As on special request (thanks for the hint Bart!) I decided to organize a small party for the last Apricoters (Chris & Pablo & Brecht). Just intimous, for those who were involved and dropping in regular anyway! But nevertheless, it was awesome and give the team the right incentive and drive to make the final presentation a perfect premiere!
In the vimeo clip you can see a complete 6 minute walk-through the main game levels. This, plus more goodies is going to be finalized on the DVD. Hopefully in 2 weeks it’s ready for print. End of september we then can ship it to everyone!
by the way! you can start pimping your desktop with our quick-made wallpapers :), check them out!
This is PSP sized, needed to do it 🙂
Here are the latest environment shots from the island and the lava levels, with shadow maps(shadows+ao), and props all around like grass that’s the wrong color green, flowers, mushrooms, logs, etc.. There are things that still need to be finished, like fx(note the lava platforms are supported now!), water, lighting, sky, and animated WATER. Make some noise if you’d like to see Brecht add a decent alternative to animation maps for animated textures! No promises, but he’s thinking about it.
I’ll finish up with these levels this weekend and then next week is a big week. Everything starts getting wrapped up into a complete package. Pablo starts working on documentation, Campbell is finishing up with enemy AI, and now we’ve even got pesky rats running around! Moraes Junior (aka mangojambo) has been making brilliant animations and will continue with this too. Next week we’ll be posting a video or two showing some special effects and gameplay.
Production with the bge is taking off. We’re really motivated by how enthusiastically the blender community received the news about using the bge in this project. I’ve had my doubts as to how many people were actually interested in the bge, but evidently there are a quite lot of you. Make more noise!
We’re making all new levels for the bge game, and we’re bringing in new characters. Campbell is finishing up the game logic for Frankie, and then shifts focus to implementing enemies and animals to bully. By the beginning of August we’ll be wrapping this game up into a complete package with menus, etc.
We’ve also gone over the animation submissions! The animations we decided on using in the game are:
Marcus Feital’s “Sleep Idle”
Mango Jambo’s “Show Off” Idle
Joshua Huf’s throwing and minor damage
Glenn Melenhorst’s run cycle
Thanks guys! Great work. Mango Jambo, for crediting you, is that your real name, because that would be awesome.
Now below are some wip screenshots from our first level in the bge. The environment is missing enemies, plants, ground props, special effects, and all importantly, shadow/ambient occlusion maps.
Just like you read it, Real Time Shadows in Blender’s 3D View *and* in Blender’s Game Engine!
It uses Shadow Buffers, so is only available for Spot lights now, and it works with the same settings as for rendering, like OnlyShadow (very useful!), or ClipStart, ClipEnd, SpotSize, falloff, Bias, etc. They are not filtered (yet!, so don’t complain : ) so no Soft shadows for now.
I don’t like to take attention from other’s blogposts but this feature totally deserves it.
Made a quick video showing how it looks right now in both our game demo from Chris’s blogpost and in 3D View, is speeded up a little bit also for not to bore you too much.
This feature was made by our code hero Brecht and is still under development, so go compile your apricot branch, test, and share your happiness here with a nice comment.
That’s all folks! 😀
Just one and a half weeks since we started using the bge, and the progress has been insane. There’s way too much for one post.
GLSL is now integrated in the BGE, just enable it in the game menu to preview it in the 3d view, and it’ll look exactly the same when you press P. Support for nodes, multiple uv layers, all blending modes, stencil maps for splatting, color ramps for that precious falloff, and much more. One more week like this and my grin will be permanent.
Ever wanted shape keys to work in the game engine? Well support for shape keys has been added! There’s a brand new actuator called “Shape Action”. Grab yourself an apricot build and go nuts. And there’s been some really impressive speedups to the game engine. Just enable “Vertex Arrays” in your preferences and “Generate Display Lists” from the game menu for the fastest performance. Our test scene gets almost twice the frame rate. The devs helping us are really doing amazing things.. Things are really progressing quickly.
Have a look at our latest demo from the BGE, showing some new gameplay and playing with new features like glsl. Most of the main actions for Frankie have been added, plus a small environment to play around in while we work on the world for the game. Things are getting really exciting around here. We’ll post more progress this weekend, and, if anyone is interested, we may be looking for help soon. More info on that later. Of course one really big way to help this project is to pre-order the DVD!.