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Re: Project Aftershock

Postby yapdakilla » Wed Oct 14, 2009 7:23 pm

LOL. We thought it was you ! Anyways thanks for checking out our work. :)
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Re: Project Aftershock

Postby lf3thn4d » Wed Oct 14, 2009 8:58 pm

LOL! Thanks for clearing that up. I actually thought I was replying to you. LOL.

Thanks for the encouragement. :D Getting this far is no easy feat for us. In fact, there's a lot more to worry about yet. Really hope I won't burn out before I get this game out.
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Re: Project Aftershock

Postby xadhoom » Wed Oct 14, 2009 10:33 pm

Hey guys!

Keep it up! This game looks very good already and the video you posted some time ago looked very promising!
About the new pics:
The ship setting looks very nice. Just I still recommend to increase the contrast with dark shadowed areas to increase the cramped atmosphere of that sunken metallic cage... (Do you know the movie "Below"?)

xad
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Re: Project Aftershock

Postby xavier » Wed Oct 14, 2009 11:46 pm

lf3thn4d wrote:LOL! Thanks for clearing that up. I actually thought I was replying to you. LOL.

Thanks for the encouragement. :D Getting this far is no easy feat for us. In fact, there's a lot more to worry about yet. Really hope I won't burn out before I get this game out.


It's common towards the end of a project, right after delivery, for many in production game studios to take weeks off -- either just mentally, or physically being away from the studio. So what you are feeling is normal, and when you're done, if you feel like you don't want to look at a computer for a while, don't, until you're ready again -- that's normal. :)
Do you need help? What have you tried?

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Re: Project Aftershock

Postby xavier » Wed Oct 14, 2009 11:48 pm

yapdakilla wrote:LOL. We thought it was you ! Anyways thanks for checking out our work. :)


Even so, I've been watching it (lurking) for a while -- like I said, it's impressive, full stop, even more so when you consider the small team size (it's still just the two of you right?). Keep it up, the goal is worth the effort!
Do you need help? What have you tried?

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Re: Project Aftershock

Postby yapdakilla » Thu Oct 15, 2009 1:39 am

Yes it is still just the two of us. Hence the long dev times. Hopefully the results will be worth the effort.
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Re: Project Aftershock

Postby JeDi » Thu Oct 15, 2009 1:13 pm

This looks very professional for just two guys :shock:
I recognize the burning-out feeling when the end of the project is in sight. I even feel the same, and I am just developing an iPhone game :)

Keep up the good work. Simple amazing.
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Re: Project Aftershock

Postby Klaim » Thu Oct 15, 2009 5:11 pm

By the way xavier, Wipeout HD is the last instance of a well known floating ship racing game that started on the first Playstation. You can watch the trailer there and there is the trailer of the excellent extension.

Hope your game will work too yapdakilla! :)
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Re: Project Aftershock

Postby Kyle_Katarn » Mon Oct 19, 2009 3:56 pm

Indeed, the quality is just point blank amazing for just two people. Im loving the in-ship shots, it's looking great! I also cant wait to see the implementation of the Teleport effect.

Keep it up. :)
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Re: Project Aftershock

Postby yapdakilla » Tue Oct 20, 2009 3:59 pm

Just completed this booster pad.

*hint hint* plant mines in front of them. Any players using these pads will be forced to go over mines :P

includes parallax and animated illum maps to animate the glowy bits.

