Hi all,
Thought I might share some development stuff I'm doing at the moment to pacify quiet hours in work... The goal is to make a 2D MMO isometric engine, from the server, to the client, all within PureBasic, to be as cross platform as possible (which means Windows and Linux.. possibly Mac OS in future).
Isometric games are a dime a dozen, so my aim is to make something a bit more pleasing to the eye, and have the world as interactive as possible to swing away from the very linear quest systems etc that you tend to find in a lot of home-brew titles.
Although I have a few features in development (mostly server side), here's something I can share, and that's the Dynamic Lightmapping system which features ambient daytime lighting (with a customisable gradient), and the ability to add point lights with range, intensity and colour:
View a video of it working here: https://www.youtube.com/watch?v=gfYWueHufv8
As you can probably tell, the demo isn't isometric, however, the lightmapping system is universal in the sense that you can query the light colour at any coordinate, and translate that into isometric to apply it to an isometric map
[Devblog] 2D Isometric MMO Game
[Devblog] 2D Isometric MMO Game
Thanks!
Re: [Devblog] 2D Isometric MMO Game
Interesting
I Stepped On A Cornflake!!! Now I'm A Cereal Killer!
Re: [Devblog] 2D Isometric MMO Game
Exciting stuff Can't wait to see how you get on!Mijikai wrote:Im also curious as im working on a similar project.
I wish u the best of luck
Keep us updated!
Going to be working on tidying up the lightmapping code today as well as putting it in it's own thread so that higher resolution maps don't affect user experience, then prepare a content framework and assemble an asset system to allow for protected content as well as modding ability.. Stay tuned
Thanks!
Re: [Devblog] 2D Isometric MMO Game
Just a minor update on the light engine code... Gave it an entire overhaul and it now runs in it's own separate thread which means main game logic and the higher priority drawing (like the actual map, and GUI etc) wont be hindered if it lags behind by a couple of milliseconds.. Worst case with loads of lights means the light map will jitter from one state to another without the entire game lagging
Also improved blending
Screenshot
Oh and the density of the lightmap can be changed in realtime too without having to change any maths outside of it's scope.
Also improved blending
Screenshot
Oh and the density of the lightmap can be changed in realtime too without having to change any maths outside of it's scope.
Thanks!