Thinking about some RPG..Android version.

Started by EgonOlsen, December 17, 2011, 11:42:01 PM

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EgonOlsen

I need a wall torch...something like this: http://udn.epicgames.com/Two/rsrc/Two/ExampleMapsAdvLighting/wavering_torch.jpg but without the fire effect (i'll use a simple particle effect to do this). Any takers?

EgonOlsen

Still working on the dungeon on the desktop. Creating a basic dungeon based on an ASCII map seems to work now. I'm playing around with lighting based on offset mapping combined with gouraud shading and distance fogging. Using some crazy colored light sources, it looks like this:



...that's also why i need that torch model (see the post above this one...)...

Hrolf

Quote from: EgonOlsen on February 17, 2012, 11:01:32 PM
I need a wall torch...something like this: http://udn.epicgames.com/Two/rsrc/Two/ExampleMapsAdvLighting/wavering_torch.jpg but without the fire effect (i'll use a simple particle effect to do this). Any takers?

I love this collaborative stuff! Sure, I'll do you a wall torch - actually, if I do a torch and a separate bracket maybe the player could grab the torch and use it? That'd be cool! Let me know either way, I can get it done by tomorrow night.

fireside

#123
Looks like I got beat to it.  Dungeon is looking good.  The colors might be a little much, depending on the game style.  I'm sure you'll need more help populating the dungeons with artifacts and monsters eventually.   I think it might look a little nicer if the floor and ceiling were using larger stones, of course, I'm sure you're working out the mapping right now, which is looking right on.   
click here->Fireside 7 Games<-

EgonOlsen

Thanks for the suggestion...i'll try how it looks with a different floor/ceiling. Luckily, floor and ceiling are separate tiles anyway, so that's a an easy change. The lighting is just for testing...it's not going to look like this.

About the torch: The player doesn't have to be able to grab the torch. I consider stuff like torches, limited arrows and food as unnecessary because they only add complexity for no real gain. However, having the option to remove the torch from the bracket would be nice... ;)

Hrolf

OK, my first go at the torch is here. 192 polys all in - is that too many? I can reduce that to maybe 100 - it depends on how close you want to look at it.
I used the bow as a guide to size so the scale should be approximately right.
Was this the sort of thing you wanted?

EgonOlsen

Yes...it looks cool. I'll try to add it to the dungeon within the next days. Many thanks.

EgonOlsen

#127
I've changed floor/ceiling to another texture and got rid of the LSD colors...any better now?

Edit: Replaced the image with one that already uses the torch model....but no particle effects yet.


raft


fireside

#129
I like it better also.  The two textures and different size stones give it a more interesting look.  Another thing you might think about is pillars and joists in large areas.  That's just a suggestion as it looks fine.
click here->Fireside 7 Games<-

Thomas.

I'm curious about the performance of this in the phone :)

K24A3

The ground and ceiling is a bit too golden and bright for my tastes but definitely better than before.

Hrolf

Quote from: EgonOlsen on February 18, 2012, 09:00:16 PM
Yes...it looks cool. I'll try to add it to the dungeon within the next days. Many thanks.
NP, it was fun making it - I don't mind a little light work now and again!  ;D

EgonOlsen

Quote from: Thomas. on February 19, 2012, 08:59:05 AM
I'm curious about the performance of this in the phone :)
Me too. I expect something around 20-25fps on the Nexus S.

EgonOlsen

The torch is working fine on the desktop. The next thing is to merge all this with the terrain rendering and port it to the phone to see if its feasible.