Monday, 23 May 2016

Fear VR Semester Assignment

This is a prototype for one of the projects I'm working on this semester.

Its a serious game, intended to help people to grow their self confidence through facing their fears.

Its designed for the Oculus Rift DK2, and for a change, most the meshes are not made by me. My work on this has been strictly programming, effects and level design... And one or two assets.

Download Link:
https://www.dropbox.com/s/wez5n66jbzp20d7/FEARvr.zip?dl=0

Screens:















Last Semesters Assignment

I haven't had the time to put this up until now, but here is a link and some screens from the game I made for my Uni assignment last semester. Its meant to be almost like a Ratchet and Clank game I guess...

Download Link: https://www.dropbox.com/s/iyb6u62gb2fdev8/New%20Build.rar?dl=0

Screens:














Tuesday, 22 December 2015

Progress

First of all, happy holidays to everyone!

This past 6 months have been long for me as I've been back at University. I have been working hard in my spare time on the game, but I've since moved into full production since the semester ended a while back.

I didn't want to post until I had something big to share with all of you, so here goes.

Firstly, we've listened to the feedback that has been given by people who have played the builds we've uploaded, and the biggest complaint is that its a little hard to know what to do. Because of this, I will be designing and adding a mini-map with objectives and fast travel system.

Secondly, I've been working hard on new areas, some of which are far enough along to share, others are just concepts (mainly other dungeons are still works in progress).

That being said, please have a look at the new areas. We have a Saloon, Inn, Sheriffs Office and Chapel. I'm still working on polishing them, as well as the characters in them.

New interiors:






Other things we've been working on include swapping over to a terrain editor instead of the old system we had. The results are amazing for us from a workflow and consistency standpoint. We've also swapped over to a more standard linear HDR rendering setup with double the roughness sensitivity and complete utilization of reflection probes as well as new cinematic image effects and a full GI pass. What this means is that we have far more range in colors, roughness and light. It also means the PBR and shadows are more accurate and realistic.

New renderer / new textures, objects etc:







Over all, the game should look far better. It should have more realistic properties (even though it is stylized) and it should have a more modern and film like look to it.

OH, before I forget. I've also coded the grass and vine shaders to blow in the breeze so that the environment looks more living.

Our plan for the coming weeks is to implement the mini-map and objectives, as well as the new characters and the first bit of the story, dungeons and side quests.

hope you all have a great holiday. Hope to share more soon.

Friday, 4 September 2015

Ramblings

We've been really busy lately with university work again, but progress is still being made (slowly) for The Ballad of Crater.

We're working hard on a complete overhaul of some of the more outdated aspects of the game world. For example, we're re-doing the terrain and foliage to have a fully simulated wind system, as well as performance optimisations.

We're also working on finishing the hub world and adding new dungeons / finishing the one we have already.

Anyways, we hope to have more to share soon.

OH, and We're making some progress on testing on Mac. Its harder than we thought, but we're doing our best.

Monday, 10 August 2015

New build to download!

There's a new build out for The Ballad of Crater!

Not much has changed, its just small fixes and additions and such. If you haven't tried it, feel free to give it a try!

We're always looking for feedback so we can make the game better!
Hop you enjoy.

Link: https://www.dropbox.com/s/gemy8l7z9f8u04d/Ballad%20of%20Crater%20%28vertical%20slice%29.rar?dl=0

Wednesday, 15 July 2015

The Ballad of Crater Alpha 1.04

The latest build is done!

The Ballad of Crater: the small town at the end of the world is the story of a small town and the adventures of you, the player, as you explore the post apocalyptic land.

This is a Pre-Alpha public build of a vertical slice. It's meant for testing and feedback before release as an Alpha demo.

This demo was made by 2 university students over what has been 7 months of development time with no funding.

THINGS THAT HAVE CHANGED:

- NEW HATS! Simply equip them using directional keys in the main menu!
- Multiplayer now has a red hud flash when the player takes damage
- New Bat and gun sounds in multiplayer
- Multiplayer has now had a reverb mix

- Fixed multiple glitches in the shop relating to spending too much gems or not being able to buy upgrades

- Hub world has now had a reverb mix
- New Bat and gun sounds
- Pause menu now works with keyboard controls
- Many small tweaks and changes to gameplay, controls, hud and ai according to player feedback

- Lava sounds have now had a reverb mix
- Zombies now have a reaction sound and particle when they take damage
- The player has a red flash on the gui when taking damage

- The dungeon has also had a reverb mix
- Tweaked some hud elements to eliminate a glitch where some speech bubbles had button prompts when they were not meant to
- Increased the speed of the day / night cycle
- Fixed another save game glitch
- Tweaked the amount of HP the side quest mini-boss has

- Tweaked the sound of the dragon raw
- Tweaked bridge sounds
- Tweaked side mission mini-boss sounds

- Some extra prop placements in emptier / under-polished areas

THINGS THAT ARE COMING SOON:

- Intro story cinematic!
- Due to unforeseen technical difficulties, the cinematic did not make it into this build, but its coming soon!

Download Link: The Ballad of Crater Alpha 1.04 DOWNLOAD

Tuesday, 14 July 2015

Final Alpha demo release progress

We're working hard on wrapping up the final build of the alpha demo for the Ballad of Crater.

We've taken feedback into account and adjusted / added things accordingly, as well as finished adding in the stuff we were still working on.

Almost everything is finished now, in fact, we are just finishing up the intro cinematic story cucscene and then we will upload the new demo! Therese no new areas or anything like that, its still just a vertical slice of what we hope to achieve with the full game, but we hope that its polished to a high standard thanks to the little feedback we did get.

Thanks so much for the input you guys gave us! Its helped loads to make the game better.

The next demo will hopefully be finished and uploaded today sometime, so keep your eyes peeled!