TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D
- yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
- Contact:
Re: Project Aftershock
LOL. We thought it was you ! Anyways thanks for checking out our work.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- lf3thn4d
- Orc
- Posts: 478
- Joined: Mon Apr 10, 2006 9:12 pm
- x 12
Re: Project Aftershock
LOL! Thanks for clearing that up. I actually thought I was replying to you. LOL.
Thanks for the encouragement. 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.
Thanks for the encouragement. 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.
- xadhoom
- Minaton
- Posts: 973
- Joined: Fri Dec 28, 2007 4:35 pm
- Location: Germany
- x 1
Re: Project Aftershock
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
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
- xavier
- OGRE Retired Moderator
- Posts: 9481
- Joined: Fri Feb 18, 2005 2:03 am
- Location: Dublin, CA, US
- x 22
Re: Project Aftershock
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.lf3thn4d wrote:LOL! Thanks for clearing that up. I actually thought I was replying to you. LOL.
Thanks for the encouragement. 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.
- xavier
- OGRE Retired Moderator
- Posts: 9481
- Joined: Fri Feb 18, 2005 2:03 am
- Location: Dublin, CA, US
- x 22
Re: Project Aftershock
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!yapdakilla wrote:LOL. We thought it was you ! Anyways thanks for checking out our work.
- yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
- Contact:
Re: Project Aftershock
Yes it is still just the two of us. Hence the long dev times. Hopefully the results will be worth the effort.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
-
- Gnome
- Posts: 351
- Joined: Thu Oct 21, 2004 1:34 pm
- Location: Diepenbeek, Belgium
- x 3
- Contact:
Re: Project Aftershock
This looks very professional for just two guys
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.
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.
- Klaim
- Old One
- Posts: 2565
- Joined: Sun Sep 11, 2005 1:04 am
- Location: Paris, France
- x 56
- Contact:
Re: Project Aftershock
- Kyle_Katarn
- Halfling
- Posts: 92
- Joined: Tue Jul 21, 2009 7:51 am
- Location: Australia
Re: Project Aftershock
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.
Keep it up.
- yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
- Contact:
Re: Project Aftershock
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
includes parallax and animated illum maps to animate the glowy bits.
*update*
*hint hint* plant mines in front of them. Any players using these pads will be forced to go over mines
includes parallax and animated illum maps to animate the glowy bits.
*update*
Last edited by yapdakilla on Thu Oct 22, 2009 5:20 am, edited 2 times in total.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- xadhoom
- Minaton
- Posts: 973
- Joined: Fri Dec 28, 2007 4:35 pm
- Location: Germany
- x 1
Re: Project Aftershock
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
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
- Kyle_Katarn
- Halfling
- Posts: 92
- Joined: Tue Jul 21, 2009 7:51 am
- Location: Australia
Re: Project Aftershock
Ooh, awesome man!
-
- Halfling
- Posts: 71
- Joined: Fri Apr 24, 2009 12:55 pm
Re: Project Aftershock
any updates on this? looking good
- yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
- Contact:
Re: Project Aftershock
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
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
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- xadhoom
- Minaton
- Posts: 973
- Joined: Fri Dec 28, 2007 4:35 pm
- Location: Germany
- x 1
Re: Project Aftershock
Hey, congratulation for the price!
Do you actually have a roadmap for aftershock you could present here? Is a 2010 release realistic?
xad
Do you actually have a roadmap for aftershock you could present here? Is a 2010 release realistic?
xad
- yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
- Contact:
Re: Project Aftershock
Hi guys,
Heres a forcefield test for the undersea track to keep the seawater out from flooding the tracks.
Heres a forcefield test for the undersea track to keep the seawater out from flooding the tracks.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- xadhoom
- Minaton
- Posts: 973
- Joined: Fri Dec 28, 2007 4:35 pm
- Location: Germany
- x 1
Re: Project Aftershock
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
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
- yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
- Contact:
Re: Project Aftershock
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.
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.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
- Contact:
Re: Project Aftershock
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- jacmoe
- OGRE Retired Moderator
- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
- Contact:
Re: Project Aftershock
Awesome
I keep wondering: can you guys top it?
And each and every time you do.
I keep wondering: can you guys top it?
And each and every time you do.
/* 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.
- aguru
- Goblin
- Posts: 236
- Joined: Tue Feb 26, 2008 5:48 pm
- x 3
Re: Project Aftershock
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
- lf3thn4d
- Orc
- Posts: 478
- Joined: Mon Apr 10, 2006 9:12 pm
- x 12
Re: Project Aftershock
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.
- yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
- Contact:
Re: Project Aftershock
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- Noman
- OGRE Retired Team Member
- Posts: 714
- Joined: Mon Jan 31, 2005 7:21 pm
- Location: Israel
- x 2
- Contact:
Re: Project Aftershock
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!
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!
- lf3thn4d
- Orc
- Posts: 478
- Joined: Mon Apr 10, 2006 9:12 pm
- x 12
Re: Project Aftershock
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.