[HELP WANTED] Front Warrior - team-based action FPS
I want to help, I am devsh from PNS and I have lots of experience on graphics.
Things that could be use to your game (in order I would implement them):
-parallax occlusion mapping
-atmospheric scattering (ATMOsphere, nice sun)
-HDR
-Dynamic Lighting
-Phong Tesselation for SM4.0 cards
-Sun shadows
-Dynamic Procedural Clouds
-Countless planes of grass (using geometry instancing on SM4.0 to get more grass)
-Wind swaying grass and animation using point-light average-movement interaction technique
-Deferred Rendering
-Godrays
-SSAO
-I'd make/improve some models. Especially trees.
-Global illumination
Things that could be use to your game (in order I would implement them):
-parallax occlusion mapping
-atmospheric scattering (ATMOsphere, nice sun)
-HDR
-Dynamic Lighting
-Phong Tesselation for SM4.0 cards
-Sun shadows
-Dynamic Procedural Clouds
-Countless planes of grass (using geometry instancing on SM4.0 to get more grass)
-Wind swaying grass and animation using point-light average-movement interaction technique
-Deferred Rendering
-Godrays
-SSAO
-I'd make/improve some models. Especially trees.
-Global illumination
Hey I think it would be a great idea if devsh worked with Eigen. This could turn out to be an even more amazing project.
I hope they can get along though...
I hope they can get along though...
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
First make it playable and stable, then add eye candy.devsh wrote:I want to help, I am devsh from PNS and I have lots of experience on graphics.
Things that could be use to your game (in order I would implement them):
-parallax occlusion mapping
-atmospheric scattering (ATMOsphere, nice sun)
-HDR
-Dynamic Lighting
-Phong Tesselation for SM4.0 cards
-Sun shadows
-Dynamic Procedural Clouds
-Countless planes of grass (using geometry instancing on SM4.0 to get more grass)
-Wind swaying grass and animation using point-light average-movement interaction technique
-Deferred Rendering
-Godrays
-SSAO
-I'd make/improve some models. Especially trees.
-Global illumination
I've seen too many a project start off awesome, but then the team would focus on making new models and effects instead of actually integrating them into the game. The assets all looked amazing, but the game never got done.
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Re: [HELP WANTED] Front Warrior - team-based action FPS
Hey guys.
I wanted to post some of the more recent screenshots.
The reason I'm doing this is, and I'm really sad to say that, but most likely I'll stop working on the game because it's just too big for me and I haven't had much time recently. Even if I have a day off or whatever I just can't find the motivation anymore. After all, I first started work on it back in 2008 I think.
I'm still venturing the game-development world and I'm working on some other smaller projects (more of a casual style) and I hope to do some games for the mobile market as well.
But, all is not lost. I'm hoping these screenshots spark the interest of some individual(s) that would be willing to take the project over. I wouldn't want to see it die off, it's my baby after all
There are some features I'll still complete on my own and after that I'll commit the latest code to the Googlecode project and hand it over to anyone willing to continue. Parts of it should probably be re-written completely (the .irr level loading and object setup is a mess).
If you think you'd be willing to do so, let me know and we'll discuss the details. If you just started with Irrlicht and have little to no experience, don't bother.
Kind of sad but that's how things turn out sometimes
I wanted to post some of the more recent screenshots.
The reason I'm doing this is, and I'm really sad to say that, but most likely I'll stop working on the game because it's just too big for me and I haven't had much time recently. Even if I have a day off or whatever I just can't find the motivation anymore. After all, I first started work on it back in 2008 I think.
I'm still venturing the game-development world and I'm working on some other smaller projects (more of a casual style) and I hope to do some games for the mobile market as well.
But, all is not lost. I'm hoping these screenshots spark the interest of some individual(s) that would be willing to take the project over. I wouldn't want to see it die off, it's my baby after all
There are some features I'll still complete on my own and after that I'll commit the latest code to the Googlecode project and hand it over to anyone willing to continue. Parts of it should probably be re-written completely (the .irr level loading and object setup is a mess).
If you think you'd be willing to do so, let me know and we'll discuss the details. If you just started with Irrlicht and have little to no experience, don't bother.
Kind of sad but that's how things turn out sometimes
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- Posts: 758
- Joined: Mon Mar 31, 2008 3:32 pm
- Location: Bulgaria
Re: [HELP WANTED] Front Warrior - team-based action FPS
Yeah, so sad indeed. I was really happy with your progress so far.
But, every end is a new beginning they say...
But, every end is a new beginning they say...
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
Re: [HELP WANTED] Front Warrior - team-based action FPS
It's hard to find someone to takeover a stranger project when this project is not known yet. Maybe you should let this project aside for a while and come back to it later, say in a semester or so. No one can always keep his motivation up.
Good job
Good job
Using trunk with mingw/gcc 4.6, Windows 7 64 bits driver opengl
Re: [HELP WANTED] Front Warrior - team-based action FPS
Thanks for the heads up. The thing is that the project has been idling for over half a year now, so it's kind of unlikely I'd resume active work on it. Who knows, of course. Perhaps once I complete the parts I want to write before releasing it my motivation is back .. but I doubt that, very much.teto wrote:It's hard to find someone to takeover a stranger project when this project is not known yet. Maybe you should let this project aside for a while and come back to it later, say in a semester or so. No one can always keep his motivation up.
Good job
Re: [HELP WANTED] Front Warrior - team-based action FPS
It's been advancing nicely in all the new shots you've posted. What were your original goals with it? An indie release or something else?
Is there much missing from that goal? Perhaps you could finish it, start earning some passive income, and go to other projects then
Is there much missing from that goal? Perhaps you could finish it, start earning some passive income, and go to other projects then
Re: [HELP WANTED] Front Warrior - team-based action FPS
I didn't really have a goal other than to complete it, really. I have no idea what I would've done with it once it's done. I guess I was thinking of selling a few copies or whatever. I only knew I had to complete the programming and then focus on the art, but being an visual person I kept tinkering with unnecessary details rather than the big picture. That's probably the reason it wasn't progressing as well as I'd hoped. Rather than program some new AI routine I was spending hours on modeling some cliff or adjusting textures, even though I knew that most of it would be replaced for the final release. Perfectionist? Go figure..
Re: [HELP WANTED] Front Warrior - team-based action FPS
there any demo of the game? to download?
Re: [HELP WANTED] Front Warrior - team-based action FPS
there is some sort of a playable thing in the SVN... doesn't quite work on linux but on windows there are like 6 decent looking levels.
ATM all you can do is walk around, shoot at things, see the decals and have your squad follow you.
ATM all you can do is walk around, shoot at things, see the decals and have your squad follow you.