TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D
- liamrudel
- Gremlin
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Re: Project Aftershock
Looking Amazing, keep up the good work!
The secret of creativity..... is knowing how to hide your sources!
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- Gnome
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Re: Project Aftershock
looks like you went for the particle effects then
tired of getting: we neDz particLe efF3ctzz!!!! messages?
tired of getting: we neDz particLe efF3ctzz!!!! messages?
- yapdakilla
- Goblin
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Re: Project Aftershock
Haha yeah dudeabot. But no particle effects yet its just mesh with animated additive textures to simulate the jet flames. Will be adding refractive particles to simulate heatwaves from the craft's engines soon.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- jomunoz
- Goblin
- Posts: 228
- Joined: Wed Apr 13, 2005 5:07 pm
- Location: Medellin - Colombia
Re: Project Aftershock
Hi guys, cool looking game.. Congratulations .
I notice you guys are using Blender for modeling, just wanted to know how do you load your scenes in Ogre... ¿dotScene format?
I notice you guys are using Blender for modeling, just wanted to know how do you load your scenes in Ogre... ¿dotScene format?
- lf3thn4d
- Orc
- Posts: 478
- Joined: Mon Apr 10, 2006 9:12 pm
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Re: Project Aftershock
Hey jomunoz,
We use our own custom exporter that exports what we call prefabs. These prefabs are basically generic objects that are either tilable or small decorative items. We then use an in house level editor to place them together.
We use our own custom exporter that exports what we call prefabs. These prefabs are basically generic objects that are either tilable or small decorative items. We then use an in house level editor to place them together.
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- Gnome
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Re: Project Aftershock
one thing i noticed on the videos, and maybe its just me
but the player craft looks its going to hit the nose on the floor at any time,and the back is at a higher height. Maybe its just how the camera is placed, not sure
but the player craft looks its going to hit the nose on the floor at any time,and the back is at a higher height. Maybe its just how the camera is placed, not sure
- yapdakilla
- Goblin
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Re: Project Aftershock
Started working on the next level track pieces. Some shots adding more lights(point and spot lights) for our next level where there will be no sun light to light up the scene. Next step would be adding lightmap for smaller light sources whereby majority of the scene lighting will be lit up using real time lighting.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
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Re: Project Aftershock
Update:
Lf3T-Hn4D just got our basic networking system up and running. Excerpt from our blog here:
Lf3T-Hn4D just got our basic networking system up and running. Excerpt from our blog here:
Full blog entry here: http://liquidrockgames.blogspot.com/200 ... nings.htmlI've got basic networking done. Now the game engine deals cleanly with connection handshake and network command messaging.
These two feature is essential for the game. Handshake exist such that verification between server and client must exist when initiating connection. This will allow server to verify if the client is the actual Aftershock game client and not some other random app who so happen to use the same port number. It also filters bad version matches so only game binary of the same version can connect. Last but not least, it also deals with filtering of conflicting user names.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
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Re: Project Aftershock
Also don't forget to Catch the making of game art for Project Aftershock in Blender Art Magazine Issue 21: Look What I Can Do! page 31
Download link here : http://www.blenderart.org/issues/
Download link here : http://www.blenderart.org/issues/
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- jacmoe
- OGRE Retired Moderator
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Re: Project Aftershock
About Bloody time!
I must confess that you guys totally blow me away!
The quality of this is totally mindbogglingly mind-numbing.
I don't know what more to say, really, except that I a longing for an interactive demo.
<edit>
I just read the article - wow, what a read!
</edit>
I must confess that you guys totally blow me away!
The quality of this is totally mindbogglingly mind-numbing.
I don't know what more to say, really, except that I a longing for an interactive demo.
<edit>
I just read the article - wow, what a read!
</edit>
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
- yapdakilla
- Goblin
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Re: Project Aftershock
Network Time Sync blog update by Lf3T-Hn4D:
p/s: Uggh jacmoe we're pushing for the demo as fast as we possibly can!
Full blog entry here: http://liquidrockgames.blogspot.com/200 ... -sync.htmlTime synchronization is very essential to a network game. Though for the most part, what I've read about realtime network games tend to not bother. But what they do bother was implementing client prediction to compensate network latency.
p/s: Uggh jacmoe we're pushing for the demo as fast as we possibly can!
