Lack-of-progress update

over 7 years ago in Game and Warp Speed by matt

I’ll be no shittin you, I have not done much recently, basically due to standard stuff that keeps me from Warp Speed that is namely exams and webdesign work (or lack of it for that matter which is just as bad when you need money)

Enough moaning. List of things that I managed to get done includes scratched metal textures I mentioned in the recent entry and worn out paint and badass rust (which I’m working on ‘currently’). So far I think the last two are the hardest to make but I’m progressing slowly and getting to the point where I almost like them enough to show you.

Just as I do like the metal scratches textures you can see below:

As you can notice the texture on the bottom features deeper scratches.

And they’re pretty seamless!

Don’t they look real?

Now, the coolest thing about them is that I found out pretty much a receipe to make them with as little effort as possible. That may sound lazy but it’s not. Personally I’d call it creative efficient. My goal from the very beginning was that the textures will not use any reference photos and will be 100% self-sufficient, easily editable and customizable.

From here I’ll be working out the way for the rust and worn out paint effects (Yea I’ve said that already) that will look just as cool and will be just as easy to make as the two textures above. Then I’ll think about some kind of a tutorial featuring these materials.

I don’t expect much progress for the next couple of weeks though.

For now let know your opinions for they’re always much appreciated, twice as much at such time actually!

Weekly update #4

over 7 years ago in Game and Warp Speed by luke

Sorry about the lack of weekly updates lately but i’m working really hard on the Warp Speed engine doing some improvements and optimization. At the moment, we’re not sure when the alpha will come out but be patient because it’s worth waiting for.

Anyway, take a look at the list of recent changes below:

  • completely rewritten renderer using vertex arrays and display lists
  • implemented splitscreen game (up for 4 players)
  • separated autoupdate service from main engine
  • unified scripting engine
  • removed most of memory leaks
  • sped up math performance
  • fixed player movement glitches

Progress update

over 7 years ago in Game and Warp Speed by matt

We’ve been working pretty hard on everything this week, I don’t have any solid evidence I’d like you to see at this very moment but that is going to happen inevitably some time soon anyway. Have a further reading to find out what’s currently going on behind the Warp Speed scenes.

I’m spending huge amounts of time recently (too much if the truth be telt) working out my way to the best and most efficient ways of creating new ass-kicking textures. I must say that I’m more than satisfied with the results, specifically after today as I learned a couple new great techniques of making specific metal effects on textures that I was striving for for quite really long long time now.

Wesz is on and off working on the base engine. Not having an alpha out yet looks like a bad omen but I hope it’s not and once we’re ready to make the release, we’ll be adding further features in no time.

Thanks to all of you watching the progress and leaving comments on Warp Speed profile at – that obviously matters to us a lot, personally I find myself doing a lot more Warp Speed related stuff recently due to the fact we managed to attract some of you so quicky!

Thanks again and stay tuned for more updates!

Movement demonstration video

over 7 years ago in Game and Warp Speed by matt

Recently I announced that we’re going to make the first alpha release of Warp Speed by the end of this week. Well, in a perfect world we would have but wesz had to sacrifice most of this week for some stuff that was unrelated to Warp Speed. Still, he managed to rewrite the parts of the base engine that he planned on improving and currently he’s readopting a couple more pieces that rely on these particular parts. It’s a big deal for us as we don’t want to delay the release anymore but we want to make running the first alpha as pleasant an experience for you as possible at the same time, please be patient! Anyway, we don’t come totally empty-handed today!

I made a short video that covers a few basic movement capabilities. Note that this concept of movement is not the final one, we don’t really know how far from or close to final it is since the only way to make further adjustments is after playing (against a bot at the very least) and we’ll be struggling to get there for some time yet I suppose. Without having to worry about anything but running though the current configuration is quite comfortable and in such sense may be considered like 80% done. These 80% include:

  • 90/180 degree rotations
  • gaining speed on turns (which is actually off in the video) + a certain speed limit after which you can’t further accelerate through rotations.
  • gaining speed on slopes (which is a bit too easy now and will be limited in the future) – should allow you to accelerate as long as you want (and can) but for now it is limited, too.

Remaining 20% are things mentioned in the brackets and dashes (Thanks to some acceleration applied you can perform farther jumps (only if it’s not a consecutive jump) This feature basically allows for the maps to be a little bit more open what improves the general comfort of movement.)

Yes, the blueish dude you can see there is Victor. He does not hold an invisible gun as he did until recently. It made him look stupid like dudes in scooby-doo when running so we decided to remove the gun temporarily and make the upper torso animation instead. He will have his weapon back later on.

Oh, and btw. Bear in mind that rotating looks a bit dizzy on the video but it is really not the case when running around at optimal 60fps.

Thanks for your interest and again stay tuned for more incoming updates!

Update on texturing

over 7 years ago in Game and Warp Speed by matt

A few weeks ago I posted some info about texturing along with a few screenshots. Today I wanted to show you new textures I’ve been working on yesterday and today and also make a short note about the changes in my texturing concept that took place over the last three weeks.

For your convenience I’ll start with the interesting part and then go to more boring things regarding my own thoughts and techy stuff.

warpspeed textures preview

The above mix may seem to have the contrast broken a little bit when you compare it with the first mix but making adjustments in this field is no longer a problem and it’ll be easy to sort out when we can see these patterns in game on actual levels.

The cool thing about the new patterns is that they are very easy to manage. I can easily change their color to whatever I want, I can edit the texture and the details won’t get messed up after that, I can finally add as many or as little details as I want and they won’t mess the texture. I was looking for best solution to that for quite a long time, result being that all previous patterns I made have quite a messy and hard to manage structure but that’s not an issue anymore. The funny thing is that even though I’ve spent ages on finding the most efficient way to make the patterns while doing them, I figured the solution during making Warp Speed website design and Vector Victor that was also introduced recently, rather than the actual patterns. Then I just implemented these ideas into texturing and after a few hours I came up with the results you can admire above.

Remember that we’ll be releasing an alpha version shortly so stay tuned and do not miss out on all the fun!