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Banner, Displacement Mapping, GUI

Posted by Ashaman73, 09 May 2010 · 276 views

Well, I'm back with some breaking news :) At last I've made a simple banner for this journal and added some screenshots, yeah !

We have finally finished the first GUI iteration. The visualisation of buttons, text, infos, items, icons, hud, minimap etc. has been settled down and I'm quite satisfied with the style we have choosen. The art is mostly down by my friend. Take a look at our screenshots to get an impression of the gui style.

My major interest in game programming is visualisation and I couldn't hold back to implement a little improvement while doing the GUI stuff. When you take a look at the screenshots you will , at least I hope, recognize that the walls are rendered with a displacement map. I've tested two techniques, parallax occlusion mapping and (relaxed) cone step mapping. The preprocessing of the cone step mapping is reallly slow, but you will need less steps for good final results. One issue with image based displacement mapping is that texture distortion is a no-go. It seems that I've to rework one or two cave models to get rid of this distortions.

After all the gui stuff I will go back to gameplay and try to de/refine it more. My goal for the next step is to tie up loose ends and get some gameplay done. That gameplay will be quite basic stuff, like killing mobs, leveling etc. Although this is quite basic stuff (we have other gameplay focuses) it is still hard because it consists of tieing up almost all subsystems to play together in harmony.

Stay tuned !








Welcome back! Things are looking nice, I like the new header.
Nice screens. The one with the stats book looks really good. [smile]

I'm guessing the meters up-left is health and mana/energy, right? What about the one up-middle? It it enemy health or something skill-related?

You could do with a bit more definition to the enemies, a color-scheme or some effect, to make them stand out better from the environment.
Thanks for the feedback.

Quote:
Original post by Staffan E
I'm guessing the meters up-left is health and mana/energy, right? What about the one up-middle? It it enemy health or something skill-related?

You could do with a bit more definition to the enemies, a color-scheme or some effect, to make them stand out better from the environment.

Yep, the middle one is the health bar of the enemy. The enemies skins are proceduraly generated but the material and color scheme is quite dark. I've to play around with different skins and effects to lighten it up.

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