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New Muzzle Flash + Lighting Effect Test: Gunfire scaring Bystanders as they scatter Title Menu
Blog RSS Feed Report abuse Latest News: Turnover - Progress Report for 1/6 - Sprite & Engine Work

0 comments by anthnich on Jan 6th, 2015

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Back from New Year break. I hope everyone had a safe and happy holiday. Let’s get 2015 started!

More Sprite Improvements

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I’ve been adding shading to the character sprites to add some depth, so that their palette isn’t as flat. Look at the shading on the Sentinel’s hat above.

I also added some lighting to each sprite, taking into account for gun fire. Here’s a muzzle flash light effect on the Sentinel’s body:

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I think the Security Turret may be a better example. Here is the previously turret animation when firing:

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Here’s the new animation, below. Notice the proper flash on the body when it fires. Lately, I’ve been reworking a number of sprites to cover details like this.

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So you can see it in comparison with the old one, here is the new muzzle flash sprite. Not as square now.

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Cut Scenes

I’ve been putting some time into smoothing out cut scenes in game. I’ve coded in much better support for animations and transitions.

To keep with the sprite improvements, I added a little shading to Clea’s cut scene sprite, just to give a better sense of lighting. Here’s a before and after.

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New Collision System

I recently rewrote Turnover’s collision system to use a proper QuadTree approach.

The system I previously wrote used a spatial hashing system. It did lower the amount of collision calculations each tick, but it was still pretty inefficient. Collision was the biggest time eater in my game loop. I knew that I would eventually have to replace it with something better.

When I wrote the first version of the QuadTree system, everything worked alright. I was disappointed to notice that tick time was not markedly reduced. Since I just “plugged” the QuadTree work it into my engine, I knew it wasn’t very tailored for the specifics.

The first problem I encountered was that large entities were not checking collision with the entities in every leaf they inhabited. In a QuadTree, you usually determine which “leaf” an entity is in by their general position. This caused a problem when a large entity encompassed many leaves, not just snuggled in single point position within a tiny leaf.

So, instead of using an entity’s position to drill down which sub-tree he would check collision in, I made the entity check all the sub-leaves they collide with, not just position into. It is a little more expensive, but it is more accurate. This fixed the problem with large entities.

The next thing I did was separated static entities from moving entities within the tree. When I initially loaded entities each tick into the tree, I was pulling and pushing ones whose position never changed, which was just wasting time. So, I rewrote my manager system to load static entities (walls) into the tree at level load and to leave them there. From there, I only update the moving entities (characters, bullets, etc…) in the tree each tick. This had a huge impact in improving performance.

So, what was the end effect? About a 20%+ performance gain. The system still needs some fine tuning, but for a few days work, I’m very happy.

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NateBravender
NateBravender Dec 28 2014, 8:33pm says:

I will be reviewing this when it comes out ^^

+1 vote     reply to comment
Sephos
Sephos Nov 20 2014, 4:06pm says:

Looks interesting, can't wait to review it! :D

+2 votes     reply to comment
anthnich Creator
anthnich Oct 28 2014, 11:27am says:

Turnover's Facebook has launched! Facebook.com

+1 vote   reply to comment
anthnich Creator
anthnich Oct 22 2014, 2:49pm says:

Turnover's website is live: Turnovergame.net

+1 vote   reply to comment
anthnich Creator
anthnich Aug 29 2014, 1:43pm says:

Turnover's KickStarter is successfully funded! Thank you!

+1 vote   reply to comment
Rafficka
Rafficka Feb 18 2014, 5:08pm says:

what language and library are you using to make this?

+4 votes     reply to comment
anthnich Creator
anthnich Feb 18 2014, 7:41pm replied:

It's being developed using C++ and SFML 2.1.

+3 votes   reply to comment
anthnich Creator
anthnich Dec 12 2013, 2:35pm says:

Thanks for following, everyone!

+2 votes   reply to comment
Eomdor
Eomdor Nov 9 2013, 5:26am says:

Has a lot of potential, tracking :D

+3 votes     reply to comment
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Turnover
Platforms
Windows, Mac, Linux
Developed By
anthnich
Engine
Custom Built
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Official Page
Turnovergame.net
Release Date
TBD
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Style
Genre
Stealth
Theme
Realism
Players
Single Player
Project
Indie
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Latest tweets from @themaninthecape

It took me 5 minutes to fix a seemingly hard issue that was in the tracker for 8 months. Jeez. #coding

Jan 23 2015, 11:25am

Optimizations give me the biggest nerd thrill. #gamedev

Jan 22 2015, 2:39pm

Fixed view mouse snap. Now if the aim reticle hits the max allowable view distance, it'll glide along, not snap back and stop. #gamedev

Jan 22 2015, 1:46pm

Fixing up the little things today & handling some new animations. Level work continues next week.

Jan 22 2015, 1:28pm

@morjax @IndieGameLover No, it's all about stealth, with a few action-y parts. No tanking in this one! Thanks for the vote!

Jan 22 2015, 9:59am

Turnover is up for vote on Steam Greenlight. Head on over and check it out. T.co #gamedev #indiedev #IndieDevHour

Jan 21 2015, 2:48pm

@mrcsbmr Steel Assault looks really cool -- T.co #indiedevhour #gamedev

Jan 21 2015, 2:24pm

Dispensers in Turnover now pop out pickups (w/ noise). Be aware &, think stealth! T.co #indiedevhour #gamedev

Jan 21 2015, 2:21pm

RT @bigfiregamesuk: @themaninthecape Hi, This is our current project :) T.co T.co #indiedevhour what a…

Jan 21 2015, 2:13pm

@mrcsbmr Atmospheric!

Jan 21 2015, 2:13pm

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