual bodies being pushed or rotated by impulses. I wanted to vary the size of these creatures without changing them manually. I think that worked. The shot shows some lizards with randomly generated sizes. The colors are also randomly made lighter or darker.
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Mallalieu
Level 0
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« Reply #44 on: June 21, 2024, 01:19:59 AM » |
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That explosion smoke effect looks really good. Like how it is affected by the walls.
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Steppermotor provides a variety of different types of gear reducers including planetary reducers, parallel shaft reducers, and worm reducers.
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KPas
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« Reply #45 on: June 26, 2024, 10:47:49 PM » |
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That explosion smoke effect looks really good. Like how it is affected by the walls.
Thanks! Ok, finally there is a recognizable player character. Although "recognizable" is somewhat misleading, considering the small pixelated figure. In any case, the player is wearing a spacesuit with a closed helmet. Just like the lizards and spiders, the player is made up of rough polygons (helmet, torso, boots, upper arm, etc.). Unlike the creatures, however, the player's limbs are not moved by physical impulse but animated with keyframes.
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Bombini
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« Reply #46 on: June 27, 2024, 04:03:56 AM » |
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Just saw this project now! looks very good and I wish you all the best finishing it The concept reads well. I wonder when you will have a playable level?
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KPas
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« Reply #47 on: June 27, 2024, 09:54:48 PM » |
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Just saw this project now! looks very good and I wish you all the best finishing it The concept reads well. I wonder when you will have a playable level? Thank you! Yes, I would like to release the game on Steam at some point. But it wouldn't be a bad idea to make something playable available on itch.io early on. But that will also take some time.
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KPas
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« Reply #48 on: July 03, 2024, 07:49:21 AM » |
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Great progress has been made with the explosions. Last year, apart from the actual game, I had a test project with smoke particles and SDF collision. It worked and is now in the game. Not only the smoke is generated by several particles but also the new glow, which also spreads but is only short-lived. The linked video also contains sound with reverb. It also shows that the explosion is scalable, i.e. you can see explosions in the sizes s, m and l.
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Bombini
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« Reply #49 on: July 08, 2024, 03:58:09 AM » |
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Good stuff! Stay motivated
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KPas
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« Reply #50 on: July 13, 2024, 08:25:47 AM » |
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Good stuff! Stay motivated Thanks! It may take a while, but it will happen! Ok, it's about the explosions again. Months ago, I had already found a way to make the spreading smoke find its way through the obstacles without building up into dense clouds in the corners. That was still partly experimental and partly I didn't have it on my mind ... Anyway, now I can show it off. I'm limiting myself here to the largest possible explosion at the moment, because that's simply the best way to see it.
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KPas
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« Reply #51 on: July 24, 2024, 04:04:33 AM » |
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A lot has changed in terms of lighting. I previously treated the field of view like a shadow: the edges fanned out further with increasing distance from the viewer. Now all the edges are equally soft everywhere. Shadows can become completely black. Without a light source, it is not possible to recognise what lies in such a shadow. It may not be possible to distinguish the field of view from the black shadows. I like the fact that you sometimes can't easily recognise the dimensions of a room. Players can use helmet lights or flares if they have them. I had technical problems with the Signed Distance Field. When light sources are close to a light obstacle, artefacts occur. The softer you calculate the shadows, the clearer the artefacts become. I was able to solve this. You can also combine several lights so that they form a larger light.
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PetSkull
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« Reply #52 on: July 25, 2024, 01:58:30 AM » |
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As always with your projects, it looks awesome! I can't wait to see where you take this
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Ramos
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« Reply #53 on: July 25, 2024, 06:05:31 AM » |
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I can't wait to see where you take this to STEAM You are going to take it to Steam right ?!
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KPas
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« Reply #54 on: July 25, 2024, 06:42:45 AM » |
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I can't wait to see where you take this to STEAM You are going to take it to Steam right ?! Yes, that was the plan from the start, and I'm almost there ...
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Bombini
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« Reply #55 on: July 28, 2024, 11:21:29 PM » |
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Looks very good!
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KPas
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« Reply #56 on: August 06, 2024, 05:52:31 AM » |
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Looks very good!
Thanks a lot! In the meantime I've finished most of the graphical assets for Steam. Since all these advertising images are similar, I'll just show the store_capsule_header.png here.
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Ramos
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« Reply #57 on: August 06, 2024, 06:33:27 AM » |
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Oh man, I have always hated this part of development where I had to create capsule art. I hope it's going better for you. Nevertheless, this part is CRITICAL so for this I will give you cold honest feedback and that's because you have an awesome game and I don't want you to fail it because of the capsule art. You have 3 types of art styles in the capsule(actual gameplay footage+logo+spacesuit) and it makes it look unprofessional and causes the player not to know where to focus, you also have a non-harmonical color palette so my advice is : just remove the space suit(even though he is cool AF but in this context, it ruins the big picture) or try different combination but never combine more than 2 styles in the capsule art aka background(can be footage like you just did or a custom scene etc) and a strong logo, anything additional to that will just lose focus I hope it helps because I really want you to succeed Anyhow, this is just a friendly suggestion, you don't actually need to change anything, that's one of the advantages of being an indie dev is that we can do whatever the hell we want
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KPas
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« Reply #58 on: August 06, 2024, 07:41:21 AM » |
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Yes, I also have a hard time with these advertising graphics, but I take them seriously. I think I'll follow your advice and remove the astronaut. And last but not least: Thanks for the clear message!
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jp.greasefire
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« Reply #59 on: August 06, 2024, 10:13:51 AM » |
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Dude! Work looks awesome. Love the art style specifically. The animations of the monsters you've shown is bad ass as well and super creepy.
The omni-directional lights remind me of half life. Cool effects and post-processing shaders (if thats what it is to give it that grainy 2000s ps1 filter).
I'll be keeping an eye out for sure.
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