Warbots Update - Nearing the finishline - Lots of Screens

Published May 25, 2009
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Hey guys,

I've been working on this vehicle combat game Warbots Online for about 6 months now, and I can see the light :-D. I'm going for a sort of 'counter-strike but with vehicles' feel for the game. It supports up to 64 players per multiplayer server. I have 2-4 items left on my todo-list, expect to be done soon... I've been contacting a few publishers and will start a larger/more exhaustive search in the coming days/weeks. I've been running nonstop on this for like the last 5 days :-o wowow is all I can say 3:?
I've been tweaking nearly every aspect of the game from redoing the entire custom shadow/lighting system .<br><br>I've made the maps smaller [ which blew up a lot of stuff ;-o ] but this is to sort of promote the more action oriented play that I want to achieve.<br><br>Anyways since the last update I've COMPLETED… (off the top of my head) -<br>- weapons working 100% again<br>- added envinment props [ Wind turbine, powerlines, radar station, warehoues, etc.]<br>- added night vision<br>- added Depth of Field post-process<br>- Cleaned up maps<br>- (WIP) working on replugging all AI functionality<br>- Added new set of rocks/bushes/trees for each of the 3 environment types<br>- Made maps 4X smaller<br>- Added collision detection on convex and concave meshes in the environment<br>- Added the scoreboard<br>- Finalized Havok physics system<br>- Wrote an abstracted Havok physics wrapper for the vehicle construction system<br>- Fixed all the things with the 3 different environment types [ rock, snow, grassland ]<br>- Fixed bugs with the bases/spawns<br>- Wrote a custom control/physics system for the tank (hovercraft still needs work)<br>- Added headlights to the vehicles<br>- Fixed wheels penetrating the ground.<br>- Got the 24 hour cycle working <br>- Added self shadowing to the normal maps on the terrain<br>- Added smooothed ground/road under all environment props<br><br>I've got about 2 things left, and some small things…I want to be done with a 'Alpha build near BETA' ready to send out.<br><br>Blah, my fingers hurt…I'll just post up a bunch of screenshots like I always do XD<br><br><br>Latest Screens from the builds in the last few days - <br><b>NOTE, Yea the sky is kinda, whiteish…I'm working on that now…it's a combo of the HDR/Tonemapping/DOF/God Rays…I will make each of those effects togglable.</b><br><br><br><i>New Tree/Rock/Bush models on a snow map -</i><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/EnvAssets2.jpg" border="0"><br><br><i>New Tree/Rock/Bush models on a grasslands map -</i><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/EnvAssets1.jpg" border="0"><br><br><i>Catching some air…the game is paused and you can fly through the dust/etc…it's pretty sweet -</i><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/scrn2.jpg" border="0"><br><br><i>Creepin up on an installation -</i><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/vehicle_control.jpg" border="0"><br><br><i>Landing a little toooo hard lol, I broke mah carz ;-/ I still think this looks cool, it shows the headlight system and the dust effects which only come out @ each wheel if that wheel is on the ground, I can modify it per-material as well as add small dirt/debris effects -</i><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/SuspensionBreak.jpg" border="0"><br><br><i>Some pics of me tear-ass-in around the maps…</i><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/vehicle_control2.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/vehicle_control3.jpg" border="0"><br><br><i>Scoreboard</i><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/Scoreboard.jpg" border="0"><br><br><i>Building interiors with their own shader…</i><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/EnteringBase.jpg" border="0"><br><br><i>Assorted images of the new environment assets,etc…</i><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/wind_turbine.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/EnvAssets3.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/High_Camera.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/EnvAssets7.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/EnvAssets6.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/EnvAssets4.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/EnvAssets5.jpg" border="0"><br><br><i>Debug visualization of the imposters/imposter types…this is the system running at 1-2% capacity, I've tested with up to 1,000,000 imposters</i><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/Imposter_debug.jpg" border="0"><br><br><i>Debug of the vehicle self shadowing</i><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/Flat_Shaded_Buggy.jpg" border="0"><br><br><i>My work machine died on my, I had to throw a 3rd HD in there to fix everything and setup a dual boot so I could transition to the new main work HD. Everything went seamless, back up to 100% in 2-3 days, no loss of any data…and a MUCH better work experience…</i><br><br><IMG SRC="http://www.radioactive-software.com/warbots/WarbotsScreens_May_25_2009/Fixed_Desktop_screen.jpg" border="0"><br><br>Thats all for now…should be able to post more frequent updates now as things should start wrapping up.<br><br> - Dan<div> </div>
0 likes 5 comments

