Wednesday, 27 June 2012

Redwall teaser vid

Still lots more to do.

You can add comments of changes you'd like to see, e.g. I will probably change the colour of the Redwall bricks to something more "older" and "red/pinker" like the TV shows.

P.s. like the FB page

And tell your friends, the more people that know the better :>

Saturday, 23 June 2012

Tis been a long time

Been so busy lately, sorry for the delayed updates.

Even though, I am very busy, though I just had some free time for a few days and worked on the game during that period. I have partly created the Redwall map, still exporting stuff and adding it into the map, a vid will be up in the next day or so.

For now, here's some screens of the woods surrounding Redwall, shadows are really nice but they are costly. My FPS drops down to 20, in highly wooded areas, so I guess in the real game, I'll give an option to disable shadows for performance.

Wednesday, 19 October 2011

No work on Redwall for a while..

I'm currently in the final year of my uni degree and with the dissertation all my free time is taken up doing projects. Unfortunately this Redwall game project will have to be put on hold until I either get free time or my year is over. I advise you to subscribe/follow this BLOG or if your not a blogger subscribe to my Youtube channel, then at least you'll know when an update occurs and the project is being resumed.

Sorry peeps who were anticipating the game to be ready by now, I didn't realize it would take so long :(

Sunday, 25 September 2011

Lots of terrain changes & added stuff

Modeller created a swim animation, and base skin texture. Kudos to derfauxritter, it looks really good I must admit.

Check out the Youtube video for a preview:

Wednesday, 14 September 2011

A stroll through Mossflower Woods

Spent the past couple of days on the terrain AKA Mossflower Woods. I have over 20 different trees, 10 (green-leafed trees, with different rotations, branches, leaves etc), the rest are completely different models for trees. Surprisingly it's quite good on performance, all my trees are on average 700-1000polies, except some of the more extravagant trees (but they are placed very few to prevent too much polyies on the screen). All trees have collides so you can't run through them, all rocks if you notice in the vid have colliders as well. On bushes I allow the player to move through. Did anyone notice the flowers ;) .. Billboards are so awesome, by it self a billboard looks weird since it moves with you, but with so many spammed everywhere it actually does great justice. All those flowers only come at a price of about 2-5fps which is epic.

On average I can run through the forest (with day/night cycle enabled) at about 80-110fps (however this with tree shadows disabled since that takes about 20fps, but I can live without tree shadows), thus leaves me 50+fps to deal with AI and battles which should be enough, thus my game is already pretty much optimised for playibility. And mind you, I have an average laptop, ATI HD 4500 series, which is old-average. So if my laptop can handle this game, most other people should.

Monday, 12 September 2011

St. Ninians church

This will be the starting location of the RPG I think. So you will have to travel to Redwall instead of spawning there. Anyway, it's a simple model there is no inside of the building as of yet, I don't plan on making one soon, but later I might. Right now, the door is locked and shall remain that way :P

Thursday, 8 September 2011

Fixed the weapon issue

I've also started playing with particles. This fire looks pretty awesome, I guess I'll add elemental-damage to weapons, and the more of that element you have the bigger the particle effect. It also has a trail, so when the player moves move the fire particles move in world space.

Also added the ability to change skin colour on the character customization screen, of course this is not how it will look finally, since I just applied the changed colour to the entire model because I still don't have the fully coloured model by my 3D modeller :(