Hi, there will be both, multiplayer and singleplayer.
Thanks for support.
Andre
Hi, there will be both, multiplayer and singleplayer.
Thanks for support.
Andre
Hi, our SamOne Engine is actually one big modding tool. In fact there is possibility to change whole structure and all parameters. You can make own user objects with custom shaders and functions. All this is putted together in SamOne Editor from where it is exported to final code which is then compiled. I mean there is almost nothing hardcoded, so that the engine is very flexible and scalable.
Our intention is to move it more toward user-friendly workflow.
So, yes, when we finish this we will definitely support mods.
Hi, I am not sure what you mean. Shadows are casted in single render pass into combined target = terrain, trees, stones/rocks, player, vehicles should blend all together and there should not be any seams. In case you can see some it is probably issue of not precisely trimmed particular parameters. The shadows are LODed as so as other geometry, the closest LOD will be more blurred/filtered in final release, we will polish this at final stage of development.
Or, can you specify what concretely you mean?
Thanks,
Andre
Hi, thanks for your comment.
Yes, you hit the point exactly! You are so attentive! That is what is our intention = not just a hybrid of two genres, but their fusion.
I mean both gameplay principles (FPS and RTS) stay almost intact, but their gameplay is extended toward each other to glue them together.
It is like milk and chocolate - we don’t make chocolate milk as mixture of both substances, but we place both genres as they are next to each other and let them work independently = the result is "Kinder" and that is yummy.
And you are right, that is not easy to explain it all, therefore spread the world so we can make it to the stars :)
Andre
Yes, that is exactly where we are heading to.
Hi,
yes, we already do include multiple Masters on the scene.
Your idea about commands to squads is very interesting and we will definitely keep it on mind.
Thank you for supporting us.
Andre
Hi,
current development version of REFUSION terrain is more than 20x20km = 400km2 large.
We also successfully tested map dimension more than 40x40km = 1600mk2.
This dimension is limited due to need of real-time phys calculations all the time in whole game space. For RTS held on any place on the map, we cannot just turn phys off farther from the camera/player, as it is usually done in common FPS games.
The terrain is borderless, so if you walk in one direction long enough, you would seamlessly reach the same starting place. It behaves like planets do.
Our intent is to finish several maps with different environments. You can see four of them in the recently released flash minigame REFUSION Arcade Trainer.
Andre
Hi,
REFUSION Arcade Trainer will run on any average PC with the latest version of Adobe Air installed.
Andre
Hi, REFUSION Arcade Trainer is not really gameplay demo of the main REFUSION game running on our proprietary SamOne Engine, it's the first executable build is planned to be released in couple of months. It is just small casual flash minigame, but using content from REFUSION world. Therefore you can experience different environments/terrains, units, buildings, design etc. You can taste the appearance of the content how it would actually look like in REFUSION and have a little bit of fun with it.
Andre
Hi Blah64,
Thank You very much for supporting us!
REFUSION Arcade Trainer is really casual minigame. It uses REFUSION content and it is meant to be played while waiting for the first playable build of the main REFUSION Game running on our unique SamOne Engine.
To avoid enemy missile You must react very quickly and determine the missile flight direction and then "fly" on the opposite side until it passes by.
Let me know if it works for you.
Hi, we have just revamped REFUSION website and we added there section "About". Feel free to take a look, I hope it will answer all your questions: Refusion-game.com
Thanks a lot, we'll keep it up going for you guys :)
Thank you, we're happy that you like it.
Thanks!! We are working on it hard.
Definitely liking your comment. Stay tuned :)
No time for hard feelings now :). Keep in touch.
With us you'll not forget. We're pretty sure :)
Thank for nice comment, we appreciate it.
Yes, this is in our longterm plan. But the main priority is to release the game in which state it is now at the first place.
Hahaha... that's funny, we are honestly very excited of the final version too. Hold us thumbs!!
We will see, in meanwhile our current priority is to release it in Windows. After we will see what next.
This is Ambient Occlusion layer applied onto colour texture of the surface. More will be explained when the new post is authorized by ModDb here: Moddb.com
Hi, thanks for nice comment. We appreciate your support very much. We are working hard to create more and show something new soon.
Keep in touch and don't forget to register at: Refusion-game.com
Hi, yes sure, that´s not ultimate form. There is only texture on the ground, that means there are no blades of grass. Individual planes with blades of grass are then applied to the ground afterwards. Here you can see how it looks in the end: Moddb.com or here you can see how we did it: Moddb.com
Hi, that is only texture on the ground, that means there are no blades of grass. Individual planes with blades of grass are then applied to the ground afterwards. Here you can see how it looks in the end: Moddb.com or here you can see how we did it: Moddb.com
Please see the answer above (for SinKing), Thanks
Hi SinKing, here are the answers:
@Creation process: We need to put each leaf on sculptured model of branch separately (one by one) because we want to extract normal map representing also orientation of the leaf on the branch. Of course, we don´t place them all by hands, we use some distribution algorithm, then we render textures and use them on planes which are pinned on trunk geometry of the tree.
@Rendering: For rendering trees and all other objects we use LOD (Level Of Detail) system. It means that all objects have several variations with lowered polycount, the farther object from camera uses the lower-poly geometry, for instance: this tree in last LOD has 8 triangles only. We also work with pixel operations (mixing layers, mippmaping etc.) as well as vertex operations (procedural wind animations etc.). We use hardware instancing too which helps us drawing so many objects in the view range. So we can render hundreds of thousands of trees with maximum visual, behavior and physics quality at the closest distance from camera, which are in acceptable quality at far distance from camera, the result can be seen here:
Moddb.com
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