July 24, 2010
I’ve continued experimenting with my tile generation code for my Manticore engine. I’m already quite happy with the way my ground tiles are coming along, and I feel confident that I can make them into something really useful, but I also wanted to see if I could use a similar technique for generating wall tiles. I want to make some games that takes the player not only down man-made dungeons, but also natural caves or tunnels carved through rock. I think it will be tricky to get it looking just right, but the initial results look promising (at least when you put in a few props and a character to distract the viewer a bit
). The technique is pretty much the same as for the ground tiles.
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July 22, 2010
Being a programmer who only dabbles in art, I like tools that save having to do art work, so I try and generate things whenever I can. For my Manticore isometric engine, I would like to have nice looking terrain tiles, so I’ve started experimenting with code which generates a height-map, takes a couple of plain textures and generates an isometric tile with nice slope-based terrain transitions and lighting. There’s a lot of work left until it is finished, but initial results look promising
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July 21, 2010
I’ve started to do some prototyping work on Manticore, the isometric 2D graphics engine I’ll be using for my Rage and Sorrow game. The prototype is built on top of my Pixie Game Engine, and I’ve been working on some rendering scripts for Poser (the art tool I use) which renders my objects in several different ways, so that I can use them to do some nice real-time lighting.
Here’s the result (and below it are the different images I render from Poser):
What I’m actually doing here, is rendering four images in Poser – one for the basic textures, or albedo, one for the facing direction (or normal) of each pixel, and two for shadows (one for the ambient shadows and one for the shadow of a fixed directional light source). These images are then stored in a much more compact format – albedo is palettized to 8 bits per pixel, the normals are stored with 8 bits for x, 7 bits for y and 1 bit for z (for a total of 16 bits) and the shadows are stored as 8 bits per pixel (though I’m considering dropping it to 4 bits per pixel, which might work ok). Each of these are then RLE-compressed, making for quite efficient storage.
When I’m rendering, I do a straight forward deferred renderer (but I do it in software – no GPU acceleration in this prototype, but it will be eventually) where I render the four RLE datasets to four buffers, and then perform (linear space) lighting in a separate pass (for now, I do two full-screen directional lights and hemisphere ambient lighting, but I’ll add support for point lights next), followed by a final pass of "filmic tonemapping" (yeah, I got that from this years GDC presentation on Uncharted 2
)
And I’m quite happy with the result so far – If you want to see what it looks like when it is running, here’s a download link:
Download lighting demo
(I won’t be able to have dynamic shadows with this technology, and I guess it does look a bit funny when the light sources move and the shadows don’t, but I think I can live with that…)
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July 20, 2010
Do you have a dream project, one you’ve always wanted to do, but not quite gotten around to start? I have one, and I’ve finally decided to make a run for it now – I’m going to see this one done no matter how much time or effort it takes. Basically, it’s an isometric 2D, story driven role-playing game, with some strong puzzle elements inspired by games like Commandos or Desperados. When I think of the game, I actually think of multiple games telling different stories, but all with the same game mechanics and technology, and all set in my fantasy world Rivtind.
I’m only just starting out now, but I will try and document my progress on here – both regarding the game itself (or rather, the first story), which is called “Rage and Sorrow”, as well as the isometric RPG engine I’ll be building to power it, which is called “Manticore”.
And just to feel like I’ve properly got started, here’s a preview picture of the main character. When the game starts, you won’t know much about him or his past, but you’ll learn more about him as the story unfolds.
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