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YAU(Yet another update)

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Last night I was able to get quite a few things working in Saucermen, and man was that kinda thrilling! First, I thoroughly re-examined my shaders, and as it turns out they were 99% right and working. The issue was more with the info I was passing it, and that is now corrected. I still have a ton of work to do with the full lighting model, but that is something I’ve done before, and know exactly what I want to do there. That will also coincide with the last “big” piece, which is to add shadowmapping. Again, this is pretty simple, and I’ve done it effectively and efficiently in the CRX engine in the past.

First official Saucermen screenshot!

So the screenshot above is the first taste of Saucermen released into the public. This is still VERY early in development of course, but you can at least see the engine and assets working together here, with a bit of lighting. Adding the shadowmaps will really make this come alive more, but here you can see some of the existing CORTech features like the DOF effect, light bloom(though subtle for now), and how the normal mapping works with the light.

The animation side of things got some updates, and I have it at least able to transition between standing, walking, and running. I have yet to add in the code that will adjust the animation speed for the actual speed, as well as reverse the animation if going backwards. This is pretty easy though. I do have the bots properly tracking and advancing on the player, with some more to do there. Next I will add weapon firing code, as well as the player view of the weapon.


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