Being busy with Uni has meant slow progress for this one. But it is coming along dang fine!
We've been working hard on level design with new levels and assets all around. I've redone alot of the bad quality assets and I'm hard at work coding new AI and quests!
Download Link (latest build):
https://www.dropbox.com/s/8xajl1dvom91133/Ballad%20of%20Crater%20Build.zip?dl=0
Screens:
Ecto-1 Does Game Dev
Monday 23 May 2016
VR Art Deco!
I love Art Deco, so when I was asked by another student to make an Art Deco theater in VR for a film assignment they had, I jumped onto it!!!
The idea here, is that the user can watch a play in VR, showing the evolution of screen as a medium.
Download Link:
https://www.dropbox.com/s/u6egvb0jrpjfvr0/Theater.zip?dl=0
Screens:
The idea here, is that the user can watch a play in VR, showing the evolution of screen as a medium.
Download Link:
https://www.dropbox.com/s/u6egvb0jrpjfvr0/Theater.zip?dl=0
Screens:
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:
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:
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.
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.
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
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
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