Hello there, after finally getting bored with Mr. Stork’s skinny looks (it was our previous guest dude), I felt it’s time to replace him with someone who looks more badass and will be a base for the future final version of The Dude.
Today I decided on introducing to you our newborn child, Victor. Vector Victor, to be precise. What Victor Vector is? As you’ve probably already guessed, it’s a vector representation of the player model that’ll be used in Warp Speed. Why vector? Our destination size of The Dude is around 100px. It’s not pixel art in its pure form, but it’s not a hi-res model either. After having some thougts on this topic I tought pixel arting and doing The Dude in 1:1 ratio would be too tricky and the easier way will be with vectors since you can edit them more easily and they degrade pretty cool when scaled down to the desired size.
Below you can have a look at Victor in it’s full size. The Dude is simplified a bit and he may look a bit angular (when in such scale) but the point is to make it look badass in the target 100px scale. It doesn’t matter here, whether his abs are angular or rounded as you won’t see the difference in the end product anyway.
Mr Victor Vector in its original scale. You can notice the joints between particular parts of his body. You may also notice that his palms are not finished.
Another cool thing about Victor is that his body parts fit to each other perfectly and look neat in any natural position. Below you can se a couple of poses Victor agreed to do for me on his first photo shoot session. Click the image to see how Victor looks in the targeted 100px scale.
Posing Victor. From the left: Standing; Dashing; Making a gesture; Falling backward after being hit.
So, what’s next?
In the meantime Victor will be spiced up and will have alt versions for front/back leg/hand done but he’s not a priority anymore. After we have officially launched the website I’m back to texturing BIG TIME!
It’s been a long week and below you can see the list of latest changes as for the time of posting the third weekly update!
- improved player movement (we’ll post a video soon)
- fixed a few scripting functions
- almost implemented CEgui for editors
- fixed bones texturing
- unified scripting between diffrent game states (world state, game state, menu state etc.)
- fixed HUGE bug causing the game to crash
- rewritten main renderer (not implemented yet)
We’re quite busy now, and I’m happy to say that we are spending most of the time on warp speed development this week.
We made significant changes to payer physic and are currently working on a few more extra features that are supposed to improve the overall movement quality.
Moreover, we’re preparing to finally set off with the website. The launch was originally scheduled on April 15th, however, there are couple more cool things that we want to get done before we officially say hi. We intend to start releasing alpha versions of Warp Speed and we’re working on the introduction video as well. These two require a few issues to be resolved and that’s what consumes all the time now.
Stay tuned so that you do not miss all the fun!
Next week, next monday and next update!
The past week I spent most of my time on website development, so Warp Speed was set aside. Anyway, here is a short achievement list:
- fixed all collision glitches
- implemented bump mapping
- fixed particles distance detection system
- began renderer optimisation
- added console background and new font for better visibility
Currently we are wrapping up website related stuff so hopefully I’ll be able to focus more on the game itself this week!
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!
This video shows very basic level editor for warp speed.
It’s speed is like 200% as my hardware is just as lazy as me and wouldn’t record it at normal circumstances unfortunately.
At the moment we can create polygons (triangles and quads) in diffrent type of material, like free, solid, platform, damage etc. You can texture polygons, paint each vertex, put objects, spawn points and do other basic stuff like moving/transforming objects. I did basic layer managment and UV editor, but it isn’t useful for now, needs to be rewritten. In the future you will be able to put many diffrent objects like weapons OR lights, export/import meshes geometry, paint everything with brush like in photoshop, add different effects and customize GUI. Our priority of course is flexibility and usability. Usability, which quite often gets forgotten by indie developers. No, we want to be our level editor to just as friendly as any other software with intuitive and user friendly navigation and stuff.
We will back working on this soon. Be patient;)