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Re: What are you working on?
[Re: rvL_eXile]
#414203
12/26/12 12:47
12/26/12 12:47
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Joined: Apr 2008
Posts: 2,488
ratchet
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OP
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Joined: Apr 2008
Posts: 2,488
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i like that house great model. Do you use dirt textures, or do you make them by putting dirt on a clean reference texture ? Why using only GREY textures ? for the atmosphear of your level ?
Last edited by ratchet; 12/26/12 12:48.
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Re: What are you working on?
[Re: PadMalcom]
#414209
12/26/12 15:29
12/26/12 15:29
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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The problem is that writing all these shaders takes a huge amount of time and work even for "experts" and therefore they don't want to give it away for free - if they ever finish it. My shaders are far from perfect and not easy to setup / use. ...And I'm pretty sure that they're also not very efficient
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#414223
12/26/12 19:53
12/26/12 19:53
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Joined: Apr 2008
Posts: 2,488
ratchet
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The problem is that writing all these shaders takes a huge amount of time and work even for "experts" and therefore they don't want to give it away for free - if they ever finish itEven with all shaders some indie would like to have, imm' not sure he will make and finish a game using them You need a solid base : 3D models, great textures, level design (just look at Guild Wars 2 worlds) , characters , animation, 3D effects, good ideas etc ... Shaders are only put on top of that to bring candy visual stuff. If you have bad textures, bad levels, bad characters, well ... shaders are useless. Some other Engines bring to you a library of complete shaders, others propose some shader editor ... some are affordable , some expensive ... some for 3D artists ... 3DGS have a good shader base ready to make little next gen looking levels. It's to people to work
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Re: What are you working on?
[Re: ratchet]
#414224
12/26/12 20:11
12/26/12 20:11
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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Yes, thats right!
Even the best shaders won't make a game look good at all. As you've already said the base is the most important thing. And if the base is done well shaders can make it look much better but it's important to have something solid. ...And besides that, good gameplay is always better than shaders ;D
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#414225
12/26/12 23:26
12/26/12 23:26
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Joined: Apr 2008
Posts: 2,488
ratchet
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I agree Good gameplay But i really don't like even good gaemplay with very bad or too much amateur graphics, specially whenelements and level don't match in colors and brightness ... So lot of gamesin IndieDb ... Not all have a GOOD RETRO design and textures, or GOOD PRO visual quality ! Lot of games don't have enought attention on graphics, some feels like made by a programmer non skilled at 3D ! For people working hard there is room in IndieDb, Steam GreenLight ----------- Yes, even normal map/specular shader of 3DGS can do marvellous things if you have a solid level , textures ,and characters ... We have enought basic standard shaders with 3DGS, but where are the games using them .... I only see SuperKu and SuperCan ... So adding even Shade C next version or lot more shaders ... won't bring games !
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Re: What are you working on?
[Re: ratchet]
#414226
12/27/12 00:12
12/27/12 00:12
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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But i really don't like even good gaemplay with very bad or too much amateur graphics, [...] Yes, too bad graphics can make a game unenjoyable - even if the gameplay is really good. On the other hand, good graphics don't make a good gameplay ( I wish developers of 'big' games like Battlefield etc. would think like that ) ...but if the gameplay is great, good graphics can make the overall appearance and 'feel' of the game even better
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#414255
12/27/12 17:54
12/27/12 17:54
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
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its the same damn conversation everytime.. *shakes head*
shaders are not required, but they'd be nice to have to fully realize environments that may be in the head of even a hobby dev. Every time someone brings up how nice a shader package would be someone talks about how shaders are useless. No, if you want to dynamically change the way a surface looks, they are required, pure and simple. cartoon games can even use a good normal map if done in some ways.
It would be nice if someone did make this, but as said its a lot of work, so i guess we can all agree that it would be great honor to someone who did. for instance boh_havoc, slin, etc. they have all done it, and im pretty sure they have the respect of everyone here on how much work they did for free.
Last edited by lostclimate; 12/27/12 17:55.
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Re: What are you working on?
[Re: Roxas]
#414268
12/28/12 01:55
12/28/12 01:55
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Joined: Jul 2002
Posts: 3,208 Germany
Error014
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Joined: Jul 2002
Posts: 3,208
Germany
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Thank you guys! Feedback is much appreciated! I've watched a lot of Youtube-videos on stats-screens, I tell you that, and I keep coming back to Nintendo-Wii-videos, surprisingly. They really know how to design sleek interfaces. Also, how did we just skip over this?! And it's me again current developments: - successfully implemented a-star path finding, so that my units will find their way to their given destination. - composed a battle theme which can be found here Tactics Project - OST - Battle Theme This is just a first version, so there might be some tweaks or changes to it later on. please let me know, how you like it. cheers Roxas Your project is super interesting! Forgive me for not replying earlier. I like seeing the progress - can't really comment on the music other than it sounds good in structure, though it does sound a little "MIDI-like". I guess the samples you're using here are at fault at that. Do you plan on making the music dynamic? I also like what I'm seeing regarding the art and style of it all. It seems like you do have a pretty clear vision of it. Also, I do want to implement differently shaped tiles for my game for such "cliff"-like structures, it's good that I can see that this would actually work! ~ ~ ~ There's not too much crazy progress in Dungeon Deities, but here's a shot: Featuring: Debug text, debug lines, and a debug dungeon. Also, I've - once again - fiddled slightly with the camera settings. Yeah, there's still a black background, but I haven't forgotten that suggestion - the user can actually select from a few presets, it just so happens that I never really do that and thus use the standard gradient (there's a very slight gradient from black to grey)
Perhaps this post will get me points for originality at least.
Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
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