[Game] Scavenger
Re: [Game] Scavenger
It does look very good, congratulation !
Re: [Game] Scavenger
Looks terrific. Big thumbs up! Good luck with the sales!
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Re: [Game] Scavenger
Looks very good.
How did you created the levels? Used your own editor?
How did you created the levels? Used your own editor?
[:: PB Registered ::]
Win10 Intel core i5-3330 8GB RAM Nvidia GTX 1050Ti
Win10 Intel core i5-3330 8GB RAM Nvidia GTX 1050Ti
Re: [Game] Scavenger
Thanks, everyone!Saboteur wrote:Looks very good.
How did you created the levels? Used your own editor?
I never really had a level editor in this project.
The planet maps are procedurally generated. I wrote a program that makes the terrain and builds a series of mesh tiles of it at different LOD levels. It makes maps by layering a lot of random generators together.
A neat trick for building good looking yet navigable maps is to start with a fuzzy voronoi field - that gives you something like shattered glass with large directional features in it. Make those edges be the obstructions. That isn't navigable at all, yet - it's all isolated islands. So, then -subtract- a different fuzzy voronoi field from that, so that the web of new edges make passes through the obstacles you created in the first pass above. It'll be mostly interconnected, but with wandering indirect paths through it.
The ship was designed directly on graph paper, and then in the 3D modelling program I use. I divided it into rooms by hand, and then hide the meshes you can't see based on what room you are in - the map was small enough that I could basically hard code that vis table by hand.
Re: [Game] Scavenger
Awesome work!
Re: [Game] Scavenger
Hi
Could you tell us the reason why GOG declined your game?
neuronic
Could you tell us the reason why GOG declined your game?
neuronic
Re: [Game] Scavenger
GOG requests that I not share that, or I would.neuronic wrote:Hi
Could you tell us the reason why GOG declined your game?
neuronic
Some other developers, of "Krum - Edge of Darkness", "The Hungry Mouse", "Gnomes vs Fairies: Greckel's Quest", and "Jetpack" for instance, have disregarded that request.
GOG aims to run a curated store, and they are entirely allowed to pick and choose what they want to carry - there's times that's frustrating, but Steam's current extremely open door policy is also at times frustrating. I think that there's no perfect way to run a store - the GOG approach declines a lot of games that some people would have bought, and the Steam approach ends up including a lot of junk.
Re: [Game] Scavenger
Nice!
Most people don't know asset creation is way harder than programming, and that's before even factoring voice production and voice animation... These days you don't even need to program, but animation, modeling, and texturing is still like it was decades ago..
I got so annoyed with broken blender exporters, blender ui/ux(even though I basically mastered it), and complete lack of format support under better tools like zbrush, that I've been avoiding it for the better part of a decade.. MakeHuman is pretty much the only innovation I've seen in the 3D world in terms of tooling. You're one of the rare few who can't just pay 3D artists that tolerate it long enough to get somewhere with a game design.
Most people don't know asset creation is way harder than programming, and that's before even factoring voice production and voice animation... These days you don't even need to program, but animation, modeling, and texturing is still like it was decades ago..
I got so annoyed with broken blender exporters, blender ui/ux(even though I basically mastered it), and complete lack of format support under better tools like zbrush, that I've been avoiding it for the better part of a decade.. MakeHuman is pretty much the only innovation I've seen in the 3D world in terms of tooling. You're one of the rare few who can't just pay 3D artists that tolerate it long enough to get somewhere with a game design.
The truth hurts.
Re: [Game] Scavenger
Looks awesome, purchased
Re: [Game] Scavenger
Good work, i like it.
Re: [Game] Scavenger
Thanks!dman wrote:Awesome work! Well done!
Do you have a demo available?
Re: demo - I did not write one. Steam has got a for-any-reason automatic refund policy, so long as you're under 2 hours of playtime and 2 weeks of ownership, and I've found that a lot of people use that for evaluation.
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Re: [Game] Scavenger
Congratulations
Great work!
Great work!
http://www.zeitgeistmovie.com
While world=business:world+mafia:Wend
Will never leave this forum until the absolute bugfree PB
While world=business:world+mafia:Wend
Will never leave this forum until the absolute bugfree PB
Re: [Game] Scavenger
Indeed it looks like the biggest game ever created with PB. Impressive!
Would be very cool to know a bit more about the technical. I suppose you created all your libraries? (that is, apart from the ones PB provides obviously)
How did you organize your code for such a project?
What was the most frustrating things you encountered (about PB and how it could be improved)?
Did you finally manage to fully solve the false positive problem?
Would be very cool to know a bit more about the technical. I suppose you created all your libraries? (that is, apart from the ones PB provides obviously)
How did you organize your code for such a project?
What was the most frustrating things you encountered (about PB and how it could be improved)?
Did you finally manage to fully solve the false positive problem?
Re: [Game] Scavenger
Yes, this is the big question.Joubarbe wrote:Did you finally manage to fully solve the false positive problem?