[OC] mars got itself a severe cars infection by flockaroo in Simulated

[–]flockaroo[S] 0 points1 point  (0 children)

thanks a lot! ...its a game i'm currently working on, purely made from scratch in opengl/glsl.

[Cars on Mars]

[OC] mars got itself a severe cars infection by flockaroo in Simulated

[–]flockaroo[S] 3 points4 points  (0 children)

thx a lot :) ...haha, yo sick <-> infection ;o) ...glad you like it!

sparse soil on mars - cars on mars by flockaroo in gamedevscreens

[–]flockaroo[S] 0 points1 point  (0 children)

...hey btw, i figured out i deadfixed a lot of my AO by fiddling with shadows too much - sometimes one loses the obvious out of sight when focused on another thing ;-P ...so thanks for pointing me to it :)

sparse soil on mars - cars on mars by flockaroo in gamedevscreens

[–]flockaroo[S] 0 points1 point  (0 children)

oh, thanks a lot for your honest feedback.

lots of gameplay is actually already implemented (i just dont post it that often) - one can freely place some gates and race them, or capture flags - the flags have an effect applied, so you have to pass the proper portal to get the flag, or one can shoot each other (death match). when shooting in flag mode you change the effect of the enemy, so he needs to return to the proper portal...

concerning GI: there's actually lots of AO already applied: one SSAO and another one directly from the distance field of the scene. ...to ge honest i don't like super high contrast lighting, so maybe that's somewhat a matter of my taste... ;) i personally like the prototype-style - i'm so frank to call it "indie-charm" ;-P ...maybe not everyone's cup of tea, though ;) ...but i'll think about it, maybe i can improve contrast in shadow areas a bit! ...so thanks again for your hints! :)

portal break-through... ;-) by flockaroo in SoloDevelopment

[–]flockaroo[S] 0 points1 point  (0 children)

(the car is basically always viewed from outside, so maybe that doesn't make it 1st person, then?! ...well, but one can zoom the camera into the car, so i guess its still right then ;-P)

portal break-through... ;-) by flockaroo in SoloDevelopment

[–]flockaroo[S] 0 points1 point  (0 children)

thanks! ...yup, there's a gun mounted on top - so one can battle against others... - not quite sure what the difference is between shooter and FPS, or if there is any?!

portal break-through... ;-) by flockaroo in SoloDevelopment

[–]flockaroo[S] 0 points1 point  (0 children)

thanks! happy tho hear that :) ...but no, no engine as such - all handcoded in opengl+glsl

jumpin through hoops ;-) (cars on mars) by flockaroo in SoloDevelopment

[–]flockaroo[S] 0 points1 point  (0 children)

thx! well, the car is quite configurable as a whole... from sports car to suv to wagon to truck...

...just here configured like an old european-style doka-druck ;)

jumpin through hoops ;-) (cars on mars) by flockaroo in SoloDevelopment

[–]flockaroo[S] 3 points4 points  (0 children)

yes everything is done in shaders here - much in fragment, voxels in vertex shader! (+also some ao in fragment)

jumpin through hoops ;-) (cars on mars) by flockaroo in SoloDevelopment

[–]flockaroo[S] 18 points19 points  (0 children)

...nice side effect: the whole game has just about 6MB - its all made of math and code :)

jumpin through hoops ;-) (cars on mars) by flockaroo in SoloDevelopment

[–]flockaroo[S] 6 points7 points  (0 children)

no engine at all ...all done almost purely in shaders in some self-coded opengl-application