TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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liamrudel
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Re: Project Aftershock

Post by liamrudel »

Looking Amazing, keep up the good work!
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dudeabot
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Re: Project Aftershock

Post by dudeabot »

looks like you went for the particle effects then

tired of getting: we neDz particLe efF3ctzz!!!! messages? :P
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

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.
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http://TrackVerse.net

Nakama Studios Sdn. Bhd.
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Liquid Rock Games Sdn. Bhd.
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jomunoz
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Re: Project Aftershock

Post by jomunoz »

Hi guys, cool looking game.. Congratulations :wink: .

I notice you guys are using Blender for modeling, just wanted to know how do you load your scenes in Ogre... ¿dotScene format?
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lf3thn4d
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Re: Project Aftershock

Post by lf3thn4d »

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.
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Re: Project Aftershock

Post by dudeabot »

one thing i noticed on the videos, and maybe its just me :D

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 ;)
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

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.

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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

Update:

Lf3T-Hn4D just got our basic networking system up and running. Excerpt from our blog here:
I'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.
Full blog entry here: http://liquidrockgames.blogspot.com/200 ... nings.html
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http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

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 :mrgreen:

Download link here : http://www.blenderart.org/issues/

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Re: Project Aftershock

Post by jacmoe »

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. :mrgreen:

<edit>
I just read the article - wow, what a read! :)
</edit>
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

Network Time Sync blog update by Lf3T-Hn4D:
Time 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.
Full blog entry here: http://liquidrockgames.blogspot.com/200 ... -sync.html

p/s: Uggh jacmoe we're pushing for the demo as fast as we possibly can!
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Re: Project Aftershock

Post by Kencho »

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 :D
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xadhoom
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Re: Project Aftershock

Post by xadhoom »

Kencho wrote:It's like being back at the good ol' days of Bullfrog's Hi Octane.
Woohoo, yeah that was a killer :D
And Aftershock looks like a very good successor...

xad
Lexicon101
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Re: Project Aftershock

Post by Lexicon101 »

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..
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Re: Project Aftershock

Post by denreaper »

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!
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

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..
hi Lexicon101, not sure bout the lighting on the gun turrets, could be the texture problem but will look into it :)
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"
now that sounds very tempting denreaper lol.

anyways small update:

Couple of destroyed tracks and a futuristic road block.
Image
Image
Image
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http://TrackVerse.net

Nakama Studios Sdn. Bhd.
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Liquid Rock Games Sdn. Bhd.
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

Update from Lf3T-Hn4D on our interaction system.
Interaction 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?
Read the rest of the blog entry here: http://liquidrockgames.blogspot.com/200 ... ction.html
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http://TrackVerse.net

Nakama Studios Sdn. Bhd.
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deepinside
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Re: Project Aftershock

Post by deepinside »

really impressive.
Did you have a newsletter ?
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Moo_Juice
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Re: Project Aftershock

Post by Moo_Juice »

Very impressive.

It's looking at projects like this in the showcase forums that prevent me actually doing any work on my own project.
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

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:
Image

close up:
Image

Track support model:
Image
Image
http://TrackVerse.net

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Re: Project Aftershock

Post by bharling »

Hey :) Very cool models, and I like the editor you've got setup there, especially with all those lights. Are the lights all dynamic?
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

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.
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http://TrackVerse.net

Nakama Studios Sdn. Bhd.
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

Just thought I'd post some test screenies with a simple seabed mesh. Will be adding more details like rocks, debris to it later.

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Image
Image
Image
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
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Liquid Rock Games Sdn. Bhd.
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

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.

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Image
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

Here's a multi phong material test for a submerged building overrun with coral and other sea plant life.

Image

Close up on the building surface. Includes parallax and ambient occlusion map.

Image
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
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