Yes Jeremy, this level is not as big as the other demos I released in the past. It's more a quicky, if you want. Maybe because I made it easier, so it seems to be smaller because you can complete it earlier. Anyway, it was a test for the new features. I really wonder how the multitexture underwater caustics worked for you.
Because this is as well a new pretty sophisticated method I use. In Decorator I appy Textures with a special string in their names to underwater zones. Those surfaces can be regognized at runtime, and additional brush layers will be applied to them, using an animated water texture.
The animated water texture is as well something new because I worked hard on this sin/cos distorted water animated texture.
Mixing the sin/cos animated watertexture with the screen distortion effect when under water was a further challenge.
I am not planning to release this engine as a multiplayer thing, instead I will concentrate on a real entertaining story. Maybe I'll add a AI partner for the player, maybe a dog, cat or raven.
If I am going to make something multiplayer in th near future, I'll start from scratch and make something arena-like. The philosophy is completely diffrent. In a single player game there is a story, a start and an end.
In MP there is an ongoing Competition, conversation and community (Spacestation deathmatch showdown as well as War scenes with teams etc.). MP games that use single player engines in a "we against the NPCs" mode are most times half-hearted imho. If you want to make this real good, it's very hard. Too hard for me, maybe.
But anyway, I am looking for level designers who want to coproduce levels for an upcoming indie release - just for fun, because it is likely that this engine won't break into the market and competite the big ones.
Jeremy I am sorry I forgot you in the credits. I just didn't have the time to sample all nicks (and then the list would also be much much longer :)). I tried to find a user list (once we had it here), without success, so I spent one hour or so to copy paste as many users as possible, mainly from recent threads in this forum. The best way to be in the credits would be to coproduce levels with me :)
@Noel - if you don't really like the smoothed camera, press F2 and deactivate camera smoothing. It will then be completely non-smoothed. Pretty unrealistig IMHO, but anyway.
I totally agree with the Swim-problem. Actually there is no swim mode at all. You have to decide: dive or get out of the water, using the ladder.
I really wish to add a working swim mode soon, but currently this is kinda dilemma since the engine structure makes it real hard to implement this properly. I am waiting for the ultimative idea to solve this :)
I do now think this engine becomes one by one something that is more than 50% of a commercial engine, this means the goal is not so far as the beginning of it.
Because this is as well a new pretty sophisticated method I use. In Decorator I appy Textures with a special string in their names to underwater zones. Those surfaces can be regognized at runtime, and additional brush layers will be applied to them, using an animated water texture.
The animated water texture is as well something new because I worked hard on this sin/cos distorted water animated texture.
Mixing the sin/cos animated watertexture with the screen distortion effect when under water was a further challenge.
I am not planning to release this engine as a multiplayer thing, instead I will concentrate on a real entertaining story. Maybe I'll add a AI partner for the player, maybe a dog, cat or raven.
If I am going to make something multiplayer in th near future, I'll start from scratch and make something arena-like. The philosophy is completely diffrent. In a single player game there is a story, a start and an end.
In MP there is an ongoing Competition, conversation and community (Spacestation deathmatch showdown as well as War scenes with teams etc.). MP games that use single player engines in a "we against the NPCs" mode are most times half-hearted imho. If you want to make this real good, it's very hard. Too hard for me, maybe.
But anyway, I am looking for level designers who want to coproduce levels for an upcoming indie release - just for fun, because it is likely that this engine won't break into the market and competite the big ones.
Jeremy I am sorry I forgot you in the credits. I just didn't have the time to sample all nicks (and then the list would also be much much longer :)). I tried to find a user list (once we had it here), without success, so I spent one hour or so to copy paste as many users as possible, mainly from recent threads in this forum. The best way to be in the credits would be to coproduce levels with me :)
@Noel - if you don't really like the smoothed camera, press F2 and deactivate camera smoothing. It will then be completely non-smoothed. Pretty unrealistig IMHO, but anyway.
I totally agree with the Swim-problem. Actually there is no swim mode at all. You have to decide: dive or get out of the water, using the ladder.
I really wish to add a working swim mode soon, but currently this is kinda dilemma since the engine structure makes it real hard to implement this properly. I am waiting for the ultimative idea to solve this :)
I do now think this engine becomes one by one something that is more than 50% of a commercial engine, this means the goal is not so far as the beginning of it.