Warbots Online - Update!

Published February 14, 2009
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Hey guys I've been reaally busy on a lot of things:
- Website / image galleries / etc.
- Normal mapping on terrain
- Finalized model / texture LOD caching system.
- Desert environment set
- Arctic environment set
- Redo grass environment set
- 5 new maps into the game
- Messing with the sky / lighting system
- Message of the day system & game controls screen
ahhh...lots of stuff.

Website / Concept Art
I've setup the Warbots Online game's website here - http://www.warbotsonline.com
You can click the image of the site to go right to the image gallery -


You can see most of the game's concept art in that gallery.

Also there are some screenshots there as well...but I'll be nice and post them here ;-)

Well you saw the list of things up there, I'll just put up some screens and note anything of interest.

I'm still close to finishing this little game, I'd projected 4 months to work on it, I thought I could have it done by the 2 month mark...I'm nearing 3 months now. So, it's still 'on schedule' :-D

I'm happy with how things are starting to look / play / feel. Despite a lot of hardware failures lately [ some quite annoying and expensive ] I've been trucking on and getting as much work done on this as I can.

Screenshots






















A pretty isolated shot of some of the normal mapped terrain.


I'm also working on a map scripting system, it's about 60% complete, and I have 5 maps in the game right now.

Alrighty, well that's how it's progressing. I'll throw up some videos any time now...maybe tommorow.

I'm still playing with the sky lighting in the above images, it might look too intense, but I guess I just picked screenshots where it's quite noticible :-)

- Danny
0 likes 7 comments

Comments

Trapper Zoid
Looks good. I like the skies. In the static shots at least they look great. I hope it looks as good in motion.

I've noticed your frame rates are a little on the conservative side at approx. 30 FPS. I think I've seen your development rig before, and I think I remember it being pretty beefy too. Has it got some tuning to go, or are you aiming high end? Or is your engine scalable down to the older clunkers that I own?
February 14, 2009 05:26 AM
dgreen02
Yea it's all scalable :-D

Also ignore the framerates from windowed test sessions there's like 100 things in the background

Visual options -
-5 texture LODs
-2 geom LODs
-3 Shader LODs
-All post process, etc can be turned off and scaled
-Shadows can be off or adjusted
-3 Terrain LODs

Pretty much everything can be scaled...also you can run the game with 32, 16, 8, or x robots per side if you want I guess, so the CPU calculations etc scale as well.

I'm running most shaders w absurd #s of samples, 49 sample per pixel on the shadows [ which are already filtered ] ... and I think 50+ samples on the 'god rays' alone...that's a lot that can be scaled hehe :-D

What kinda computer do you have? I have about 10 test rigs I run things through you should be good...I'm testing on a 2 year old computer w a Nvidia 8 series video card.
February 14, 2009 05:36 AM
Jason Z
It seems that you are pretty much the most productive journal that I see around here - have you ever thought about doing something like a post-mortem, or maybe even something like "A month of development at RadioActive Software"? I would be interested in hearing how you do your concepting, engine overview, separation of engine and game code, etc...

I think everyone would enjoy reading about how you made it in the game development community without having to work for someone else (publisher not included!).
February 14, 2009 09:59 AM
Trapper Zoid
Quote:Original post by dgreen02
What kinda computer do you have? I have about 10 test rigs I run things through you should be good...I'm testing on a 2 year old computer w a Nvidia 8 series video card.

Pretty old these days. It's roughly at the upper end of the AGP video card days: single core Athlon XP 2200, 1GB RAM and a Radeon 9700 Pro. I'm not planning on upgrading until 2010, as my development is done on an iMac these days.

February 14, 2009 02:49 PM
deviantDarren
Quote:Original post by Jason Z
It seems that you are pretty much the most productive journal that I see around here - have you ever thought about doing something like a post-mortem, or maybe even something like "A month of development at RadioActive Software"? I would be interested in hearing how you do your concepting, engine overview, separation of engine and game code, etc...

I think everyone would enjoy reading about how you made it in the game development community without having to work for someone else (publisher not included!).


Yes, that would be great. Ive been following Danny's journal for about 2.5 years and its always an interesting read.

The game is looking great btw!
February 14, 2009 05:15 PM
dgreen02
Quote:Original post by Trapper Zoid
Quote:Original post by dgreen02
What kinda computer do you have? I have about 10 test rigs I run things through you should be good...I'm testing on a 2 year old computer w a Nvidia 8 series video card.

Pretty old these days. It's roughly at the upper end of the AGP video card days: single core Athlon XP 2200, 1GB RAM and a Radeon 9700 Pro. I'm not planning on upgrading until 2010, as my development is done on an iMac these days.


Youch :-D

Well, if you play any regular modern commercial games it'll have similar requirements PC wise, but I'll only charge like 10-20 bucks for the game...I guess that's the market I'm targeting.

The RAM and CPU are good [ sorta on the CPU ], but I kinda need shader model 3.0, and vertex texture fetches...so that might turn out bad on a 9700 pro.
February 14, 2009 05:43 PM
dgreen02
Quote:Original post by deviantDarren
Quote:Original post by Jason Z
It seems that you are pretty much the most productive journal that I see around here - have you ever thought about doing something like a post-mortem, or maybe even something like "A month of development at RadioActive Software"? I would be interested in hearing how you do your concepting, engine overview, separation of engine and game code, etc...

I think everyone would enjoy reading about how you made it in the game development community without having to work for someone else (publisher not included!).


Yes, that would be great. Ive been following Danny's journal for about 2.5 years and its always an interesting read.

The game is looking great btw!



Hey thanks!

Well, I set up the 'Dan Cam' on the Radioactive-Software homepage to give an inside look, but I nixed it after 3 episodes. I think in the last 'Dan Cam' episode I tried to score some hookers, then I just went to the night club after a beer and about an hour of ramblings-on. :-o

I keep telling myself to put up new episodes but I never seem to find the time. Also I would love to do a post-mortum on a project of mine, but I guess that details actually finishing a project heh. xD

Thanks for the comments guys.

- Danny
February 14, 2009 05:48 PM
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