Rogue Mission

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JeffR
Steering Committee
Steering Committee
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by JeffR » Sat Jan 13, 2018 3:19 am
Looking pretty noice!

You may not have seen it, but the guy that started MakeHuman started up a new project that basically does a similar deal, but it's directly integrated into blender as an addon:

http://www.manuelbastioni.com

I think I prefer the meshwork it puts out compared to MakeHumans. May be useful to keep an eye on it :)

Performance is definitely a tricky thing to deal with for complex scenes in the current builds. We've got quite a few things cooking that should let you crunch a lot of static geometry really fast that you can probably capitalize on in the near future, but if there's any current spots giving you trouble, feel free to ask, may be some tricks you can use to optimize some trouble spots.
Duion
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by Duion » Sat Jan 13, 2018 12:06 pm
That scene he has is by no means complex, multiply everything in there by 10 and then it may be halfway complex.
Jason Campbell
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by Jason Campbell » Sun Jan 14, 2018 4:42 pm
Looking pretty noice!

You may not have seen it, but the guy that started MakeHuman started up a new project that basically does a similar deal, but it's directly integrated into blender as an addon:

http://www.manuelbastioni.com

I think I prefer the meshwork it puts out compared to MakeHumans. May be useful to keep an eye on it :)

Performance is definitely a tricky thing to deal with for complex scenes in the current builds. We've got quite a few things cooking that should let you crunch a lot of static geometry really fast that you can probably capitalize on in the near future, but if there's any current spots giving you trouble, feel free to ask, may be some tricks you can use to optimize some trouble spots.
Thanks Jeff, I already have the plugin, just forgot about it. The characters I have in game are just a proof that it works with animations so when that time comes I'll definitely check this out. Optimization balance is definitely the name of the game now. Thanks for the offer to help but I bet you have things on your plate! Coding is going to be the hardest part for me I bet. So in a few months, look for annoying questions. :)
That scene he has is by no means complex, multiply everything in there by 10 and then it may be halfway complex.
Right, well this is what I'm saying. If I were to add the complexity I want, it's going to be a real battle. I really want this game to look as good as I can make it.
Duion
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by Duion » Sun Jan 14, 2018 8:20 pm

Right, well this is what I'm saying. If I were to add the complexity I want, it's going to be a real battle. I really want this game to look as good as I can make it.
Then you still have a long way to go. What you currently have is not bad, but kind of mediocre. I remember the Taik demo and it was kind a realistic, since he used baked lighting, so for interior levels you could go that route, but kind of work intensive. For outdoor levels, it is not that hard to make it look good, just add lots of HDR, bloom and stuff and make very dense vegetation and there you go.
Some time ago I made some tests and painted forest with a brush of every jungle forest object I had and it turned out like that http://www.moddb.com/games/uebergame/im ... -random-01
and this is just one random brush stroke and it already looks good, no talent needed, just a bunch of assets, in this case mostly from Pacific demo and the best part is, no problem regarding performance, if you do not make a super large level.
Happenstance
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Joined: Sat Apr 11, 2015 9:08 pm
by Happenstance » Mon Jan 15, 2018 1:24 am
This looks interesting, always room for a spy RPG. Looking forward to seeing more.

I hadn't heard of Top Secret so I looked it up - looks fun. There's a new version that just came out, might have to look into getting it.
Jason Campbell
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by Jason Campbell » Mon Jan 15, 2018 5:00 pm
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Duion

Trust me, I know I have a long way to go.

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Happenstance

That is awesome! I didn't even notice this. The original and SI version were so much fun.
Jason Campbell
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by Jason Campbell » Sun Feb 25, 2018 11:53 pm
Hey all, got a video up and I have to admit, just the simple combat is pretty fun. Obviously there are some glitches and what not but it plays pretty smoothly without the screen recorder which hurts the frames a bit. Much will change. The soldier character is Bryce's because I need to figure out why my character models are causing texture leaks and possibly an out of bounds error.

I just wanted to get some videos up and this is the first one.

marauder2k9
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Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Mon Feb 26, 2018 12:52 am
that is amazing man!! great work so far!
Jason Campbell
Posts: 271
Joined: Fri Feb 13, 2015 2:51 am
 
by Jason Campbell » Mon Feb 26, 2018 2:04 am
Thanks marauder, I can't stress how much I appreciate Bryce's AI. They are completely unpredictable. At the same time though, as I fight through the map, I think this would work for a PvP pretty well. Can't help but think this would be a good battle royal map. A lot of cover except the choke points.
LoLJester
Posts: 71
Joined: Thu Aug 13, 2015 5:58 pm
 
by LoLJester » Mon Feb 26, 2018 7:21 pm
Looks very promising. Keep up the good work!
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