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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Sun Jan 29, 2006 9:10 am    Post subject: Random Tinkering [quote]

I was in bed all day with a sore throat and got bored, so I tinkered up a little 3D walkaround engine. Here's what it looks like (beware - programmer art ahead!):



I built it from the ground up except for a few of the textures, which I cannibalized from my "Sacraments" game. It's kinda similar in structure as the engine I was working on for the "Final Fantasy Noir" game for the compo that never happened, but this one uses LightWave models instead of that custom format I was using, which saves a lot of time developing assets.

I made the 3D assets in LightWave, some new textures in Flash, and the engine itself is in Director. It's got animated water, a map file reader, and it lets you walk an animated avatar with a point light source around the map. No collision detection, nor does it do anything interesting except let you walk around, but considering I was loopy on antihistamines all day, I think it turned out pretty good. Heh.
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zenogais
Slightly Deformed Faerie Princess


Joined: 10 Jan 2006
Posts: 34

PostPosted: Sun Jan 29, 2006 8:03 pm    Post subject: [quote]

lol Looks very cool, I like it.
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RuneLancer
Mage


Joined: 17 Jun 2005
Posts: 441

PostPosted: Mon Jan 30, 2006 6:25 am    Post subject: [quote]

Very nice. I like the overall look.

A suggestion: double the size of your sprites. Working on Endless Saga has led me to realize that it's impossible to have good looking sprites in a 3D engine if you stick to the more traditional sizes (most SNES RPGs used 16x24; yours looks to be... 16x32? (edit: nope, 16x24; you rock for using the traditional sprite sizes :P ) ), and the pixelated look really sticks out like a sore thumb when your other textures are nice and smooth.

How's the water animated? Do you deform the surface in the fountain to make the water bob about, does the waterfall animate, or both? Not too clear on that one.

Is there a camera system, or does it face the same direction at all times?

Got anything we can try out for ourselves? :P
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Mon Jan 30, 2006 6:42 am    Post subject: [quote]

I disagree about doubling the size of the sprite. Right it looks nice and crisp, whereas the background is a blurry mess. Why fix the one part of the screenshot that already looks good?
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RuneLancer
Mage


Joined: 17 Jun 2005
Posts: 441

PostPosted: Mon Jan 30, 2006 7:37 am    Post subject: [quote]

Rainer Deyke wrote:
I disagree about doubling the size of the sprite. Right it looks nice and crisp, whereas the background is a blurry mess. Why fix the one part of the screenshot that already looks good?

The background is a blury mess? The sprite is nice and crisp? ...Are you sure we're talking about the same image? ^^;

IMO, the scene is very crisp and clear despite the simplicity of the trees in the background; the waterpainted-ish textures look absolutely great (personally, it's what I like most about the screenshot.)

The sprite, on the other hand, is pixelated and looks like something from an SNES game forced into a PSX game. Neither is bad, but they're two different worlds. If the textures had a pixelated feel to them (which would be an interesting idea; pixelated "tile-based" 3D scenes...) or if the sprite had a smoother, less pixelated (and possibly drawn in the same style as the textures) feel, then they'd match. So either the scene can be made to look entirely pixelated-ish, or entirely crisp and high-res.

Unless the intention IS to make the sprites stick out like a sore thumb...
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Terry
Spectral Form


Joined: 16 Jun 2002
Posts: 798
Location: Dublin, Ireland

PostPosted: Mon Jan 30, 2006 1:16 pm    Post subject: [quote]

This looks fantastic - I'm very envious of anyone who can put together a 3D engine in a day :) Makes me wish I had time to get around to learning how to do it.

Are you going to develop it? A 3D remake of Sacraments maybe?
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Mon Jan 30, 2006 3:35 pm    Post subject: [quote]

Mostly, this was just bored tinkering to see what I could do, but yeah, the idea in the back of my mind was to make a 3D version of Sacraments. Because it was for a compo entry, the story told by the game is a much-abbreviated version of the original storyline I had in mind, so I've been wanting to revisit that story. Not sure if people would want to play a remake, though, since the plot elements would have a lot in common.

I agree that there is a visual disconnect between the character and the scenery. In fact, I'm also kinda bothered by the difference between the ground textures and the textures on the houses, since those have the same pixelly / painted disparity, too.

Not sure which way I want to go. The pixelly look can look really bad close-up, but might have some retro appeal and saves TONS on texture memory (since each square is, like, 32x32 pixels). The painted look looks better close-up, but I'd have to make all textures from scratch (I've already got a library of pixelled stuff from Sacraments, natch), and they'd take up more texture memory so I could have fewer textures.

Which way do you guys think I should push it?
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RuneLancer
Mage


Joined: 17 Jun 2005
Posts: 441

PostPosted: Mon Jan 30, 2006 4:04 pm    Post subject: [quote]

I say go for it.

One thing I did for Endless Saga, to cut down on memory usage, was to create my own image format. It basically implants RLE for transparent pixels, and ended up really reducing the amount of disk space used up by my sprite (32x48, though fitting it in a power of two texture is a pain, heh.)

Also, I wrote a resource management system that, instead of loading a texture multiple times, will maintain a reference count. This really saves on memory, so what seemed to be a huge amount of textures really ended up being cut down on. A typical scene doesn't use up more than a few megs of video memory for textures.

The amount of effort is quite considerable, but it's really worth it. With decent effort, your game will end up looking like an early 2k PSX game. And having done that on your own is quite ego-inflating. ;)

Don't hold back, but don't get carried away.
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Mon Jan 30, 2006 5:55 pm    Post subject: [quote]

Okay, I put up an online demo of the walkaround engine. (You'll need the Shockwave plugin from Macromedia to play it.)

