Heya peoples, new update for you!
If you want to view this update with images and other shebang, go here:
As some of you may know, I largely made my first game SickBrick by myself, with some great programming help from a great friend from Canada called Maxwolf. Well, on Tainted Fate I decided I wanted a bigger team to make the game as good as possible and to make development as fast as possible.
So I’m introducing my shiny new team to you!
The first guy I want to introduce is Rob Fenn, goes on the internet by the name Fractures. He’s my music guy. The music in the first in-game video of Tainted Fate is his. He is in charge of audio production and I have no worries on that front. Just listen to his demos: fracturesmusic.com
The second guy is my dear friend and awesome artist Karlo. He is in charge of concept art.
I make ugly sketches which he turns into pieces of art. From them I make the in-game models.
The last guy on the team is Filip (AKA Hell Entertainment). He’s a programming wizard helping me with the game’s code. He is currently working on the inventory system from the game.
That’s it. Thanks for reading!
We have some new concept art to show you for the game!
Check it out here:
In this update I’ll tell you about the way you can change the graphical fidelity in the game to make it look awesome or make it work on a toaster.
Check it out here:
Difference between High and Very Low graphics settings
Evoultion of an island
In this update I will show you how the island of Tainted Fate evolved from a simple sketch to a very complex and detailed game area.
Note: It’s better to view this post here:
because the images are under the text. Indiegogo’s updater doesn’t allow for multiple images inside updates, so you get one big-ass image.
This drawing is the first thing made for the game. We can already see the outline of the island is very similar to what is in the game now. All the buildings are drawn at the places where they are. Even the living tree was already at its designated location.
Here we have completely placeholder textures, the lighthouse is already here, albeit in a non-textured form and with no interior. The gray ship seen here is merely a placeholder from a previous project of mine.
Only the pier is textured. The cave is already under the island and textured. The color thingies were the supposed path the character had to take to progress.
We can see that the “mountain” is added on the left, and one of the green islands is still not reworked from the first image.
The “small” rocks all around the island have been added for a more realistic look.
Here we can see the placeholder meshes for the church and the house are placed and all the islands are reworked. The special trees have been placed as well as the forest trees.
This is at a lot later stage in development.
All the big rocks were added around the island, the living tree, house and church have real meshes and textures. The ropebridges are added between the “woody” islands. The cave has been expanded with a new giant room under the lighthouse. Fences were added around the buildings. A small cave behind the house has been added.
The lighthouse and ship are textured.
This is the island as it is now.
Many detail objects were added, these can’t be seen because the camera is far away from the island.
A big shipwreck was added where the ship was first supposed to be. A ship can be seen on the bottom of the image, this is the ship in which the first character will be transported to the island.
This is almost the final shape of the island that I want to achieve. I will only change the trees completely and add many detail objects, but the main look I was aiming for has been achieved.
Evolution of an island
A word of warning: Indiegogo’s update maker doesn’t support multiple images, so this update has none.
To see the update the way it was meant to be, follow this link:
I want to inform you about the post effects (effects that the graphics card applies after rendering a frame of the game) that we have in Tainted Fate at the moment. This list will grow as development continues, of course.
You have probably seen effects like these in games built on modern engines like UE3 and CryEngine.
Well NeoAxis is catching up with those big fish by way of adding new eye candy for us developers to work with.
The first posteffect we are going to show you is Depth Of Field.
DOF works by shooting a ray into the object you are pointing your cursor at and making that area sharp while blurring everything else around it (in a subtle way of course) thus simulating human eyes or camera lenses.
After DOF we have Light Scattering or God Rays.
This effects simulates the rays a strong light creates when behind an object. It works by zooming in the objects in front of the light and blurring them multiple times to get the wanted effect.
Next up is SSAO which creates subtle shadows based on the vicinity objects:
FXAA which is pretty self-explanatory if you look at the images (better than other AA techniques because it uses less processing power).
Color correction and grayscale are used to get any kind of ambient without changing the lights in the level.
The last effect is a subtle but constant one: Vignetting
Used in most today’s games, it makes a very subtle dark frame around the corners of the game’s screen to give it a more movie-like feel.
The next thing we’ll talk to you about is graphical scalability and all the techniques we have for that. It’s safe to say Tainted Fate will look great on a bazillion dollar rig, but also work great on a toaster if you lower the graphics enough.