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I'm not trying to spam this thread(!) But I do have another update :) 

Major change of today is reflection added to our bathroom :) Took about 2-3 hours of digging through the reflection sample and converting it to something usable for our game. I don't think it had any affect on our framerate at all. Which kind of amazed me (especially as I started out with only 1 FPS! once I first implemented the reflection code)

The bathroom got textured today as well...

Feedback appreciated ;)

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Got deffered rendering, my new particle system, animations, networking and pathfinding all to work on 80+ entities without the FPS tanking below 30. Also finished the oil-platform level. Mostly.

Wooooooo.

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Tom, nice!

Yes - with deferred you can usually sneak in extra off-screen effects at minimal cost as long as the render targets are small and the number of shadow casters is low (or disabled altogether).


Andorov, I love your particle effects!  What particle system are you using?

The specular on the floor is a great touch too, it helps highlight the fire particles.

 

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Well, probably last update on this game for now. The deadline was today, we made it :) Of course not everything is completed as far as we'd liked. We'll most likely spend more time on this game if we can find the time to do so. For now 3 more screenshots, I'll probably upload a video on Youtube (soon)

FYI, I've spoken to my artist today and we've already made new plans for a visualization of a sci-fi scene. It'll not be a playable game, but will focus on visual quality with Sunburn, Core Engine and XNA. 

I'll upload some more images to my blog later tonight :)

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Here are a couple of level WIPs from IonX. These are tileable level sections.

 

 

 

 

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I like your corridor lighting :) Are you going to use normal maps on the materials?

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Hi Tom, thanks. :D

Yes, everything will have Color, normal and specular maps....eventually.

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Wow, fantastic work guys!

Tom, the nasty bathroom floor and the missing toilet tank lid are great touches. :)

Dave, definitely, your lighting looks very cool.

 

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The zombie apocalypse is a brutal place.

Constructive, destructive and downright mean feedback appreciated. :)

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Hey guys, nice work!

@andorov, Liking the toon-shader (John has a hunch that it's actually your ambient occlusion shader narrowed!). As for some feedback: There are only two real things I can see and that's the ramp seems much too steep for someone to walk up and the scale of the threadplate on the floor look to be about a foot long rather than the two or three inches they usually are. That's the only stuff I can see! Maybe increase the radius of the fire lights. Good work!

@Tom, I'm really liking that dining room. There are two things that stand out to me at the moment. The pillar's corners wouldn't be shaded, if anything they'd be brighter than the rest of it and the shower doesn't have a shower head. Really liking the light setup so far, especially how you've brightened it up a bit to increase the contrast.

@Dave, good idea to keep the design modular (wish I could push myself to do that). This will keep level design really simple and quick. Scenes heavy with metal materials will really shine once they get a spec map. Can't wait to see where it goes!

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Alex "Turbosmooth Operator":

@Tom, I'm really liking that dining room. There are two things that stand out to me at the moment. The pillar's corners wouldn't be shaded, if anything they'd be brighter than the rest of it and the shower doesn't have a shower head. Really liking the light setup so far, especially how you've brightened it up a bit to increase the contrast.

You're right about the pilar shading. We might change it later on :) For now we'll have to move on to our next project (don't know what it is yet, we'll hear about it in a week) 

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@tom: shower room note:

how high is the ceiling? the light seems to be very far away! if the light was closer to the rail (more realistic), then the shadows should be wider and blurrier (gradiented/ramped).

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It's about as high as the camera Y position. I was sort of worried about the shadow as well, you sort of get used to it when you've been it a million times during development and you kinda forget about it :P

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Got done optimizing for the XBox.

Really dissapointed by XBox performance w/ the .NET Compact framework. It just doesn't cut it. Even with utilizing all 4 available threads to near-peak potential, I'm still only getting 30 FPS. :| And that included reducing the zombie horde to 25 zombies. 

Sigh :/

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That's unfortunate :( If you push this game into play-test be sure to let us know :) I'd definitely like to play it. (and pre-release is my only chance, as I can't buy indie-games from the Netherlands)

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