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:
Advanced Multi Threaded Pathfinding
“Nifty” Debugging Panels
‘Edges’ and Ladders
Building a Simple Castle
Lighting the Hex Mesh
The music comes from a competition mix I did, you can grab a copy here : [button link=”http://dropbox.afterhoursgamestudio.com/SilenceIsGoldenDJCompMix-dj_Rojek.mp3″ style=”download” color=”silver”]DJ Rojek – Silence Is Golden DJ Comp Mix[/button]
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 :
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:
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.
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.
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= )
Some supporting material I generated while doucmenting the rim light shader. While working on this, or perhaps just afterwards, I discovered a bug that is quite visible on the early videos, the rim light is getting multipled by the number of lights in the scene… oops.