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Author Topic: Cult - New Development Video (5-10-12)  (Read 114229 times)

Geen

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #660 on: January 24, 2012, 10:44:20 pm »

OOoh, this looks awesome. Watching.
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Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #661 on: January 26, 2012, 09:35:23 am »

I have ~3.5 days off after a morning shift today. So excited.  :D I want to get a lot of work done now that I've gotten into the early parts of regional map generation.

I'll post some screens once things are further along; hopefully that will be by the end of the weekend, but it depends on how far I've come. At the moment I'm just working on grasslands and plains; once the actual terrain generation is done I'll start on town/city generation, since the player will be selecting a town or city to begin adventuring in as a part of the chargen process.
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Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #662 on: January 27, 2012, 11:44:07 am »

Well, I've got reflective water working. Having way too much fun with that.  :D
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Neonivek

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #663 on: January 27, 2012, 11:52:49 am »

Well, I've got reflective water working. Having way too much fun with that.  :D

I am kinda dumbfounded by just the idea of ASCII reflections.

Now if only someone could copy IVAN's liquid code. (not a hint)
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Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #664 on: January 27, 2012, 12:54:42 pm »

Well, I've got reflective water working. Having way too much fun with that.  :D

I am kinda dumbfounded by just the idea of ASCII reflections.

Now if only someone could copy IVAN's liquid code. (not a hint)

http://www.youtube.com/watch?v=CCsEx5h6kQI&feature=youtu.be

Here's a sample video.

The landscape is pretty barren, of course, since I haven't started adding the really fun stuff yet (trees, shrubs, paths, weather effects, etc). I'll start on that today, though. Eventually I'd like to get the water to also reflect trees, structures, etc. For now it's just clouds.  :)
« Last Edit: January 27, 2012, 01:27:00 pm by Lord Dullard »
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Mephansteras

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #665 on: January 27, 2012, 01:25:30 pm »

Wow. Impressive!
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Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #666 on: January 27, 2012, 01:27:07 pm »

Okay, I added another, longer video for you folks. Here it is:

http://www.youtube.com/watch?v=XcQ3hJmXK0A&feature=youtu.be

This one shows site selection for the beginning of the game as well as the rudimentary regional terrain gen I've currently got in place. Luckily the first site I generated had a big pool of water smack dab in the middle of the game-camera, so there's another shot of reflective surfaces there as well.

This video is also in HD, so you can crank it up to 720p (or whatever) and fullscreen it.
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EagleV

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #667 on: January 27, 2012, 01:30:27 pm »

That looks great!
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melkorp

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #668 on: January 27, 2012, 01:58:01 pm »

Beautiful, great work man
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Sentientdeth

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #669 on: January 27, 2012, 04:58:49 pm »

I'll probably get back to the soundtrack come spring, everything I write lately is crap.  Need me some nature-walks in non-arctic weather to get my groove back.
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Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #670 on: January 28, 2012, 09:59:50 pm »

Progress. For once, it's actually going smoothly.  :D


Grasslands will be pretty boring compared to some other terrain types, but that's why I started with them. Near settlements they'll also be converted to farmlands in many cases, so I'll have to design an entirely separate set of parameters for plowed fields and orchards.

For now the vegetation itself is pretty plain, but eventually it'll be different with each region you visit. During worldgen vegetation types will be procedurally generated along with creatures, with the ultimate result being that vegetation will be varied and worth studying.
« Last Edit: January 28, 2012, 11:46:56 pm by Lord Dullard »
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Max White

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #671 on: January 28, 2012, 10:37:53 pm »

Wow, going to be honest, looks pretty amazing. Little jealous right now.
You have done really well with the lighting effects, it is looking more realistic than a lot of non-roguelike games.
Water is to die for. Seriously, fell in love with it. Would marry it if I could.

Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #672 on: January 28, 2012, 11:42:54 pm »

Well, thank you very much! I'm going to try to get a bit more work done tonight. One more day off tomorrow, so I'll try to plug away a bit more until I have to go back to the daily grind again.
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Max White

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #673 on: January 28, 2012, 11:47:37 pm »

So, looking at your water reflections, can I assume you have an array of bytes for the density of each cloud, and you use that as a coefficient to lerp the original water colour and white?

If so, couldn't you use that same method except with black to have the clouds cast shadows that move across the ground? I mean it would add to the processing required per tick, and as the luminosity of the ground is already used to show the shape of the ground it might give the effect of the ground moving, rather than shadows on it, but still, might be worth checking out, see how it runs and looks, and if it is worth it.

Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #674 on: January 29, 2012, 12:45:32 am »

So, looking at your water reflections, can I assume you have an array of bytes for the density of each cloud, and you use that as a coefficient to lerp the original water colour and white?

If so, couldn't you use that same method except with black to have the clouds cast shadows that move across the ground? I mean it would add to the processing required per tick, and as the luminosity of the ground is already used to show the shape of the ground it might give the effect of the ground moving, rather than shadows on it, but still, might be worth checking out, see how it runs and looks, and if it is worth it.

Yeah, I'd already considered doing this, actually; I know it would work and I could modify the code used for reflections to easily do the same. My main concern is the processing power required for it.
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