Enduring life - Fly through: Coast

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Zweshi
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Joined: Sat Sep 05, 2015 10:30 am
 
by Zweshi » Sun Oct 23, 2016 3:57 pm
Hello torque people!

Its been a few weeks since our last blog post and progress have been going steady since then with content getting added regularly. Today we have another video for you and this time we are showcasing some of the coastal areas of enduring lifes ingame world. As enduring life is a hardcore survival experience the ingame world plays a crucial part in the game balance and as such is subject to change.



Or visit Youtube directly: https://www.youtube.com/watch?v=PckebRnMc7M

Introduction to enduring life:
Enduring life is a player versus player driven persistent open world survival game based in Europe around 50 years after the current day civilizations decent and end in nuclear war. Now 50 years later you as players once more inhabit a world that although have regrown in nature is still contaminated and a harsh place to survive. The game lands in the FPS survival genre and focus heavily on the players impact on the world through player building, crafting and player versus player siege warfare either conquering each others towns or destroying them. The game world will be a vast 18km2 of landmass at launch with plenty more to come.

As always you can find us and more information about the game from the sources below:

website: enduringlifegame.com

Jonas Twitter: Zweshi – Lead programmer / 3D artist
Ilias Twitter: Badsik1k - Lead 3D artist / Lead 2D artist
Patrick Twitter: PatrickComan - 3D artist

Regards
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JeffR
Steering Committee
Steering Committee
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Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Sun Oct 23, 2016 6:16 pm
Looking good! Keep up the fine work :)
Duion
Posts: 654
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Sun Oct 23, 2016 6:58 pm
Yes looks fine.
But what I noticed is the ugly shadow fade in, are you using the 3.9 version of Torque? I noticed similar issues with 3.9 that the shadow fading is ugly now.
Are you using macro textures for terrain? You can use them to break up the obsiously repeating pattern on the terrain textures with that.
Zweshi
Posts: 12
Joined: Sat Sep 05, 2015 10:30 am
 
by Zweshi » Wed Oct 26, 2016 1:10 pm
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JeffR
Thank you!

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Duion
thank you for the feedback. We are using a modified version of Torque3D 3.7.
JeffR
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Steering Committee
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Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Wed Oct 26, 2016 5:37 pm
Yeah, the harsher shadow fade-in comes from the distance delta between the fade distance setting and the max shadow distance setting on the sun objects. If you want to soften the fade, just have the fade kick in at a shorter distance and it'll be a smoother transition out.
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