Enhanced Particle Shader WIP Video

I’ve been doing some work on beefing up particles, I would like to use them for a bunch more stuff so some enhancements are on the cards.

All the info is really in the video, make sure you watch at 720p.

Performance is virtually the same as the standard particle. At high FPS (800+) the new particles tend to be 3%-5% slower, but are far less susceptible to frame rate drops, and over time end up running faster. BUT …. this level of performance probably won’t stand up by the time I have finished all the enhacements.

I was going to wait until I had finished completely to share this but its ended up taking a lot of time, so an WIP update video it is, so I can feel like I have actually accomplished something.

Pre Third Alpha WIP

I have spent all week working on 3 new shader ideas, all of which are stalled and becoming very frustrating, so I spent today adding and tweaking some features in the game.

(Work in progress footage, early versions of new features.)

 

The video shows:

  • new “disarm fu” close combat
  • simultaneous universe spheres
  • weapon firing has been tightened signifigantly, there is camera shake and recoil animation.
  • working with debris effects
  • cinematic camera

The original video was recorded at 15fps =/ so I re-recorded  it, have kept a copy of the old one floating around since the footage is slightly different, but it looks rubbish.

mTheoryGame Second Alpha Live

I just set the second alpha live, I got it ready over the weekend and just set the pages lives now.

Unlike the first alpha, which got cut down between preview video and launch, I had time to tidy up this alpha a bit after the preview which has worked out better.

I’m already excited about the next alpha, I have fixed up few more features that have been floating around, and the game is starting to get robust enough to quickly prototype new ideas.

 

Second Alpha nearly ready

In the mad rush to plug a few bugs in the First Alpha before it went live, I pulled out a bunch of features, which I’m now in the process of putting back in : rain + wet ground, fixed up Universe charge spheres, and numerous weapon effects among others I can’t think of right now. I have also added a few new features, most notably the neon trail effect from the menu screen and a new lighting gun (with projectile collision mesh the size of a cannon ball to temporarily address some CCD issues).

There are a few more features I would like to improve over the weekend then at some point in the next couple of days I will apply another feature freeze, address a couple of known ATI driver issues and low end machine compatibility, then the Second Alpha will be ready to launch.

 

Pre Alpha Preview Video

Title says it all. This is mostly what the first Pre Alpha will be.

Visible updates:

tweaked wet ground
new rain effects
– splash
–  raindrops
softer character shader
decals
tweaked ragdolls
Cyan rimlight for team mate
“TestLab” level
ganster universe:
– characters;
– weapon – Tommy Gun;
“air fu” melee combat
powerful ‘baggin
epic bot battles