Comments

J-Fox
Looks pretty cool. I m writing a similar game which is hovercraft only and more of a race game right now to test my engine so I know how much work it is ;)

I was surprised by your heavy use of imposters because I also made my renderer based on that (Using some clever technique to see if a imposter needs to be updated) after reading about the fs 2004 sky rendering system :)
Couldn't notice any bugs which seem to be caused by imposters in your screens neither - so good work on that too.

One thing that is bugging me is the sky which somehow is too bright again.
//Edit: Woops, noticed that you mentioned it. That happens if you only look at the pictures and skip half the text

Also the shadows are too low-res imo. But its probably one of the things you don't care while playing - and you can still patch that later.

Oh and how about documenting your search for a good publisher?
Maybe make a list with pros and cons or so. I'm interested in this myself too.

Good luck with the project
May 26, 2009 02:48 PM
dgreen02
Quote:Original post by J-Fox
Looks pretty cool. I m writing a similar game which is hovercraft only and more of a race game right now to test my engine so I know how much work it is ;)

I was surprised by your heavy use of imposters because I also made my renderer based on that (Using some clever technique to see if a imposter needs to be updated) after reading about the fs 2004 sky rendering system :)
Couldn't notice any bugs which seem to be caused by imposters in your screens neither - so good work on that too.

One thing that is bugging me is the sky which somehow is too bright again.

Also the shadows are too low-res imo. But its probably one of the things you don't care while playing - and you can still patch that later.

Oh and how about documenting your search for a good publisher?
Maybe make a list with pros and cons or so. I'm interested in this myself too.

Good luck with the project


Yea, the shadow issues are because of the lack of a 3x3 filter. If I add that back in, the shadows are really soft it looks great :-o

I'm working on tweaking the sky, etc...it's a constant thing...so many effects just cascade into eachother.

I'd like to document the publisher process, but I don't know all the specifics of the business world and I'm not sure how much I can disclose at a certain time. I remember when I first got signed I posted the news on my website and the publisher's PR person quickly repremanded me xD that was a while ago...I'm trying to handle this one a bit smoother.

Good luck with your game as well :-D Thanks for the comment.

-Dan


P.S. - I did just get a callback from Ubisoft...I got their email address in the voicemail, so I have a better forum of making my case than over the phoneline *tries to show screenshots and dedication over the phone line*. I hope for a better response than when I cold-called Activision xD Let's see how this goes....still I think the project is too small for these large companies. Steam would be a good shot, and there are plenty of other publishers, I like Paradox Interactive for-instance, they are very cool.
May 26, 2009 02:53 PM
dgreen02

:-o

- Dan
May 26, 2009 03:47 PM
gharen2
Beautifull as always!

The only constructive criticism I can get is that in some of the distance shots, the contrast between the low detail terrain, and the sharp, detailed environment objects like buildings and wind turbines is quite jarring. In those shots the objects don't look like a natural part of the scene, they stick out too much (if that makes any sense at all).
May 27, 2009 02:26 PM
dgreen02
Quote:Original post by gharen2
Beautifull as always!

The only constructive criticism I can get is that in some of the distance shots, the contrast between the low detail terrain, and the sharp, detailed environment objects like buildings and wind turbines is quite jarring. In those shots the objects don't look like a natural part of the scene, they stick out too much (if that makes any sense at all).


Thanks :-]

Yea...I have that setup on purpose. I can change it so those objects look like the rest of the scene.

I've also fixed the skies. I'll post new screens soon. I've also made another pass on the terrain smoothing, and added forcefields around the bases as well.

- Dan
May 27, 2009 03:28 PM
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