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Project: Ship #388107
11/28/11 12:49
11/28/11 12:49
5 Images
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline OP
Expert
Project: Ship

Project Ship is a little technical test that some forum users created within four weeks in summer 2011. The goal was to test the capabilities of the team and eventually continue the project to make a commercial product out of it.

- Initiated by: Fogman
- Research, workflow elobaration and photography: Pappenheimer
- Programming: Slin
- Level design and modelling: Rondidon, Pappenheimer, Kitsu

Furthermore thanks for hints, support and discussion to: JustSid, HeelX, JCL
8 Comments
Re: Project: Ship [Re: Rondidon] #388111
11/28/11 14:05
11/28/11 14:05
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
What happened to the shadows? o.O

Re: Project: Ship [Re: Slin] #388112
11/28/11 14:13
11/28/11 14:13
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline OP
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Rondidon  Offline OP
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Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Oh, sorry laugh . I make some new screens.

Edit: Screenshots uploaded. Thanks for the hint.

Re: Project: Ship [Re: Rondidon] #388113
11/28/11 14:30
11/28/11 14:30
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
On holiday laugh

Re: Project: Ship [Re: Rondidon] #388114
11/28/11 14:32
11/28/11 14:32
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
Serious User
gri  Offline
Serious User

Joined: Dec 2003
Posts: 1,225
germany


because my current project is quite similar.... what happen in your demo in detail ?

So speak quick grin

(nice water)


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: Project: Ship [Re: gri] #388116
11/28/11 14:40
11/28/11 14:40
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline OP
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Rondidon  Offline OP
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Joined: Aug 2002
Posts: 2,183
Germany, BaW�
The project is a pure graphics demo. No gameplay. It was a disposable product to test ourselves.

But we realized that the original project plan was too big and risky for us as a small team working together over the internet. It´s a hard job to get a working workflow and, in addition, some of us were too unexperienced.

But happily we reached our goal to produce a nice looking demo for a presentation on Gamescom 11 and managed to impress a certain publisher with it. So it ended up fine. Most of us learned much. I can`t go in the details, that might be too interntal for other team members.

The water shader is done by Slin. I like it, too.

Re: Project: Ship [Re: Rondidon] #388119
11/28/11 15:13
11/28/11 15:13
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Oh, pretty laugh I'd love to try a demo just to see it in all its glory.


Formerly known as JulzMighty.
I made KarBOOM!
Re: Project: Ship [Re: JibbSmart] #388417
12/02/11 15:41
12/02/11 15:41
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
Senior Member
Roel  Offline
Senior Member

Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
You said you made the level in blender...
How are you making the shadows?
So you use shadow maps, or is it all realtime?


Check out the throwing game here: The throwing game
Re: Project: Ship [Re: Roel] #388418
12/02/11 16:14
12/02/11 16:14
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
The shadows are gamestudios pssm with some hacky bug fixes...
They look by far not great in action, but it looks much better than without.
Thanks to however a not so great level setup and not so great pssm stuff, the shadows are really slow... Without the level runs at something far above 60fps and with shadows, I get like 25fps...


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