I figured I'd lurk for a little while on the forum before saying anything about the projects I've got on the cookers.
The first is an Irrlicht-based version of an old FPS I made awhile back called "Two Lords". The current incarnation of the game is a simple raycaster-based FPS that's barely better than Wolf3D in terms of graphical presentation. I've wanted to make it a true 3D game for quite some time now but only recently found the time to mess with Irrlicht enough to get down to business with it.
The game is unlike most FPS games in the sense that it is set in ancient times and focuses around magic rather than guns. Also, it has an intricate storyline that drives the gameplay. Some people had said that this is what happens when an RPG developer makes a FPS.
The second is a 3D fighting game called "Black Satin". I made the original version in MUGEN for DOS back around 2000-2001, then attempted to make a newer version using YAGL last year without success.
The game's main attraction back in the day was that it's an all-female fighting game, and most of the characters are rather lightly dressed. But I also worked hard on storylines for each character and of course making the game mechanics work well. Hopefully this new incarnation will be as fun as the old one.
I do not have screenshots of either production at the moment, as I've been working on the backend but I'll get some screens of both uploaded as soon as I can.
Two new Irrlicht-based games in the works
Two new Irrlicht-based games in the works
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Wow, I'm surprised my post is still here.
I've been working, although I've had other projects as priority. Only recently did Two Lords start on its real journey in the ways of Irrlicht. I can now finally post a couple of super-early prototype shots.
This was the first screenshot ever taken of the new Two Lords incarnation. The whole "it's about time" thing is twofold...one, it's finally being done in Irrlicht, and two, it's finally a true 3D game with all the features that test players of the original versions wished it had.
I was mainly messing with the particle generator here. This was taken before I optimized this particular scene, so the framerate is a bit low. Of course, the 1440x900 resolution probably does it no favors.
I do not yet have any screenshots of Black Satin, but that's mainly because I've been unable to find anyone capable of doing bones for models with such high triangle count, and my attempts have been rather...lackluster.
I've been working, although I've had other projects as priority. Only recently did Two Lords start on its real journey in the ways of Irrlicht. I can now finally post a couple of super-early prototype shots.
This was the first screenshot ever taken of the new Two Lords incarnation. The whole "it's about time" thing is twofold...one, it's finally being done in Irrlicht, and two, it's finally a true 3D game with all the features that test players of the original versions wished it had.
I was mainly messing with the particle generator here. This was taken before I optimized this particular scene, so the framerate is a bit low. Of course, the 1440x900 resolution probably does it no favors.
I do not yet have any screenshots of Black Satin, but that's mainly because I've been unable to find anyone capable of doing bones for models with such high triangle count, and my attempts have been rather...lackluster.
We all live in a yellow subroutine.
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(='.'=) Copy bunny into your signature to
(")_(") help him gain world domination.
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The shading (Especially on the pillar things) looks very flat. Why not take advantage of Irrlicht's easy to use parallax mapping? Also for the lava a lava texture with a water animated hillplane wont hurt one bit. (Although a great alternative is the lava shader that can be found somewhere in code snippets, done by that guy with the ring avatar I think).
Cheers
Cheers
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
Its a software renderer, looks nice too(bilinear filtering?). He would have to modify the raycast collision system to return alot more data to do parallax (the frame rate will drop allot too).simple raycaster-based FPS
are you usng irrlicht's ray cast system or your own ray triangle test?
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
The original raycaster version did not use Irrlicht but a custom DirectDraw-based engine. The screenshots above are normal Irrlicht scenes, the geometry is just very very basic at the moment.
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lol omaremad though it was a raycaster
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
Yeah, I plan to shade it better as the project progresses. The pillars are pretty much just temporary until I get some actual models for those...right now they're just cylinder objects. There is no lava texture there though...it's just a flat plane colored red. I am planning on using the hillplane/water technique. Didn't know about the lava shader though...will look into that. Thanks for the tip!BlindSide wrote:The shading (Especially on the pillar things) looks very flat. Why not take advantage of Irrlicht's easy to use parallax mapping? Also for the lava a lava texture with a water animated hillplane wont hurt one bit. (Although a great alternative is the lava shader that can be found somewhere in code snippets, done by that guy with the ring avatar I think).
Cheers
We all live in a yellow subroutine.
(\__/)
(='.'=) Copy bunny into your signature to
(")_(") help him gain world domination.
(\__/)
(='.'=) Copy bunny into your signature to
(")_(") help him gain world domination.