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As you know we've been knee-deep in the overworld of Ahkranox, planting seeds, cultivating the wilderness, all for your personal pleasure!

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As you know we've been knee-deep in the overworld of Ahkranox, planting seeds, cultivating the wilderness, all for your personal pleasure!

Building an immersive 3D fantasy world is no small task, as you may well guess. It needs to have a real sense of magic to it. It needs to inspire a sense of wanderlust in the player, no matter where in the world they are, and that's a hard thing to do.

However, what's even harder is trying to teach a game engine to build a world like that FOR you... This is what we've been going through...

However, it's finally started paying off, and we're managing to get all sorts of wonderful results from it.



Still early days, of course, and the bloom is still quite heavy... I'm going to say this in bold lettering so that the skim-readers will hopefully see it:

THE BLOOM HAS BEEN TURNED ALL THE WAY UP AS A CPU STRESS TEST. IT DOES NOT REPRESENT THE FINAL BLOOM IN THE GAME!!!

There, now that's out of the way, I can explain a little more about what we've been doing :) Given our limited time lately we've only managed to whip out the flora models to use with the advanced lighting, and the ancient ruin models are still there from the last time we used them (though they look CONSIDERABLY better under the advanced lighting system, don't you think?) and so, in the leadup to our week's 3D model creating marathon, we've decided to get the overworld working with the models that we DID have, and this is what we got in the end:


All of the flora is done (still no ground textures yet though, that's still to come) and we've started adding the ruined temples! Only about 30% of the temples are done, but you'll see more as we progress :)
And before you complain about the amount of bloom, please remember that this game is in development, so, for coding purposes, we're constantly running it at max settings so that we can make it as efficient as possible, and that means having the bloom turned all the way up! It won't be like that in the final game.

So that's where we stand for now. We'll be doing some more work as the week progresses, but after this week we're on holidays from our day jobs and will be doing a MASSIVE amount of work making all of the rest of the 3D models and putting in the biomes.

Remember also, that we're running our IndieGoGo crowdfunding campaign, and we have a new pitch video up for it, so please spread the link around for us!



More stuff soon for you, and don't forget to join us on the social networks!

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Surrealness
Surrealness - - 182 comments

Amazing work(:

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CumQuaT Author
CumQuaT - - 776 comments

Thank you! We're super proud of how it's coming along!

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Gilgamessiah
Gilgamessiah - - 315 comments

I'm really impressed why can't the end of the world come faster

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CumQuaT Author
CumQuaT - - 776 comments

hahaha that's something you don't hear very often! Thank you!

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SIGILL
SIGILL - - 1,157 comments

That looks great, but you should really turn down the bloom... :D Alright alright I know that's a lame joke now :(

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CumQuaT Author
CumQuaT - - 776 comments

hahaha it's getting ollllllllllld!

We should really stop it from being sunset in all of the screenshots, too lol

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Sph!nx
Sph!nx - - 722 comments

I don't know what to say any more. Kinda been repeating myself... Ohw well, Here we go: Amazing, as always. Keep it up and GIVE ME MORE!

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CumQuaT Author
CumQuaT - - 776 comments

Haha we never tire of hearing it lol thank you! It's only gonna get better from here!

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DoctorSpanky
DoctorSpanky - - 1,733 comments

Same here.

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CumQuaT Author
CumQuaT - - 776 comments

*grin*

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Expack
Expack - - 312 comments

Well, one thing you could do to stress-test the system while simultaneously making it look pretty is by increasing the accuracy of the parallex displacement mapping. However, I think that's more of a GPU-based stress test, not a CPU-based stress test; of course, I'm sure there are more useful ways to stress-test the CPU, but the only ones I can think of at the moment are GPU-stressing (such as increasing terrain detail or utilizing high-resolution waves).

Also, glad you finally got 3D working with stable, actually-editable code!

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CumQuaT Author
CumQuaT - - 776 comments

So are we! haha

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