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Author Topic: Sacred Lands - Code a game competition - May 4th to June 30th  (Read 16137 times)

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #30 on: May 27, 2018, 07:37:07 AM »
thanks guys - it's sort of getting itself together now...

Just been editing a font for the ui and other stuff.

Offline Matty

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #31 on: May 27, 2018, 09:58:30 AM »
So is this still the same game with the pathfinding demo you showed us - will there be ground units walking around on the map?

Or is it more 'open/arcade' now?
I eat cheese in the trees when its eight degrees

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #32 on: May 27, 2018, 10:22:07 AM »
currently no - the pathfinding is not 'in'
But it is coming. in essence there will be the same initial path with a 'mothership' that will drop 'units'. these units will use the path finding to attack the highest point.
You will use your ship to pick up (in some way) and transport units to fight with the other units

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #33 on: May 27, 2018, 12:16:08 PM »
UI being worked on (this is a night-time view):


You can see the new soft shadows and the initial UI.
- The vertical shows your height and the land height
- The horizontal shows the current fuel/power you have left

the amount of fuel/power you have relates to your engines/lazers, etc. and is replenished by cultivating trees... sort of... I think

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #34 on: May 28, 2018, 08:52:42 AM »
UI getting sorted.
Smoothing of landscape now turned off so everything is very sharp and low poly:

power bar operational and you can now plant trees!

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #35 on: May 28, 2018, 03:10:26 PM »
We've got the first sighting of an alien!  >:(

Online Steve Elliott

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #36 on: May 28, 2018, 05:45:10 PM »
Some very nice visuals Adam, I hope the game play is coherent and fun too.   :)
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Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #37 on: May 29, 2018, 06:10:43 AM »
Yep, keeping my finger crossed this time

Offline Derron

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #38 on: May 29, 2018, 07:00:17 AM »
Smooth shadows ... what happens if you use simple blob shadows (circles/ovals) ?

If you really want to use these smooth shadows then you might also play with some kind of "simple ambient occlusion". Here is an example done in "Blender":


I have no clue how difficult this is to add (optionally, if you want to keep that flat-look for the retro-aspect until the compo finished).


bye
Ron

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #39 on: May 29, 2018, 08:01:24 AM »
Yep I would love to add some AO, but this is a fully forward render system, so it can't ben done (AO is done with a deferred renderer and multiple offscreen buffers and combining the result)

It's not a difficult thing to do, just difficult because of the way Mark (S) devised the current render chain. It is something I can look into for the next render system. but currently I am quite happy with how far I am pushing this one  8)

Offline Derron

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #40 on: May 29, 2018, 09:15:49 AM »
Even with forward rendering you should be able to have some kind of "fake AO". You only use a small amount of faces (low polycount) per object, everything is flat-shaded - so simple geometric objects. For each of these simple objects you could calculate fake shading (the "AO shades") on its own faces - so ignore interaction with other objects for now. Then just render out this stuff together with what you do now.
As you do not have to take into consideration other elements, stuff can get precalculated and used over and over (and then, you can even use this precalculated stuff when doing the interaction thing).

It is similar to calculate gradients depending on normals and neighbour vertices (overhang versus horizontal ground). It's just to make the flat faces look a bit more "3D".

And yes, it is nothing of importance until the game works and there is time left to "play around".


bye
Ron

Offline therevills

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #41 on: May 29, 2018, 10:01:02 AM »
Looking cool as normal Adam!

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #42 on: May 29, 2018, 12:22:38 PM »
so, for today update:


- I've been updating the fidelity of the water so there are clearer color definitions and animation
- on the left UI I've added the diamond UFO icons - this tells you the current height of the UFO (and it rotates with hand animation too)
- the shadows have been improved. previously they were just blobs and blocks. now they represent the 'thing' casting them. You can just see the rotation of the tree shadows
- the UFO now has a 'ray'

Offline chalky

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #43 on: May 29, 2018, 12:46:29 PM »
Terrific stuff - I'm loving the visual style and really looking forward to seeing the finished game.

Offline round157

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #44 on: May 30, 2018, 01:22:43 AM »
so, for today update:



Hi, iWasAdam, I am really surprised by the screenshots.

The screenshots make me think that this game will be a 3D game. Now I don't understand. Monkey2 is for creating 2D game only but Sacred Lands will be a 3D game. Is Sacred Lands still programmed in MX2(a fork of Monkey2)? Thanks.

Anyway, good luck!!!


 

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