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Re: What are you working on?
[Re: DLively]
#444702
08/17/14 08:29
08/17/14 08:29
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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@sivan
We need some kind of triple A call of dooty clone with these models.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: MasterQ32]
#444712
08/17/14 15:02
08/17/14 15:02
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Joined: Jun 2014
Posts: 97 Lagos, Nigeria
tolu619
Junior Member
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Junior Member
Joined: Jun 2014
Posts: 97
Lagos, Nigeria
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I am working on an obstacle course combat racing game. No vehicles, you play as monsters. Each monster has a different platforming special ability (flight, wall running, burrowing, etc). There are no item pick ups apart from cash and energy refills during races, because I didn't want to include the usual arsenal of pick-up weapon items that every character can use. Instead, every monster has his own unique set of offensive and defensive abilities, but you can only go into a race with 2 offensive, 1 defensive and 1 passive ability, so you have to pick before starting a race or tournament. The game has a Cel-Shaded art style and the character designs are similar to Digimon. I don't have a final name yet but for now, the working name is Project Monkey. I might eventually call the game "Oya, go!" Here's the steam concept page with screenshots, concept art and an early trailer http://steamcommunity.com/sharedfiles/filedetails/?id=281213043
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Re: What are you working on?
[Re: tolu619]
#444715
08/17/14 17:01
08/17/14 17:01
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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Started playing around with pixel art again and fine tuned the hdr rendering and other shading techniques The scene in the screenshot was quickly thrown together, so it's not even remotely 'good', I know that. But it's main purpose is to test the hdr effect and that works pretty nice. (click for full resolution) btw. the flames are actually animated (using a turbulence shader) which looks pretty good The next thing will be image-based lights to get flexible lighting.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: FEL]
#444718
08/17/14 17:16
08/17/14 17:16
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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shade-c is using a simpler bloom blur (shade-c uses 1 layer, I'm using 4 because the low resolution allows this, while being still really fast and with low memory usage) and most of all, no high dynamic range rendering
Last edited by Kartoffel; 08/17/14 17:20. Reason: idiotic typo
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#444720
08/17/14 17:43
08/17/14 17:43
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Joined: Oct 2004
Posts: 900 Lgh
rojart
User
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User
Joined: Oct 2004
Posts: 900
Lgh
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shade-c is using a simpler bloom blur (shade-c uses 1 layer,... That's right, but your work is very impressive!
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Re: What are you working on?
[Re: rojart]
#444722
08/17/14 17:58
08/17/14 17:58
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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thanks! but the theory behind it is actually really simple, it's just a lot of fine adjusting to get the maximum quality out of it (= in this case blur radius and hdr quality) without any visible artifacts and using color modifications until it looks nice to you
Last edited by Kartoffel; 08/17/14 17:58.
POTATO-MAN saves the day! - Random
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