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Re: Project Aftershock

Posted: Wed Oct 14, 2009 7:23 pm
by yapdakilla
LOL. We thought it was you ! Anyways thanks for checking out our work. :)

Re: Project Aftershock

Posted: Wed Oct 14, 2009 8:58 pm
by lf3thn4d
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.

Re: Project Aftershock

Posted: Wed Oct 14, 2009 10:33 pm
by xadhoom
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

Re: Project Aftershock

Posted: Wed Oct 14, 2009 11:46 pm
by xavier
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. :)

Re: Project Aftershock

Posted: Wed Oct 14, 2009 11:48 pm
by xavier
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!

Re: Project Aftershock

Posted: Thu Oct 15, 2009 1:39 am
by yapdakilla
Yes it is still just the two of us. Hence the long dev times. Hopefully the results will be worth the effort.

Re: Project Aftershock

Posted: Thu Oct 15, 2009 1:13 pm
by JeDi
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.

Re: Project Aftershock

Posted: Thu Oct 15, 2009 5:11 pm
by Klaim
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! :)

Re: Project Aftershock

Posted: Mon Oct 19, 2009 3:56 pm
by Kyle_Katarn
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. :)

Re: Project Aftershock

Posted: Tue Oct 20, 2009 3:59 pm
by yapdakilla
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*
Image

Re: Project Aftershock

Posted: Tue Oct 20, 2009 4:27 pm
by xadhoom
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

Re: Project Aftershock

Posted: Sat Oct 24, 2009 4:07 pm
by Kyle_Katarn
Ooh, awesome man!

Re: Project Aftershock

Posted: Sun Dec 20, 2009 10:51 pm
by dave2041
any updates on this? looking good :D

Re: Project Aftershock

Posted: Wed Dec 23, 2009 3:33 am
by yapdakilla
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/200 ... pdate.html

and couple more props for the undersea level:
http://liquidrockgames.blogspot.com/200 ... ector.html
http://liquidrockgames.blogspot.com/200 ... -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/200 ... games.html

Re: Project Aftershock

Posted: Wed Dec 23, 2009 10:33 am
by xadhoom
Hey, congratulation for the price! :D

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

xad

Re: Project Aftershock

Posted: Fri Jan 15, 2010 5:04 pm
by yapdakilla
Hi guys,

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

Image

Re: Project Aftershock

Posted: Sun Jan 17, 2010 6:14 pm
by xadhoom
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

Re: Project Aftershock

Posted: Thu Jan 21, 2010 12:42 pm
by yapdakilla
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.

Re: Project Aftershock

Posted: Tue Jan 26, 2010 6:55 pm
by yapdakilla
Update to the underwater track forcefield with refraction.

Image

Re: Project Aftershock

Posted: Tue Jan 26, 2010 8:08 pm
by jacmoe
Awesome :)
I keep wondering: can you guys top it?
And each and every time you do. :D

Re: Project Aftershock

Posted: Tue Jan 26, 2010 11:47 pm
by aguru
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:

Re: Project Aftershock

Posted: Tue Jan 26, 2010 11:56 pm
by lf3thn4d
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

Re: Project Aftershock

Posted: Sat Feb 20, 2010 3:16 am
by yapdakilla
Update on deferred lighting approach:

http://liquidrockgames.blogspot.com/201 ... roach.html

Re: Project Aftershock

Posted: Sat Feb 20, 2010 1:31 pm
by Noman
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!

Re: Project Aftershock

Posted: Mon Feb 22, 2010 8:14 am
by lf3thn4d
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