Leadwerks is the easiest way to build 3D games. With a rapid development pipeline, support for Lua and C++ programming, and plenty of learning materials, Leadwerks is the perfect way to learn to make games.

  • ADVANCED GRAPHICS: Leadwerks brings AAA graphics to the masses, with hardware tessellation, geometry shaders, and a deferred renderer with up to 32x MSAA. Our renderer redefines realtime with image quality more like a cg render than real-time games of the past. The use of OpenGL 4.0 provides equivalent graphics to DirectX 11, with cross-platform support across operating systems.
  • CSG MAPPING TOOLS MAKE LEVEL DESIGN FUN: Build game levels from scratch right in our editor with constructive solid geometry. Our tools make it easy to sketch out your design and bring your ideas to life. Anyone can build their own game worlds in Leadwerks, without having to be an expert artist.

  • BUILT ON THE INDUSTRY STANDARD: At it's heart, Leadwerks is a C++ library of functions you can call at any time, in any order. Leadwerks uses industry-grade tools like Visual Studio and Xcode, so you'll be coding games like a pro.
  • INTEGRATED LUA SCRIPT EDITOR: We integrated Lua right into Leadwerks because of its proven track records in hundreds of AAA games including Crysis, World of Warcraft, and Garry's Mod. Lua integrates seamlessly with native code for rapid prototyping and instant control. The built-in debugger lets you pause your game, step through code, and inspect every variable in the program in real-time. Lua is perfect for beginners, and the integrated Just-In-Time (JIT) compiler ensures you can publish commercial games that perform blazingly fast.
  • VISUAL FLOWGRAPH: Our unique visual flowgraph enables designers to set up game mechanics, build interactions, and design advanced scripted sequences, without touching a line of code. The flowgraph system integrates seamlessly with Lua script, allowing script programmers to expose their own functions and add new possibilities for gameplay.

  • ROYALTY-FREE LICENSE: Your games you make with Leadwerks are yours. Yours to play, yours to sell, yours to give away, or do whatever you want with. There's no royalties to pay, ever.

Join the community at www.leadwerks.com to learn more.

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Hello and welcome to our weekly dev blogs!

In the second edition we’ll be going what makes Shine tick, what you do in it, what makes it flow and how we got there.

Please take notion that the game is still very much a work in progress, most if not everything you see here is subject to change.

Now, needless to say, since Shine was thought of from the ground up as a point and click game, we had to had specific elements of the genre in the game. Things like inventory, dialogue and the fact that you can click everywhere are all present in the game. Although…it started looking like this at first.

The thing is, we had to plan things very carefully, Shine thrives on it’s atmosphere and weird world, so we had to make sure it felt right.
So we made gifs, lots of ‘em.

Shine Mechanics

This was one of the first gifs we made, to see if our idea actually worked before making the prototype. It kinda did, the feel is almost there, sure it didn’t have the pretty art it does now and it wasn’t a game, yet.

So we went to work. Started making more tests and more scenes and more tests and more scenes and well, you get the idea.

Then it started to look a bit more like this:

Gif2

Much better

So, after we got the feel of the game down, we needed a way to make dialogue that would benefit everyone, let me remind you again that these things need planning otherwise they just wouldn’t work.

So I made flowgraphs.

That’s just a simple dialogue that was in a early prototype, so no spoilers or anything there <3

With a clear workflow for how to plan dialogue we moved on to what you see inside the game itself at all times.

Take a look at this screenshot...

Pic2

From that screenshot you can take away 2 things, the UI of the game is always hidden, and that pickaxe is definitely an item.

We don’t want players to spend hours looking for items, the game has a heavy focus on narrative and characters, puzzles and enemy encounters are just extra flair to make the game less repetitive (We’ll talk about those at a later date).

So where is the inventory of the game? Well, it’s right above.

This is by far the best spot to have the inventory without having an actual menu for it, we want the experience to be seamless, this is the best way we found to not break gameplay while still keeping your items “in front of you”.

Lastly, the dialogues, they’re a pretty big deal like I’ve mentioned before, so how do they work?


Well, exactly how you’d expect them to, either you or a character initiate a conversation and depending on what the character says you’ll have a few choices.

Some of the dialogue will change character behaviour, not all, but some. The game does have multiple endings after all.

There you have it, some of the mechanics featured in Shine and how we tackled them. Hope you enjoyed!

Next week, we’re talking about game feel <3

Interested in the game? Follow us here!
Facebook: Facebook.com
Twitter: Twitter.com
Gamejolt: Gamejolt.com

Leadwerks Game Engine 4.5 enables easy VR development

Leadwerks Game Engine 4.5 enables easy VR development

News

Leadwerks Game Engine 4.5 introduces support for VR headsets including the HTC Vive, Oculus Rift, and all OSVR-based hardware, allowing developers to...

Border Recon - New Movement Animation System
Border Recon

Border Recon - New Movement Animation System

Border Recon

A new implementation system to replace the current glitchy system.

