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Dark Shadows - Army of Evil #371914
05/26/11 15:25
05/26/11 15:25
8 Images
Joined: May 2011
Posts: 32
Austria
BME Offline OP
Newbie
Dark Shadows - Army of Evil

Dark Shadows - Army of Evil

Category / Kategorie: Fantasy - First Person Slasher
Language / Sprache: English / Deutsch

>>>>> September 1362:
An army of evil, named "Dark Shadows", have been ravaging the country like a plague of locusts for over a year and are frightening the people with their scary get-up.
Most people still think they are monsters. But they are only in disguise.

While you were away these monsters stormed the castle. A woman named Katerina has been kidnapped.
It is not just any woman. You are in love with her. They've also taken all the gold. All the taxes. And weapons!

You are the only one who can help Katarina.
You must hurry and follow them before they do something to her.


>>>> September 1362:
Eine Armee des Bösen, die sich "Dark Shadows", die dunklen Schatten, nennt, zieht seit geraumer Zeit durchs Land
und verängstigt das Volk mit ihren furchteinlössenden Gewändern. Sie haben sich als Monster verkleidet und
plündern das Land. Alles was sich ihnen in den Weg stellt, wird beseitigt oder vertrieben.

Während man selbst gerade nicht anwesend war, wurde die Burg gestürmt und eine Frau namens Katharina entführt.
Es ist nicht irgendeine Frau. Es ist die Frau, in die Ihr verliebt seit.

Da niemand mehr übrig ist, um ihr zu helfen, seit Ihr die letzte Chance Katharina zu befreien.
Ihr müsst euch deshalb auf einen langen blutigen Marsch durchs Land machen.


Visit our website for more informations, videos and about 200 screenshots:

Auf unserer Homepage gibt es mehr Informationen, sowie Videos und um die 200 Screenshots dazu:

www.dark-shadows-army-of-evil.com

This is the first trailer of the game:
Das ist der erste Trailer auf Youtube:

http://www.youtube.com/watch?v=xIGi5bIUcHk

System requirements (Minimum):
Operating System: XP/Vista/Windows 7
RAM: 2 GB
CPU: Intel Core 2 Duo with 2 GHz or similar
GPU: AMD Radeon™ 1300 / NVIDIA® GeForce™ 6600
DirectX 9.0c or better
Shader Model: 3.0
Harddisk: 4 GB (2 for installation, 2 for data processing)
Input devices: Keyboard and Mouse
Mouse: With left, right and middle button support


System requirements (Recommended):
Operating System: Windows 7
RAM: 4 GB
CPU:Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz or similar
DirectX 9.0c or better
Shader Model: 3.0
GPU: AMD Radeon™ HD 6850 / NVIDIA® GeForce® GTX 560
Harddisk: 4 GB (2 for installation, 2 for data processing)
Input devices: Keyboard and Mouse
Mouse: With left, right and middle button support


News: 2.03.2014:
Steam Release Date: 11th March 2014

Last edited by BME; 03/02/14 11:10.
71 Comments
Re: Dark Shadows - Army of Evil [Re: sivan] #409960
10/25/12 14:37
10/25/12 14:37
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
I supported you on greenlight! Good luck!

Re: Dark Shadows - Army of Evil [Re: PadMalcom] #409962
10/25/12 17:07
10/25/12 17:07
Joined: May 2011
Posts: 32
Austria
BME Offline OP
Newbie
BME  Offline OP
Newbie

Joined: May 2011
Posts: 32
Austria
Hello.

Thank you!

Quote:
maybe an increased camera.arc would be fine for a FPS to extend the visibility...


Yes, there is an option to change the Field of View.

Re: Dark Shadows - Army of Evil [Re: BME] #409965
10/25/12 18:49
10/25/12 18:49
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
Serious User
painkiller  Offline
Serious User

Joined: Aug 2009
Posts: 1,438
Spain
voted too!