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- Kencho
- OGRE Retired Moderator
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Re: Project Aftershock
Yapdakilla, my socks are on fire XD
It's like being back at the good ol' days of Bullfrog's Hi Octane. But this time with glorious HD, bump mapping and other wonders
It's like being back at the good ol' days of Bullfrog's Hi Octane. But this time with glorious HD, bump mapping and other wonders
- xadhoom
- Minaton
- Posts: 973
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Re: Project Aftershock
Woohoo, yeah that was a killerKencho wrote:It's like being back at the good ol' days of Bullfrog's Hi Octane.
And Aftershock looks like a very good successor...
xad
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- Gnoblar
- Posts: 1
- Joined: Thu May 14, 2009 7:01 pm
Re: Project Aftershock
I just watched the preview with jet flames coming out the back.. It all looks wonderful, but the lighting on the gun turrets doesn't seem to match up with the craft. In the shadows, it's more noticeable.. The craft has some.. glow going on, where the turret is just dark... Maybe this mismatch is something you were looking for, but once I noticed it, it just kept bugging me.. Well, that's it for my feedback. Game looks great. Looking forward to a finished product, or at least a beta..
- denreaper
- Greenskin
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Re: Project Aftershock
You could also make some extra cash by printing out this topic and publishing it as "How to Make a AAA Game Demo in 1 Year"
Seriously, though... This project is INSANE. Great job!
Seriously, though... This project is INSANE. Great job!
- yapdakilla
- Goblin
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Re: Project Aftershock
hi Lexicon101, not sure bout the lighting on the gun turrets, could be the texture problem but will look into itI just watched the preview with jet flames coming out the back.. It all looks wonderful, but the lighting on the gun turrets doesn't seem to match up with the craft. In the shadows, it's more noticeable.. The craft has some.. glow going on, where the turret is just dark... Maybe this mismatch is something you were looking for, but once I noticed it, it just kept bugging me.. Well, that's it for my feedback. Game looks great. Looking forward to a finished product, or at least a beta..
now that sounds very tempting denreaper lol.You could also make some extra cash by printing out this topic and publishing it as "How to Make a AAA Game Demo in 1 Year"
anyways small update:
Couple of destroyed tracks and a futuristic road block.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
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Re: Project Aftershock
Update from Lf3T-Hn4D on our interaction system.
Read the rest of the blog entry here: http://liquidrockgames.blogspot.com/200 ... ction.htmlInteraction system. It's funny how the simplest and most important piece of a game engine could be so difficult to design. If there's no interaction, then there's no game at all. Hence, a game engine MUST have a unified way to deal with interaction.
When talking about interaction, input controls come to mind. Keyboard, mouse, gamepad or even those driving force feed back steering wheels. These controls would be bound with the in game characters, crafts or even turrets.
However, here lies the question. What about characters, crafts or turrets that are not controlled by the player? AI comes to mind. Better still, what about replays? Or how about in a multiplayer environment where certain crafts are controlled by some other players over the network?
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- deepinside
- Gnoblar
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Re: Project Aftershock
really impressive.
Did you have a newsletter ?
Did you have a newsletter ?
Video tutorials :
http://www.skillmotion.com
http://www.skillmotion.com
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- Kobold
- Posts: 29
- Joined: Mon Apr 27, 2009 10:28 am
Re: Project Aftershock
Very impressive.
It's looking at projects like this in the showcase forums that prevent me actually doing any work on my own project.
It's looking at projects like this in the showcase forums that prevent me actually doing any work on my own project.
- yapdakilla
- Goblin
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Re: Project Aftershock
Hi deepinside, no we currently do not have a newsletter.
Model updates:
Track structure which generates a force field to prevent sea water from flooding the tracks:
close up:
Track support model:
Model updates:
Track structure which generates a force field to prevent sea water from flooding the tracks:
close up:
Track support model:
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
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- Gremlin
- Posts: 166
- Joined: Fri Jun 30, 2006 1:04 pm
Re: Project Aftershock
Hey Very cool models, and I like the editor you've got setup there, especially with all those lights. Are the lights all dynamic?
Was here
- yapdakilla
- Goblin
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Re: Project Aftershock
Thanks bharling, the lights are all dynamic. However since we are not using deferred shading we'll have to be careful about the number of light placement around the scene.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
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Re: Project Aftershock
Just thought I'd post some test screenies with a simple seabed mesh. Will be adding more details like rocks, debris to it later.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
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Re: Project Aftershock
Just completed some seabed props(dead coral collection) mainly to be used to add extra details to the seabed track. Also to be used as track obstacles.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
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Re: Project Aftershock
Here's a multi phong material test for a submerged building overrun with coral and other sea plant life.
Close up on the building surface. Includes parallax and ambient occlusion map.
Close up on the building surface. Includes parallax and ambient occlusion map.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com