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    May 05

    DayOfWar Moons/Asteroids

    I was going to release a video like this about a week ago but it took me until now to figure out why my  space ship code was crashing in 1.7.0.

    In case anyone else has this problem upgrading from 1.0.3 to 1.7.0 try increasing your integration level in the vehicles datablock.
    In my case I had to double it.

    As for the video it shows one of the key concepts of DayOfWar , independent gravity.

    Both moons have there own gravity.
    The gravity is very realistic.

    The video doesn't show this but.
    Ridged shape based objects can be put into orbit.
    I found that out by accident.
    I was moving a planet around and forgot there was a wheeled vehicle on it before I moved it and was amazed to see it fling itself around the planet.
    It made three complete orbits before crashing back down to the planet and ,because I had it set for collision damage, it exploded when it hit the planet.

    I will get some videos of this later and post them.
    April 28

    DayOfWar Oceans

    I have been working on this for a while but have now got far enough to show off the oceans rendering.

    Video.
    Pics.
    The videos shows that the player can interact with the "WaterSphere" just like the waterblock.

    It still needs a little work on the shader.
    Right now the reflect part of the shader is disabled till I can smooth out some issues.
    The main problem with it right now is I can't get it to reflect properly around the sphere.

    This is based off the waterblock and I will likely release it as a resource as soon as I can get the reflect figured out.
    Shaders are not my strong point.

    I am using this spherical code as the bases for a multi cloud and atmosphere layer as well.
    My goal is to be able to get a atmospheric scattering effect going.
    February 22

    DayOfWar is a Finalist.

    This announcement puts the game in the running with 4 other games.

    CannonBattle
    Trash: Wasted Earth
    Grudgematch
    Switching Gears/Survival
    Affectworks

    Congrats to the other developers.

    My money is on Switching Gears.

    As for my game I have released a new video showing off vehicle in vehicle dynamics.
    What this means is smaller vehicle can ride inside of larger vehicles.
    A lot of collision code had to be changed to allow this kind of interaction.

    Now all vehicles , land and flying , exhibits this behavior when inside another vehicle.
    Thanks to Ramen's original code that sent me down the right track.

    This aspect as well as spherical terrains is the core of what my game will be like.

    Large medium and small ships/vehicles interacting with small moons and asteroids while maintaining the FPS feel.

    More videos to come.


    February 09

    Demo Submitted

    At 1:00 AM today I submitted my entry into the IntantAction  Game Developer Contest.
    I may bee able to release a tech demo soon as well.




    December 08

    DayOfWar Atmosphere Test

    Small test of the atmosphere shader I have been working on. Not completely done with it but enough to show some good results. The planet is completely new and 30 miles in diameter.

    The music is from
    http://www.musicbakery.com/ . It is called Destiny and it is a number of tracks I will have for my game.
     
     
      
     
    This is a Hi-Res version of the video.
    October 24

    Planetary render test

    If the google video is a little grainy then try this hi-res version.

    What you see is a "moon" about 15 kilometers in diameter that gives you about 700 plus square kilometers or about 430 square miles of  free roaming real estate to play around in.

    Well maybe not a full size planet ,more like a real small moon, but scaling the terrain up is very easy.
    This aspect of my game I have spent the most time and effort on. Still not 100% happy with it.
    There is still an issue with the clip mapping that is causing "semming" artifacts.
    I am happy enough I can move onto other parts of my game.  Like the game assets.

    The clip mapping problems I will come back to later. The main reason it happens is the stock code in TGEA samples the opposite end of the terrain texture to try and match it up for tiling the terrain. But because of the way I wrap my terrain it samples from the wrong place.

    Just haven't found the clip mapping code that is doing it and fix/remove it.

    As for the future I have been working on a very unique weapon system for the game. All weapons will , from vehicle to hand held weapons, will utilize the unique approach to weapons. There will be both energy and projectile based weapons.

    October 17

    Up and running

    As you can tell from my website  I am not a web site guru.

    I will need help with that soon.

    As for my game it is still in the design stage.

    The game itself I have been working on for about 3 years. It is basically an attempt to change the FPS(First Person Shooter) genre that has become rather stale for the last few years. Don't get me wrong I love some of the current and passed FPS style games like Halo , Halo 3 , Half life 1&2 and the Battlefield series to name a few. But all FPS's are just refinements of the originals with better graphics , audio and networking capabilities.

    What I am trying to do is put the 3rd dimension back in 3D.

    Few games have tried to change the since of what is up and down , for example Prey , while it did change the players perceptions it just felt extremely cramped.

    What I want is vast play fields and large vehicles like starships. While Halo 3 is an awesome game and I really enjoy it , all of the multi-player maps are small compare to what I want to have.

    This video is a hires version of one on the game site. It shows off most of the basic concepts of what I am trying to achieve.

    I understand most of the reasons why games in the past have been forced to have small levels and cramped maps but computers have come along way in the last few years.