3D Gamestudio A8 Pro
AMD FX 8350 4.00 Ghz
16GB RAM
Gigabyte GeForce GTX 960 4GB
Re: Dark Shadows - Army of Evil [Re: painkiller] #409968
10/25/12 19:17
10/25/12 19:17
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Me too.
I suggest you set the default arc to 80 and keep the option to de-/ increase the FoV. Keep in mind how close a player normally sits in front of his computer monitor (compared to a TV when he plays on a console) and that the camera normally should represent an extension of the player's view, that's why a higher arc on a PC monitor feels more natural.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Dark Shadows - Army of Evil [Re: Superku] #409986
10/26/12 08:59
10/26/12 08:59
Joined: May 2011
Posts: 32
Austria
BME Offline OP
Newbie
BME  Offline OP
Newbie

Joined: May 2011
Posts: 32
Austria
Hello.

Thank you all again for your support.

I think you are right. I will raise up the arc to 80 as default value. People can change it everytime they want.

A problem could be a performance impact. The bigger the Field of View the more objects must be rendered. And the Engine does not support model instancing.

Here is an example of the current performance with ATI Radeon 6850 HD:
With SSAO, with Bloom, with Anisotropy x 16, with Shadows, with per pixel light and a resolution of 1230 * 1024 you have the locked 30 FPS. And all the things are optimized. Mipmapping, Level of Detail, Distance Boosters, Trace Boosters, Combined objects, Streaming elements, ... The biggest problem I see in this engine is the amount of draw calls. For outdoor scenes a big problem. For example: The grass objects. With a laborious procedure we have combined the most of the grass objects to about 4 - 10 big objects. That was raising up the speed. Disadvantage is, that you can not add to all that combined grass objects any waving instructions. Only for the other ones that are not combined.

I hope that there will be any solution in the future to reduce the amount of draw calls. Not only for sprites (A8). Because you can not combine all kind of models to bigger models. They also need memory.

Re: Dark Shadows - Army of Evil [Re: BME] #409999
10/26/12 11:54
10/26/12 11:54
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
it's true, rendering gets slower. I've read a thread a year ago about model instancing in A8, where Jcl said: "Model instancing was implemented some months ago, but never made it into a release. We found that the speed gain in normal levels was too small for being a useful feature.", and "...but it turned out that it was not worth the hassle. The scenes where instancing offered any advantage, in the form of a frame rate increase, were rare in an ABT engine. In many scenes it was even slightly slower, due to the sorting overhead. Thus, almost no one would have used model instancing and we saved the precious implementation time for other features."

I don't know A8 Pro sprite instancing is how efficient in fact, is it really suitable for large open terrain vegetation or not (together with terrain lod, which results in a sensible speed increase as I remember when tested the trial version), probably okay for grass, but definitely not suitable for a RTS like forest overview... this will once push me to change to another engine (beside some other reasons).


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Dark Shadows - Army of Evil [Re: sivan] #410006
10/26/12 14:13
10/26/12 14:13
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
@BME for waving have you considered using a vertex shader?

Re: Dark Shadows - Army of Evil [Re: lostclimate] #410100
10/28/12 11:50
10/28/12 11:50
Joined: May 2011
Posts: 32
Austria
BME Offline OP
Newbie
BME  Offline OP
Newbie

Joined: May 2011
Posts: 32
Austria
Hello.

Yes, we have tried a vertex shader. It is okay for smaller bundles of grass. But not for very big area bundles. Difficult to explain. You have to see it yourself.

@sivan
Sprite instancing is nice, but as you have said: Not for forrest or more other dense vegetation. And not each grass should be looking like a cross. This game can not use sprite instancing, because it is made with A7. And we don't use sprites for the grass. But grass-models in very very big bundles are okay.

Re: Dark Shadows - Army of Evil [Re: BME] #410156
10/29/12 15:49
10/29/12 15:49
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
The biggest FPS killer with vegetation in my experience is the alpha blending. If you don't do it already, I suggest you use an alpha test material instead.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Dark Shadows - Army of Evil [Re: Superku] #410230
10/30/12 18:39
10/30/12 18:39
Joined: May 2011
Posts: 32
Austria
BME Offline OP
Newbie
BME  Offline OP
Newbie

Joined: May 2011
Posts: 32
Austria
Hello.

Yes, this is also one of the biggest FPS killers. But most of the objects are already using an alpha test material. This is also a must have for the big grass bundles. Otherwise you would see sorting problems.

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