Pixel & Vertex Shader Support NVIDIA and ATI's powerful new graphics cards have inspired us to support both Pixel and Vertex shaders. You have full and direct control of these awesome hardware effects from within DarkBASIC Professional. Pixel Shaders are used to alter lighting and surface effects that replace artificial, computerized looks with materials and surfaces that mimic reality.


Vertex Shaders are used to breathe life and personality into characters and environments. For example, through vertex shading you can create true-to-life dimples or wrinkles that appear when a character smiles or you can ripple shockwaves through a land matrix. The illustration above shows 6 different DarkBASIC Professional shaders in action.

Commercial Quality Games 3D Mahjong A lot of developers like to create and then self-publish their games, offering them for sale from their web sites. One such high-class example written in DarkBASIC Professional is 3D Mahjong. The quality level of graphics, sound and extreme playability showcase perfectly just what DarkBASIC Professional is capable of.


Features All games created with DarkBASIC Professional are License and Royalty free.
All games can be distributed as a stand alone executable.

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Blog RSS Feed Post news Report abuse Latest News: Breaking news: Into the Dark is GOLD!

3 comments by IvanErtlov on Oct 20th, 2012

Almost 2 years in developement, three times re-written GDD, over 1200 hours of focus, alpha and beta testing have passed. Now we are proud to say:

"IT IS DONE!"


The Into the Dark masters for English, French and German speaking territories are finished and on their way to the production companies. And, best news for our German fans: The USK has approved an age rating of 18+
That means, the uncensored version of Into the Dark can be sold in Germany! Yeah!

We`ve come a long, long way from the first prototypings and test levels, from the Scariest Game Contest Winner version to the one we have sent into production now. While we kept the B-Movie spirit alive all the time, nurtured and worshipped it carefully, the focus has shifted from a "short story" to a novel.
Hundreds of puzzles were created, tested, and most of them canned after it turned out they didn`t work as we thought or confused the player. On the other hand, achievements and skills were adapted and there we let out our weirdest fanatasies.

New, spooky environments were created, filled with enemies, logic, puzzles and sometimes eastereggs.

The mission log, central hub for questsolving in "Into the Dark", has been reworked 4 times, and now it is exactely working as the feature I had in mind when our team first talked about such a game element.

The battles along the "shooter path" of the game have been balanced to a point where we can safely say that they are challenging, sometimes insane and extremely hard, but there is always a chance to survive if the player is good enough.

Dozens of paintings and drawings were created for the cutscenes and laoding screens, some of them thrown away, and the ones left compose a comic-styled storytelling as unique as it is cynic.

The puzzles are fair and logical, most can be solved by running around examinating the environment carefully and reading the mission log. The skills are well balanced and don`t prevent the player from switching to either more adventure or more shooter styled gaming in higher levels.

That brings us to the next point were changes were made: Although we aimed for 12 levels, we had to cut them down to 10 in the end. Not because of a lack of time, but because of the fact that the story we wanted to tell was told after level 10, all the gags and puzzle ideas were used, and it felt now really "whole".
But we are Homegrown Games. If we promise 12 levels, you get 12 levels. Thus we have added two levels as Multiplayer games, one (Iron Cross) a straight DM mayhem, the other (Tower of Power) with a big tactical approach.

Don`t get us wrong:

We KNOW that there are still many elements and scenes that could be polished and improved.
We KNOW that this is not the best game we could ever create (although every developer say that about his latest baby).
And yes, we will most likely make an overhauled version some day, something like a "Game of the Year" or "Gold" Edition.

But we all feel that the game is right now the game we had in mind. And so we give it to you. We send you

INTO THE DARK


ORDER THE GAME ON AMAZON NOW!

PS: Demo version and Desura version will follow. After our Goldmastering-Burn-Out-Reha-holidays.

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Post comment Comments
NostalgicAlgorithms
NostalgicAlgorithms Aug 6 2013, 12:42pm says:

If a 3D Mahjong is the best they can showcase for professional project, then that's pretty sad. I remember when DB first came out, it tantalized me as a kid because it offered a way to make games within one neat package. It has "professional" in it's name so it must be good right? I don't doubt you could make a great game with it but after trying it off and on for years I would have to say skip this language. FPS creator was one such abomination created by this same group. It was a great idea but the end result was quite poor. Try DB and any games made with it and see for yourself.

+1 vote     reply to comment
Inflictive
Inflictive Mar 24 2012, 8:15pm says:

I think the help files are pretty useful -.-
Not bad but needs to be cleaned up, some commands don't really work.

+2 votes     reply to comment
koburamoe
koburamoe Feb 10 2012, 6:57pm says:

Had potential , but it's less popular than the other big engines which now sadly even become free or very cheap but are more supported with tutorials , help and such .

+1 vote     reply to comment
Ace1214
Ace1214 Mar 3 2012, 12:42pm replied:

but DBP is free now

+5 votes     reply to comment
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