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Hi all! Time for another release of Project L! Woot! Actually the release is somewhat lame as I've spent most of this iteration debugging my intersection testing. This iteration adds lightmaps with ambient occlusion in them so basically I had to make a simple ray tracer and optimize a lot of things in the intersection code. Anyway, not much added to the actual game, but it was fun working at and visually I think it really pays off Oh... there is a slight game-play change, when you spawn you keep your jumping velocity though it is reversed. Jumping of the level and pressing "space" to respawn can give an interesting experience... |
Submitted by hObbE
Fri, 09/11/2009 - 14:47
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I hope you like it.



I agree!
The AO really does ground things quite nicely.
What is the purpose of the spawning / velocity change?
/johno
"you can't stop the change"
Indeed AO makes everything
Indeed AO makes everything seem super solid, even if it's not that visible when adding the current set of textures it just looks right
Looking at the level with only AO is really stylish but my guess is that it would be a bit boring in the long run.
There are some interesting things to think about now that i've got lightmaps up and running. One thing is that the lightmap resolution is actually more fine grained than the color textures. That is baking the textures and the lightmap would be possible and could be used for some cool things, like paining the levels (both as an editor thing and as a game play thing). For this to work in a practical way there are some big changes that needs to be incorporated in the way the lightmap calculations work.
The spawning velocity changes are mostly a test to see if it works and feels good (which I think it does) so this paves the way for some kind of portals in the game that could be used for some platforming jumping puzzles.
um how can i see this AO
um how can i see this AO thing in the game? don't think i see a difference from L2
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Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)
Just tried it at home and it
Just tried it at home and it felt a bit jerky,
I had some problems walking down the stairs... you flip...
@SolidBenny: Sounds like a fallback shader?
yeah moving around and
yeah moving around and especially jumping around the tree never lets you know what will happen
hmm no i see shadows inside the tree. i probably just didn't know what to look for, since i didn't know what it was
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Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)
@SolidBenny The AO is
@SolidBenny The AO is actually rather subtle though there is no other lighting right now (and no fallback shaders either). So it's probably there though the effect is mostly so "natural" you don't think about it.
@dntoll the stairs is a known issue (was the same in iteration 2) to work well stairs need to have deeper steps. Jerkiness is a bit weird, the shader is simpler (i.e. two texture look-ups though I have not removed the old fluff). Though there is more data to suffle (that is a second set of texture coordinates) per vertex.
Thanks for testing guys!
Hehe, just tried it and had
Hehe, just tried it and had some fun with the jump velocity preservation
. Ie. I fell down just far enough to reset and get flung over to the other portal and get shot out of the first portal again. That's quite fun (as proved by Portal). The 3d world really reminds me of some parts of Psychonauts. The main menu and the milkman conspiracy level (one of the best video game levels ever imo
) in particular.
Project L gameplay in this early stage lends itself to some humorous situations, like flinging yourself up into the tree and getting 'snapped' to a twig and walking around it
.
With some more gameplay/puzzles/goals in there while still keeping the potential to "accidentally discover fun" I think this game will be cool!
Thanks for testing and
Thanks for testing and liking
Psychonauts is a really cool game, must play it again.
Development is really slow though and I've yet to come into the zone... but as you say, fun should probably be discovered and not planned/designed/engineered...
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