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Avatar Land looks quite amusing :) Too bad I can't play/buy games (in the netherlands) after they are published.

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Figure I'd show our last update as well.

http://coreenginedev.blogspot.com/2010/03/game-update-apartment-level.html

Images:

 

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Hi guys,

I didn't want to spam this thread with videos, so I created a separate thread containing videos of SunBurn projects we've come across on YouTube.  Lots of cool stuff in there. :)

 

Tom, looks great!  Is the scene for a game or visualization?

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It'll be part of a game. It's basically about a drug addict living in his apartment (Part of a "Serious Game" project we're working on) 

With only a week left for development I'm really excited and hoping we can pull it off within the limit time we have left. I'll probably upload a video tomorrow (waiting for some assets right now) showing the intro and menu (the menu system is in 3d space) most of the technical/programming features have been completed and it's now mostly content adding and placement of events and triggers.

I can only tell you that I'm very happy that I took the time to create an editor some time ago. It saved me an million hours with tweaking those in-game (cinematic)camera positions as well as event locations etc.

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Time for another update :) 

Two ingame screenshots :) (Taken while in edit mode, so all kinds of lines and icons are in the way ^_^)

The lighting setup is really dirty, just to get some lighting flowing through the scene so I could record. I noticed an extreme unresponsive Editor (1.3.1) when framerates go below 30. It got the an unworkable point where ingame graphics were still quite smooth while the editor refused to work with me and I had to switch to my PC (higher fps -> no problems) If this persists I'll create another thread about it...

Recorded some footage of the new models within the game intro scene.

Videolink: http://www.youtube.com/watch?v=ouwJc28a44o

(still processing at the time of posting)

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Looks good Tom!  I like your lighting setup, it has a nice feel to it.

So this project is for school?  I'm impressed, you guys are getting a lot done very quickly.  How much time are you given during the week for the project, or are you working on it mainly after classes?

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Thanks, This is indeed part of a school project. A total of 8 weeks with 4 weeks design and 4 weeks development (modeling, programming etc) And currently in the last week of development cycle.

We don't get a lot of time during classes. In fact, most classes don't fit well with our own plans (we don't have XNA classes anymore, only Unity for example) So it's all done outside of school hours. 

 

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Hey Tom,

Nice work so far! Are you guys using deferred or forward rendering? If you're using deferred and have the performance headroom you can always try a radiosity effect by applying a point or spotlight where the sunlight hits the floor to mimic the light bouncing throughout the room. It's really cheap and quick to do in deferred and can have a great effect on the scene.

Here's an example I whipped up for you:

This is a simple scene with bounce lights attempting to match the combination of the dominate light (sun in this case) and the color of the material it is "bouncing" off.

This is another example just to show a more exaggerated use for this technique, using the same basic principle:

 

Hope this gives you some ideas!

Thanks for showing us your stuff guys,

Alex

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Thanks :) We're currently using forward rendering. I'll look into Deferred rendering this weekend. I haven't really spend much time researching Deferred yet, but with the scene becoming more complex it might be a good solution.

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As I take time away from my main project (stalled due to artist issues), this is my one-month project.

Built from complete scratch (uh.. save XNAnimation and Sunburn ;)), here is the image journal...

 http://www.dreadware.com/zombies/images/03102010.png

 http://www.dreadware.com/zombies/images/03112010.png

 http://www.dreadware.com/zombies/images/03122010.png

 http://www.dreadware.com/zombies/images/03132010.png

 http://www.dreadware.com/zombies/images/03142010.png

 http://www.dreadware.com/zombies/images/03152010.png

 http://www.dreadware.com/zombies/images/03162010.png

 http://www.dreadware.com/zombies/images/03172010.png

 http://www.dreadware.com/zombies/images/03182010.png

Nine days in! (Sorry for the spam)

Already done with all the underlying framework, network play and a bunch of other stuff..

Just need to implement 3 more classes, and a few different type of zombies.. and touch up the graphics a bit :)

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Cool, looks good!

Zombie games seem to do very well on XBLIG. :)  Definitely let us know when you hit play-testing, we like to provide feedback when we can!

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Time for another update. Our artist completed his work on the apartment textures today. The furniture is next on his list ;) The lighting setup got changed a bit as well, hope you like it. Feedback is appreciated.

Images taken from my Blog. The green number on the topleft corner is not an FPS counter ;) 

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Looks great Tom, I really like the style and design. :)

Did you guys bake-down AO or is the effect painted into the diffuse textures?

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Thanks, It's painted in the diffuse. 

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Wow, that looks great!

Alex, I think if you can get a screenshot of the debug light setup with the point/spot light positions on some of those, it could make a really good tutorial... =)

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