There’s no way for a game to become an AAA+ title if it does not look badass these days. I know you’re all tired with almost monochromatic videos wesz posts from time to time to show off his skillz, therefore I decided to mix a few textures I’ve made in the meantime so you can see how the game’s gonna look like in the future.
Click on the screens to see full size preview. I suggest that for better experience you check them out in fullscreen mode.
The dude as well as the weapons are just placeholders for future ball-breaking artworks.
There’s only a few textures present but obviously there’s a lot more to come. Whereas these here do not have too many details, I’m planning on enriching them later on as currently I’m working on getting a few more base textures that’ll look fine together when you actually texture something with them. This proved to be the hardest part so far. In general designing textures that are supposed to look fine from all four points of view is kind of tricky. I’ll go over this process in a following weeks if I’m lucky. Enjoy and stay tuned by then!
I have just finished implementing bump mapping. Let’s take a look at the effects:
I’m going to post every Monday of the week a short list of things we have done. So, going straight to the point:
- support for widescreen resolutions
- waypoint path finding using A* algorithm
- fixed player-particle collision
- fixed OpenAL listener orientation
- rendering foreground/background masks
- new bot scripting interface
- improved modding
New Por Design server was started. New server is localized in Poland in NEPHAX Data Center in Gdańsk.
On new server we ran Babo Violent 2 (version 2.11f) servers:
- Real Squad 2
Long time since last post, but warp speed is still under development! Yes, that’s true, I have prepared this short post for all those assholes, that don’t follow the progress. Here is a list of new things:
- 3d sound engine
- weapon and particle system
- new scripting language – game monkey
- static lightmaps
- dynamic lightning
- auto-update feature
- improved modding
- almost finished network code
I decided to invite several people to test possibilities of warp engine, mainly hardware compatibility issues, speed, quality and modding capabilities. If you’re interested, please mail / twitt me.
Almost forgot to mention that Netsu and Tymek from the Double Dude have joined the inglorious basterds team!