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Maker’s Tale Fur

I’ve been toying around with some fur shader recently, not really sure if I have a use for it yet, still cool =) :

 

 early test
 same set-up, quickly re-tinted
 
 same setup, no “length map” = long uniform furlength  
   in engine with several beefy upgrades

 

 

 

 

 

 

New Maker’s Tale : Tech Demo Video

A bunch of new progress:
- simplified wireframe UI placeholders
- mulitplayer + chat
- community map sharing
- hero character
- game rule + resource rules enforced
- heaps of stuff to help getting it ‘playable’
- unit upgrades
- new models – archer, enemy

And here is the first Tech Demo video, it never got a post of its own:

It’s Alive! “Maker’s Tale”

The Hex Engine project has finally emerged from getting a fresh splash of paint as:

www.makers-tale.com

Maker’s Tale gameplay takes place on a tabletop board game that has sprung to life in the imagination of young boy named Maker. It is currently Fantasy RTS like combat in an sandbox environment empowering the player to build up, tear down, and change the map/level in real time during play.

This video is from the “Tech Demo” – the most current version of the game engine, that I hope to have finished and ready to play really soon. It shows some of the new updates.

More details coming soon!

 

3 Part Adventure

3 videos taken adventuring around the world.

It’s time to shelve this project for a while, I will come back to it later for sure though.

“Hex Engine” – HDR Tone Mapping Update

watch at 1080p if you can =)

 


screen shot direct from the game

 

“Hex Engine” – The Third Camera Update

(full screen + HD if you can, the lower res versions have scaled poorly)

what’s new ::

  • Image Based Lighting
  • 1080p video
  • “PhysicalCamera”
    - Physically Accurate DoF
    - Focal Length and Aaperture Iris Diameter (f-stop)
    - Bokeh
    - Chromatic Aberration
    - Auto focus
  • WIP Updated SSAO system

 

“Hex Engine” – The Camera Update

I have been doing heaps of work on improving the UI, and on AI systems, so to take a break from all that  I added a more comprehensive camera + screen shot system.

The 5 screen shots taken during that video can be viewed at http://imgur.com/a/GUDSn.

I really cranked the blur amounts in the video because I figured it would get washed out and lost, it works heaps better with more subtle values.

basic description of the ui :

“Hex Engine” – Two quick video updates

Both can be enjoyed in 1080p.

A simple vertex shader water test :

Trialling new tile types and testing updated animation system:

… and a giant floating Oreo =)

“Hex Engine” – The AI Update

Another week down, and another video.

I have been doing a lot of work on the AI and character systems, here is 10 minutes of setting up some basic AI for a level.

And a few select screen grabs from the video…

 Paths  Spawn multiple characters
   
 ’Defence networks’  Attacking
   
Expansion  Caves
   
 Misc  Sneak attack
 
 Overview

 

 

“Hex Engine” – Progress Walkthrough

After just under a fortnights progress, I have finally got around to making a 720p video of my WIP Hex Engine, covering a few of the features that are in there right now (well 2 days ago)…

a few select screens from  the footage:

 Simple Building  Advanced Multi Threaded Pathfinding
   
 Patherfinder Debugging  ”Nifty” Debugging Panels
   
 ’Edges’ and Ladders  Building a Simple Castle
   
 Test Level  Lighting the Hex Mesh
 
 AI

 

The music comes from a competition mix I did, you can grab a copy here : DJ Rojek – Silence Is Golden DJ Comp Mix

(29:57 320kbps 70.2mb)

the Cove : Wins Beta 1 Game Contest !

The results are in and my game the Cove has won the jMonkeyEngine Beta 1 Game Contest!!!

But no time to celebrate, I’ve been feverishly working away for the past week on a Hex/Boxel engine to use in my next project, I will post about my progress in the next couple of days. Here is a little preview of what I’ve been up to :

the Cove : Finished and Entered

I finally finished my contest entry the Cove, links to download and give it a try at the bottom of this post. I would have loved more time to work on it but the contest deadline was a nice way to ensure the project got completed.