*update*
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Last edited by yapdakilla on Thu Oct 22, 2009 5:20 am, edited 2 times in total.
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Re: Project Aftershock

Postby xadhoom » Tue Oct 20, 2009 4:27 pm

Hey, pretty nice! It perfectly fits into the overall style set.
Just one thing: I think the pad is too shiny where it reflects the specular light. I wouldn´t expect this from a rusty surface.

xad
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Re: Project Aftershock

Postby Kyle_Katarn » Sat Oct 24, 2009 4:07 pm

Ooh, awesome man!
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Re: Project Aftershock

Postby dave2041 » Sun Dec 20, 2009 10:51 pm

any updates on this? looking good :D
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Re: Project Aftershock

Postby yapdakilla » Wed Dec 23, 2009 3:33 am

Hi dave2041,

No big updates so far except for a few posted on our blogs, still trying to make the 2nd level track feel "dangerous":

Track node update:
http://liquidrockgames.blogspot.com/2009/10/track-node-update.html

and couple more props for the undersea level:
http://liquidrockgames.blogspot.com/2009/11/holographic-advertisement-projector.html
http://liquidrockgames.blogspot.com/2009/11/lamp-post-prop.html

And finally gotten our own website url:
http://www.liquidrockgames.com/

and Aftershocks own dedicated site (still wip) :
http://aftershock.liquidrockgames.com/

and a small mention of an award we won in our home country:
http://liquidrockgames.blogspot.com/2009/12/lrg-wins-most-promising-start-up-games.html
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Re: Project Aftershock

Postby xadhoom » Wed Dec 23, 2009 10:33 am

Hey, congratulation for the price! :D

Do you actually have a roadmap for aftershock you could present here? Is a 2010 release realistic?

xad
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Re: Project Aftershock

Postby yapdakilla » Fri Jan 15, 2010 5:04 pm

Hi guys,

Heres a forcefield test for the undersea track to keep the seawater out from flooding the tracks.

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Re: Project Aftershock

Postby xadhoom » Sun Jan 17, 2010 6:14 pm

Hey looks great!

Are you using some kind of Fresnel effect? It looks a bit like that. Is the animation a video or something procedural?

First I wanted to recommend to add some kind of random moving beam over the surface but the caustic like effect looks also very nice!

xad
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Re: Project Aftershock

Postby yapdakilla » Thu Jan 21, 2010 12:42 pm

Hi xadhoom,

We are using a couple of effects on this. The first being the fresnel effect that you mentioned and double layered additive texture with scrolling noise which is tweaked to look like its a procedural effect. We are planning to have refractive effect on the force field layer in the near future.
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Re: Project Aftershock

Postby yapdakilla » Tue Jan 26, 2010 6:55 pm

Update to the underwater track forcefield with refraction.

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http://TrackVerse.net

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Re: Project Aftershock

Postby jacmoe » Tue Jan 26, 2010 8:08 pm

Awesome :)
I keep wondering: can you guys top it?
And each and every time you do. :D
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Re: Project Aftershock

Postby aguru » Tue Jan 26, 2010 11:47 pm

Looking really good. Maybe you could add some particle water drops? To show that it is barely holding the water in :) I think it would greatly add to that apocalyptic atmosphere :twisted:
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Re: Project Aftershock

Postby lf3thn4d » Tue Jan 26, 2010 11:56 pm

Thanks for the feedback guys. :) Particle water drops is under the FX department. Right now, we haven't got to the point of adding FX system to our engine. Once we get there, there will surely be plenty of FX additions to our levels. So stay tuned. :D
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Re: Project Aftershock

Postby yapdakilla » Sat Feb 20, 2010 3:16 am

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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Re: Project Aftershock

Postby Noman » Sat Feb 20, 2010 1:31 pm

Cool stuff!
I don't know how far you are into implementing this, but if you're using Ogre 1.7 (or trunk) then the latest additions to the compositor framework can help for light pre-pass as well.
Besides the new features that are heavily used in the deferred shading demo (programmable composition pass, cross compositor referencing etc) there is also the compositor content_type feature that was added a bit later, that lets you reference compositor textures directly in material scripts. In your case, the 3rd step (render opaque scene compositing light buffer) could use this to easily link between the L-buffer and the objects...

Anyway, good luck!
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Re: Project Aftershock

Postby lf3thn4d » Mon Feb 22, 2010 8:14 am

Thanks Noman :) That's what I intend to do. I had been eying on your compositor changes all for this for some time already. Really, thanks to you. You're the life saver here making things easier for me. :P
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