Showing posts with label game development. Show all posts
Showing posts with label game development. Show all posts

Monday, July 4, 2011

New project: Short tales of a tall man

This is a screenshot of a graphics test I just did... I'm considering using a heavily modified version of my GFPS engine for this new game; "Shorts tales of a tall man"... well... that's not the title of the new project, but I am hoping to make a series of games based around the "slender man mythos" (quite interesting stuff, look it up)... This screenshot was just of me raising the resolutions for entity displays and wall testures... it seems to still run fine. The game itself WILL NOT be a first-person-shooter... It will remain first person, but be more like a first person adventure mixed with a visual novel... No guns will be in the game.

The graphics here are also no representation of the game in its final state.... I'm going to be trying to add 3d model loading to the 3d engine so rooms will be decorated with furnature, outside there will be trees and so on... The basis of the engine will be still tile based, but with some additions to make it seem less "boxes and sprites"... Mouse looking will probably be switchable so the mouse can also be used to interact with the world.

This was just a quick concept sketch of "the slender man" I did... I'm still not sure what look I'm going for yet though... My girlfriend is going to also be contributing to the project in a design and probably story context, so hopefully this will make it more interesting that what I'd probably do by myself...

I've just decided on starting the project today, so it will be quite a while to any of the games are finished... engine rewrites will probably take a while... but there should be updates soon.

Wednesday, March 16, 2011

rewrote renderer

I rewrote the rendering library last night and now the engine uses polygon clipping, the FOV is corrected and now it is possible to look up and down using the mouse... (yes; I folded on my thoughts of mouse aim in flash games... *sigh* ).

I imagine that I might be reusing the rendering library I made a few more times... maybe the map engine too... just for quick projects though... the actual rendering library I made is fed vector points, it then clips them and renders them onscreen... pretty simple but useful to have lying around.

An interesting thing about the new renderer is that it no longer colours the tiles darker using colour transformations... it renders a second texture that holds a transparent shading map... the effect is alot more nice and pretty fancy... It gives more atmosphere than vertex shading... It sort of looks like a volumetric fogging effect at times.

Well... the project is getting closer to being finished... even though the rewrite of the renderer from scratch only took a day; it was quite an effort... I had to resync up alot of the other functions...

Hopefully I'll get around to writing a few tutorials on all this later on... and release the source code at some point.... it could be a good learning tool for others.