I've changed the sprite style to a more realistic form, but I only have the left and right walk cycles so far, so moving forward and back is going to look strange.

The 3D engine allows reusing texture maps across multiple shaders/objects, so that isn't an issue. It can also use several formats for textures, depending on the bit depth I want and the level of transparency (1-bit transparency vs. 8-bit transparency, for instance).

The water is animated only by scrolling a texture - the geometry is static at this point.

The camera currently faces the same direction at all times, following the avatar, but there's no reason it couldn't swing around to follow behind or whatever. The only real issue there is that when using 2D billboards, you have to compute which pose to draw on the billboard so that it maintains character facing in relation to the camera. That's pretty minor (unless you don't have all the poses drawn yet!).
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Mon Jan 30, 2006 6:14 pm    Post subject: [quote]

Nephilim wrote:
Not sure which way I want to go. The pixelly look can look really bad close-up, but might have some retro appeal and saves TONS on texture memory (since each square is, like, 32x32 pixels). The painted look looks better close-up, but I'd have to make all textures from scratch (I've already got a library of pixelled stuff from Sacraments, natch), and they'd take up more texture memory so I could have fewer textures.

Which way do you guys think I should push it?


You could use some sort of a mipmapping system, which, at the very least, is supported by one 3D API that comes to mind. (OpenGL; DX probably also supports it, but, as I do not sully my hands with windows graphics programming, I cannot positively attest to that assertion.) If you dynamically load your textures, rather than keep them always resident in memory, this could probably save on some of the memory footprint, as well as make the system look nice no matter how far you are from an object.

That said, I think the more paint-ish background textures look far better than the sprite. (Really Rainer Deyke, what were you looking at?) So, uh, go for the former?

EDIT: Also, on memory consumption: while older systems might have a problem with a program taking up shitloads of memory, I hardly see how that is an issue these days; memory is pretty cheap to buy and install in systems, and your average, hardcore (bit of a juxtaposition there, heh) gamer is probably going to have a rig which your game will underutilize in any case.
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Mon Jan 30, 2006 6:42 pm    Post subject: [quote]

LeoDraco wrote:
You could use some sort of a mipmapping system...


Yeah, the Director 3D engine has mipmapping built in. I have it turned off of the pixel-style textures and turned on for the painted textures. One problem I was having was that mipmapped alpha channels let the color information from around the sprite bleed out. In my case, I had white as the background color, so the alpha would bleed a white halo around the character when mipmapped. I could fix that by going in and setting the color information for the alpha-out areas to black to fix that, but the blurriness also bugs me with the pixel-style sprites. If I build larger sprites, that issue will go away, though.

LeoDraco wrote:
That said, I think the more paint-ish background textures look far better than the sprite. (Really Rainer Deyke, what were you looking at?) So, uh, go for the former?


Yeah, that's kinda what I'm leaning towards from an aesthetic point of view. I'm worried about it a bit, since I'm a better pixel artist than painter, and I don't have a library of graphics to draw upon, which would make any project I do with this take far longer (read: be less likely to ever be completed).
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RuneLancer
Mage


Joined: 17 Jun 2005
Posts: 441

PostPosted: Mon Jan 30, 2006 6:45 pm    Post subject: [quote]

One thing I've seen debated a lot is the use of RAM, and the most common conclusion is that, if it's available, you may as well use it.

Unless your game has to load over a thousand 256x256x32 uncompressed textures (that's about 256 megs right there; your average graphic card would choke at this point) you're in the clear. And seriously? If you have that many, there's something horribly wrong with your game. ;)

For instance, the Endless Saga demo takes about 2 megs of video RAM. Considering the average map may be 3-4 times more complex than the demo map, along with sprites and the likes, and seeing as system graphics (windows, fonts, etc) will probably remain loaded at all times, I don't expect it to go over 32 megs of memory, display lists and vertex arrays included. Most cards are at least 128 megs nowadays, and I'm pretty sure OpenGL is smart enough to default to system memory if video memory is insufficient, so at worse if you somehow manage to go over 128 megs, you'll just experience a slower access to texture and model data...
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Thu Feb 02, 2006 8:40 am    Post subject: [quote]

More fun tinkering with 3D. Tonight, I modeled and textured a low-polygon version of Luthien, one of the central characters from Sacraments. I'm thinking of doing the characters in 3D instead of as 2D billboards. Here's screenies of the model inside my 3D environment (as opposed to LightWave, where I was building it):




She's not rigged for animation yet, but I don't anticipate it being too bad - I planned for motion as I modeled, so there's geometry at the joints for motion. Also, the textures could use some tweaking here and there, but I'm not too worried about it, since she's going to be much smaller on the screen during gameplay than this - I'd only need to really perfect the textures if I decided to do cinematics.
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Terry
Spectral Form


Joined: 16 Jun 2002
Posts: 798
Location: Dublin, Ireland

PostPosted: Thu Feb 02, 2006 5:23 pm    Post subject: [quote]

Unfortunatly I can't get Shockwave to install on either Firefox or Mozilla in Linux, so I was unable to try it out. The screenshots look pretty good though.

I think a 3D version of Sacraments is an excellent idea, for the record.
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Thu Feb 02, 2006 5:56 pm    Post subject: [quote]

Chaotic Harmony wrote:
Unfortunatly I can't get Shockwave to install on either Firefox or Mozilla in Linux, so I was unable to try it out.


Yep! That's a systemic problem with Macromedia, although why that is is beyond me, as they provide their flash plugin for Linux. I seem to remember there being a petetion floating about the Ether to remedy that, the last time I cared enough to look into the matter. Course, like ogg vorbis on the iPod, chalk shockwave on Linux up to something we shall never see.
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