Pompi Pompi Entertainment is a one man indie company.
Ofer is doing all the art work and programming, although the music and sound assets are outsourced.
Well, I will see what I can do. Maybe, we will see...
I tried to look this integrated GPU, and like most integrated intel GPU it seems to be quite low performance.
What kind of 3D games can you run on it?
It might be possible to run the game on it on a very low quality.
If only the GPU is the issue, then I could have a fall back with really minimal requirements. Probably almost no textures and very simple shading.
If the CPU is an issue as well it's going to be harder though.
I think your GPU support DX10 which is the minimum features I need.
Take a look here:
Anyway, I don't know, it might run on your laptop. We shall see. :P
Why not pay what you want?
And why $10 for 3 games? 90 percent from $4 is still very little, whatever percent you give the developer.
Sounds like another middle man platform.
Heh, don't be so sure. :P
Someone ran the game with a GeForce 8800. Not sure what was his CPU though.
I hope you would be able to at least run the fallback.
Probably one of the best indie games currently in development.
Thanks both of you.
loozzer, the controls for Android were only temporery.
I am going to focus on a playable alpha version for the PC. I don't want to keep you waiting for too long. :)
What takes me the most time are the animations and sprites, most of the gameplay is already coded. But I am making progress with the animations as well.
Thank you for the support.
What's with the demonization of AAA developers? lol
Sound tracks are really intense. It's the kind of sound track you can't ignore like in most games. Not sure if it's bad or good.
Yea, it would be nice to have other people put their own art.
Thank you guys,
It's still in early development, so the visuals are not final. I could have used place holders, but I enjoy doing the sprites and it also make it more interesting to watch.
Basically I am making it so I or others will be able to replace the "graphics module", so it will be possible that the same game have different visualizations. It could be sprites, ASCII or even 3D.
But that's irrelevant for the development now.
Well, I believe Labyrinthica is not a good example for this technique's potential. Since its rendered with orthogonal projection, and thus might look like a 2D game.
The same technique can be applied in first person shooters, for instance.
However, the benefit of rendering 3D graphics with orthogonal projection(looking like diablo), is that the characters can have skinned animation. Or smooth animation.
Or for instance, you can rotate the characters as much as you like. In a prerendered 3D you would need tons of images to have a character rotate 360 degrees and also have smooth skinned animation.
Is it worth to go full 3D with orthogonal projection instead of just prerendered? Well that depends on a lot of things. But to be honest, I realized rendering 3D with perspective instead of 3D with orthogonal projection is more impressive for a lot of people. Even if you don't add any fancy shader effects.
Yea, heh. I thought about that too.
I don't know why but his leg kept kicking, and that made the whole mesh fly around.
Hi, I would like to use our models. However, you re brand new in this site, so I can't trust you yet. :P
Notice the level and rating.
Well, my time is GMT +2(Jerusalem), so I test whle I am awake.
But apart from that, there is no schedule for testing. Most of the tiem I am coding, so alot of time I wouldn't ask you to test. When I need to test I just look who is online and try to see if he is available.
From time to time I try to test with a few people at the same time. For a death match, but that is more rare.
Yea, I didn't think the IndieDB crowd won't be interested in it.
Just that the mods of IndieDB won't publish a news post which is "educational" about the technology or whatever, instead of actual news post.
Overgrowth used to have alot more technially detailed posts in their blog, but I don't recall they were putting these deailed technial blog posts here at IndieDB.
The overgrowth weekly updates are more about the new features rather than how they made them, if I am not wrong?
Well anyway, I could do weekly updates of new features, although I am not tracking the new addtions tha well. Maybe I should make a list.
But in any case, I don't think the mods here will publish an article like the ones Wolfire used to have, where they describe the tech they are using and developing.
Oh, that's a good idea.
I can do a technical\design overview of the coding side.
The thing is, I am not sure IndieDB like these kind of technical posts. Do you think I should post it here?
In any case, I have a devblog so I can post it there.
Sent you a PM with my skype. And thanks for helping me :)
Yea, it annoyd me as well. I have made a "fix" I think now it's not annoying but now the footsteps annoy me as well. :/
Thanks, I only did the coding though. And rigged the golem and animated him. But the Golem's model is from TurboSquid, including the texturing.
I did make an automatic fixer for the displacement map texture as seams in this texture become gaps after tessellation.
Short answer: I hope so.
Long answer: Low end performance isn't at my top priority right now. I use Geforce 550 Ti to run this. But it wasn't extremly cheap when I bought it. Lower end DX11 GPUs might handle it as well, I am not sure.
In addition, it is possible I will have a fallback for older GPUs that don't have DX11 features. I even had in mind having a fall back for Tablets with Tegra.
I would like to do that at smoe point, yes.
Thanks. Yea, there are some issues I know off, mainly the gaps in the displaced geometry.
Some of it is just me not bothering with getting seamless textures everywhere, because with displacement you need to worry about seams in the height map.
Still working on it. :P
About a year and 5 months.
I am hoping to finish it soon.
One copy please. :3
I did read the article.
I guess you didn't fully read my reply.
How was I suppose to know where the advice starts before reading it?
All the glorifying of the designer are really unnecesseray, and look kind of stupid, to be honest.
I guess I will listen to the video because I didn't seem to understand what the post was trying to teach me.
Thanks! I think the gameplay and balance is slowly improving as well!
It's inspired by Archon, but it has different units, different abilities, different strategy goals, different terrains.
I guess you are right. Part of it is that the two armies are suppose to be different, they are the same right now because I didn't make the other armies' sprites. But I guess I should think of how to make it clear which unit belongs to which side. Thanks.
Thanks for your feedback,
The thing is, this is not entirely a strategy game. It's a mix between strategy and action.
I think it's a very fun game once you get familiar with it. People might not understand what's the big deal before passing the initial learning curve.
Of course, multiplayer with an appropriate challange is what it's all about.
The development began on PC, only after that I added Android support. So don't worry, PC will play as it ment to be.
I am not ready yet for a gameplay video, not with the new incarnation of the game. I want to present the gameplay when the sprites are ready.
Dragon Strike :P
Is there no DEMO I can download without logging in to Desura?
I didn't exactly understand what you mean by the rigid bodies though? The only rigid body in respect to the ragdolls is the gun. But the ragdoll works pretty badly without the gun as well.
It's C++ plus different replaceable modules(basically dlls).
So now I have for the(2D) graphics both an DX9 implementation and an SFML.
Someone without DX9 could use the SFML implementation and vice versa.
Hey, that's an excellent idea! Thanks!
Haha, thanks for the comment, it made me laugh.
Well the blade isn't so long, and the character is not of human proportions.
Don't you guys in Wolfire have a deal with steam that if someone pre order directly from your website, he also gets a steam "copy"?
Maybe it applies here as well.
I have made his arms longer in the 3D mesh, but still I needed to have him let go the weapon and hold it with one hand.
Though instead of a hammer, I gave him a really big morning star, if it can be called that.
Adding an additional melee attack should be heavily considered, since it can easily ruin balance or make the first melee attack useless.
There is a different type of melee attack though. The berserk potion. You can see on this video I drank one of the berserk potion, but I did it when there were no enemies around.
Moreover, part of the melee combat is also defending, and the shield has a special role in combat.
I am currently working on the first armed enemy(no more innocent unarmed "aztecs" ;) ), which will be different than the touch enemies that I have showen so far.
So there is more gameplay to explore with the current attacks and defense abilities.