Lone Water - Greenlight Trailer
Lone Water

Lone Water - Greenlight Trailer

Lone Water

Hello friends, the time has come! We launched a Steam Greenlight campaign for Lone Water and we need your help. First I would like to show a little trailer...

Leadwerks Game Engine 4.3 Released

Leadwerks Game Engine 4.3 Released

News

Leadwerks Game Engine 4.3 is now available. This release adds support for Ogg Vorbis audio files, bug fixes, and up to 200% the performance of the previous...

Add game Games
Enshrouded World: Home Truths

Enshrouded World: Home Truths

Car Combat

Your memories are beyond reach, a side effect of a life-saving operation. Stationed at an oxygen production facility you must oversee an exodus to the...

Enshrouded World: Home Truths

Enshrouded World: Home Truths

First Person Shooter

Your memories are beyond reach, a side effect of a life-saving operation. Stationed at an oxygen production facility you must oversee an exodus to the...

Bladequest - The First Chapter

Bladequest - The First Chapter

Role Playing

Hello I am Markus, an indie game developer and I would like to share my knowledge and skill to create great games with you! To do so, I need your help...

A Demon's Game

A Demon's Game

Adventure

"A Demon's Game" is a very unique title, but keeps true to it's horror roots, the game focuses on creating a terrifying atmosphere, rewarding exploration...

Border Recon

Border Recon

Third Person Shooter

Third-person Shooter inspired by the events of Desert Storm featuring infantries and soon: jets, cars, and tanks.

Lone Water

Lone Water

Adventure

Lone Water is a first person adventure horror game that tells a story about a Post-Apocalyptic FLOODED World. You are a lone survivor in this world and...

TinyGom Racing

TinyGom Racing

Racing

1/10 remote-control cars solo racing in different environments and levels. 3 modes: Quick race (5 opponents) Time-Trial (ghost included or not) Championship...

TinyGom Demo

TinyGom Demo

Racing

1/10 remote-control cars solo racing in different environments and levels. 3 modes: Quick race (5 opponents), Time-Trial (ghost included or not), Championship...

SIEGE: Halloween Contest Game

SIEGE: Halloween Contest Game

Real Time Strategy

Fight to be the last team standing. Once a combatant has been slain, it will turn into a zombie and fight anyone who is near him. Can you survive?

Banned

Banned

First Person Shooter

Story in big lines: You are the Omega Project a military project created by the government, the main purpose was to create a super warrior. since the...

Comments  (0 - 10 of 26)
Guest
Guest

can i build/export game to Windows on Linux ? Or i need to boot to Windows (which i don't have :P)

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JoshKlint Creator
JoshKlint

When you export a Lua game it includes the Linux executable, so that will work automatically. If you are using C++ you need to compile your game on Linux to get the executable.

Reply Good karma+1 vote
demen2010
demen2010

hello can i juste know id it easy to learn or hard ?

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JoshKlint Creator
JoshKlint

We're going for easy. Try the demo on Steam and let me know what you think.

Reply Good karma+2 votes
JackM.
JackM.

The thing is catch me, map editor similar to hammer!
Great job, and oh yes, real-time shadows in viewport!

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JoshKlint Creator
JoshKlint

It now exports to VMF format, too. I've only tried it with the Left 4 Dead SDK but the texture mapping planes are perfectly retained in Hammer. Also added texture lock mode.

Reply Good karma+2 votes
Crypt

It looks similar but it functions far worse. But the WYSIWYG viewport is quite nice!

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Lesbian_Owl
Lesbian_Owl

Its not crysis. But its good aswell :3 really cool

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Crypt

Have you spent any time with this engine at all? The graphics aren't the only thing to look at in an engine, and this one is just not fun and awkward to use, I sincerely wish there was a demo before I bought it.

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JoshKlint Creator
JoshKlint

Specifically what are you having trouble with? We've worked very hard to make the development experience smooth and enjoyable. Was there any problems you ran into?

Reply Good karma+2 votes
Crypt

The review I've submitted covers some of the larger points in a bit more detail, but to summarize, everything from navigation, to menus is finicky, hard to work with and slow.

Reply Good karma Bad karma+2 votes
JoshKlint Creator
JoshKlint

Thanks for the feedback. I've been able to address a number of these issues recently. I didn't notice the viewport speed issue until you pointed it out, but once I did it was obvious. I fixed the bug and also added some mouse smoothing to make the navigation more fluid.

A new section for tutorials has also been created on the site here:
Leadwerks.com

And of course there are over 200 pages of documentation here:
Leadwerks.com

You might not be used to the constructive solid geometry approach to level design, but most people find it a lot simpler than trying to scale models precisely or build maps out of raw polygons.

Reply Good karma+3 votes
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Highest Rated (2 agree) 8/10

Looks interesting

May 23 2011 by Flash112

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