Castle Game Engine is a free open-source 3D and 2D game engine using modern Object Pascal.

  • A lot of 3D and 2D formats supported (X3D, VRML, Collada, OBJ, MD3, Spine...).
  • Portable to a lot of platforms (Linux, Windows, Mac OS X, mobile: Android, iOS, web browser plugin...).
  • Optimized rendering with a lot of graphic effects (shadows, mirrors, bump mapping, shader effects...).
  • Build and edit your scene graph (X3D) at runtime. Create processing and visualization tools!
  • Extensible system for game objects, with physics, creatures with AI and navmesh, and more.

For more features, see here.

For the manual and other documentation see here.

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Bubbles of all shapes and sizes

For example, there are clearly defined ways how to differentiate between someone speaking and whispering, or just speaking with a weak voice and the narrator bubbles often have a distinct background.

We also knew that we will have some… “special guests” speaking. This is the game where you can speak with The Devil himself, and his comic bubble should not look like a mere mortal. For this, we looked at how Neil Gaiman’s The Sandman uses various comic bubble types to represent various special characters (like “the endless”). E.g. the Dream has a special bubble that is filled with black, has a strong white outline and is wobbly. You automatically imagine that it’s not a normal voice speaking these words.

So, we wanted it all in our game. To achieve this, we developed a simple system of defining comic bubble types. We have many comic bubble types, and each type may have different shape, outline, colors and font. Each NPC can have his/her special bubble type, also a particular phrase (like shout) may use a particular comic bubble type.

Here’s how hero shouting may look like:

unholy1


The simplest, early comic bubble type looked like this when designed in Blender:

unholy2


As you can see, a bubble type has actually three bubble shapes: one to the left, one to the right, and one going to the top. We use a particular direction in game depending on various things. In the “walking view” the direction (usually) depends on the direction between a speaker and a listener. In the “first-person view” (when we fight) the direction depends on the position of speaker’s mouth on the screen.

Oh yeah, each NPC has a specifically configured “mouth” position.

Inside the bubble, we have a special area where the text must fit. We first put the text inside, wrap it, and then we adjust bubble scaling to make the best fit around the text.

The screenshot above shows a comic bubble for “choice”, used when a player needs to make a choice in the conversation. The three bubbles never overlap each other, this way choices are displayed correctly. This is how it looks like in game:

unholy3


When a person speaks, we use a different bubble shape:

unholy4


Will it blend?

We use Blender’s Bezier curves to define comic bubble shape. And we make some comic bubbles animated, using Blender’s “shape key” animation, exported to Castle Game Engine animation format.

During the game, we wanted to show “hints” to the player, indicating that a player can press something to interact with something (enter a house, speak to someone). We realized that this can be nicely shown as a comic bubble indicating that a hero is thinking: “Hmm, I can enter this house…”. Comics have already established a standard how to show a “thinking bubble” of a person, so we can use this.

Here’s how the “thinking” bubble looks like in Blender:

unholy5


And here’s how it looks in game:

unholy6


We have plans to extend the system, and use it more intensively. E.g. we have not yet used the feature „various NPCs and various phrases may have various bubble types” as intensively as we want to. We will!

If you like our “bubble science”, please add The Unholy Society to your wishlist to stay up to day with all further announcements.

Cat-astrophe Games

The Unholy Society Devlog: We work so hard on this game, it’s just unholy!

The Unholy Society Devlog: We work so hard on this game, it’s just unholy!

The Unholy Society

Oh, so you wanna check out, how’s the game developement progressing. Sure, just sign here with your blood…

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The Unholy Society

The Unholy Society

Adventure

The Unholy Society is a game inspired by 80s and 90s action movies as well as comic book series such as Preacher and Constantine. It presents a world...

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“Modern Object Pascal Introduction for Programmers” translated to Russian Castle-engine.io T.co

Oct 11 2018

Simple water using Castle Game Engine Castle-engine.io T.co

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Castle Game Engine Editor is coming! A tool to easily build and run CGE games, and to easily build CGE user interfa… T.co

Sep 26 2018

Article about CGE in Blaise Pascal Magazine (free for Patrons), also: meet me at Lazarus Professional Conference ne… T.co

Sep 15 2018

RT @CatGamesStudio: Youtube.com First track of the Unholy Society OST! Composed by Maciej Kulesza Hiddenverses.com

Sep 9 2018

RT @coder: The PasGLTF viewer now also has an optional switchable skeleton visualization feature, which can be also useful for… T.co

Sep 9 2018

X3D Standard Plans, Michalis Professional Membership in the Web3d Consortium Castle-engine.io T.co

Sep 9 2018

Improvements: castle-data protocol, new editor features, AMD Compressonator, better model formats docs…… T.co

Sep 8 2018

Castle Game Engine Editor! Castle-engine.io T.co

Sep 1 2018

Submit models to Opengameart.org with tag, while we’re working on our Asset Store Castle-engine.io T.co

Aug 30 2018

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