March 27, 2012

Build #3

by Niklas Hansson

So as usual we have had a turbulent time here. We discovered 12 of March that there was a Nordic game Indie Night this year too after have looked for it earlier this year but since it wasn’t announced we had assumed there wasn’t going to be any. But it was and the deadline from submissions was a week from then. As we are in a major stage of rebuilding and remaking parts of the game we didn’t have any level playable newer than the ones from CyberLan during the fall.

So we really had to get into getting things done mode and somehow get models and game play together enough at least for a video. I think we finished up loading it just as the deadline approached and started filming 45 minutes before deadline so it was tight. While not all parts are the ones we are gonna use permanently and some parts from different environments got meshed together to make it we did get it up and running with our newest gameplay mechanic with player controlled lasers and mirrors working together.

While we can’t show you that just yet I can give you a small teaser image from work on one of our current environments it’s currently very much in an early stage it’s mostly a lighting test

Except for this we are still progressing well with creating our new environments. And I would also take this opportunity to welcome Phil Jones who will be doing his internship here at Defrost games until september.

 

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Build #3 Build #3 Build #3 Build #3
March 1, 2012

#Build 2.5

by Niklas Hansson

Due to sickness in the group (yeah it’s that time of the season) We have opted to prolong the current build until the original deadline for build #4. However this does not mean the time is being wasted instead we have had time to revisit and polish some old systems to see if we can push them to the next level. One of these system was our Fake GI bounced light solution (one of three GI systems in the game) which had been a bit of a quick work since true realtime GI took to mush of a poll on the 360 for our taste. But it wasm’t until now we had time to go back and make a second pass to push it from barely useable to an actual tool for lightning our levels.

This is only the bounced light so in the real game there will be the direct lightsources too of course (and textures etc). Another thing we have looked over are our reflections before we used local cubemaps but an issue was that they didn’t really matched up with the world now we do some raytracing inside the cubes to make accurate lookups which means we can sue them for real reflections like mirrors or really shiny floors and it will just work. And will work with glossy reflections etc as well :) And it’s pretty much free to which we like alot :)

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#Build 2.5 #Build 2.5 #Build 2.5 #Build 2.5