Overall I’m happy with the outcome, I had a few memory usage hiccups in the final weeks of the project that ate up a lot of time.

 

I recorded  27min walk through video of a play through I did a few days before submission, start to finish. This video is a massive spoiler, there are many parts of the game I don’t shown off as it ruins the magic of discovery, they are all in here, so if you plan on playing the game through, please dont spoil the experience by looking at the video, but for rest of you and those just curious, here ’tis:

Download and try the Cove :

Windows Mac Linux

(all at ~42MB)

NB: You will need a fairly recent graphics card to run this, if it crashes during loading, you could try the ‘netbook’ pre-set, or most people have luck by starting with ‘normal settings then setting ‘Variations: off’ and ‘Fish Count: low’ (this should bring the RAM requirement under 1gb which is where most crashes occur). I’m sorry if it doesn’t run for you, I did as much optimising and compatibility testing as the time allowed.

 

 

the Cove : WIP Screenshots Update

I’ve taken a break from the seemingly endless gameplay balancing to take a few screen shots to show where the Cove is at:

the Cove : gameplay video update

I’ve been making bags of progress on ‘the Cove’, the video shows where I’m up to as of this morning, notable changes include full physics integration and the levelling system with place holder screen.

 

and here are some screenshots from other aspects of the developement proccess:

the Cove : first video and progress update

Over the last couple of days I have been doing a bunch of work on the Cove: adding a fair wack of core game play elements as well as integrating video recording, which I used to capture the first gameplay footage to come out of the Cove. Here is some of the media I produced the last couple of days:

tweaked Depth Of Field results various progress update screen shots

 

(best viewed in at 720p)


This afternoon I completely overhauled the lighting, textures and water effects, giving a much brighter and more vibrant look, I hope to push this feel firther over the next couple of days:

 

For a full list of changes see my WIP thread on the jMonkeyEngine forums.

Introducing: the Cove

It’s been a fair while since my last post, mostly owing to two signifigant events :

  • a 10 day holiday in Fiji
  • leaving my full time job of over 10 years to focus on game development.

 

But to the Cove… the guys over at jMonkeyEngine launched a competition to create a new game in the newly release jME3 Beta, which I hope enter ‘the Cove’, which has been inspired by my time scuba diving in Fiji, snorkling the Red Sea, watching Finding Nemo 1000 times and the breif work I did on the Reef a while back. As per the competition rules, I have started a WIP thread on the forums, which you could look at to see more indepth progress reports and discussions, however I will endevour to post updates here also.

 

some early progress screenshots taken from my WIP Thread

 

The competitions runs until the end of December, at which time I will shift focus back to mTheoryGame and possibly exploring the mobile platforms for income oportunities… I now need to start finding ways to make some coin to fund my game development career= )

Per Material Post Isolation & GLSL Glass Shader (Post)

I’ve been working on a material pattern for post isolation, its not finished yet, but so far… with a simple tweak, any material can have post filters applied to it alone rather than the entire scene. It can be used to blur only some items in a scene, use volumes to define where fog is to be draw, it’s a cornerstone of soft particles, and can be used for a post glass shader.

The scene setup above is 10 randomly placed blue cubes, and a semi transparent yellow cube that is using a very simple post filter, it offsets the scene x by 0.05%. Even with such a simple test setup it has the beginnings of a decent glass type effect.

Also I’ve been playing bags of Gears3, but since the multiplayer is horribly broken I’m finding more time to dev again ;)

Dissolve Shader Effect Preview

I have been playing way too much Dead Island and not doing nearly enough work, but here is a preview of the small amount I have done.

The orange is supposed to be like burning up from the inside, black being the ash; and the blue being some kind of digital/holographic style dissolve.

“Counter Fu” sneak preview

still very much a WIP, but you get the idea

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.