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Dark GDK / little iro2 update

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Sephnroth
22
Years of Service
User Offline
Joined: 10th Oct 2002
Location: United Kingdom
Posted: 3rd May 2008 19:44 Edited at: 3rd May 2008 19:45
i'm still working on the iro2 engine very very slowly I can only do it in my free time and that usually gets taken up by paid programming side jobs atm :/ Which is sad, because I love this engine.

Anyway, I was showing some screens to a friend and I quite liked them (as did he ) so thought i would share as the last update was those youtube video links and it was agessssss ago.

http://www.webapocalypse.com/storage/iro2.030508.a.jpg
http://www.webapocalypse.com/storage/iro2.030508.b.jpg

It'll look nice when shaders dont blow up the engine and all effects can be applied to limbs (hint hint )

Just for your info, the differences between this and the original iro 1.0 engine you saw in the 2005 puzzle competition:

-complete rewrite from ground up
-hacked newton phsyics using NewtonSDK but hacked down to get a more arcadey feel
-immense speed increases because of much much faster texture access routines and better level formats - levels that would cause iro1 to grind to slowness still havnt gone below the 60fps cap and i havnt even written the visual optimisation routines yet, all objects visible xD
-a little less "puzzle" and a bit more "arcade". Rebalancing and rethinking the engine to make it more fun. No more 30minute planning session needed to complete the level (infact, the planning screen is gone) and a little more "fun" added

and for those who missed the old youtube videos of the engine, here they are (old stuff here):

http://youtube.com/watch?v=ZRxhqBLkgg8
http://youtube.com/watch?v=KnWgdPvmGk4

next update will probably be in a years time (exageration, but u never know xD) but i'll let u know if i do anything new

jason p sage
17
Years of Service
User Offline
Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 3rd May 2008 20:16
Look Great - and I'm VERY pleased to hear how you're balancing "technical" and "Fun Factor" in the game. Talking with gamers I know and my Wife (an avid gamer herself) and myself having played my share of games from various Genre'....

... I have to say - even for simulations - if they aren't FUN.. what's the point? In Iron Infantry I'm hoping to accomplish what you are doing when I get to that point. Different Genre' but.. I want there to be "Strategy" and "Realism" (Like your complex puzzles let's say) but I don't want it so REAL and SO HARD to use that it loses the FUN value!

Example - I bought ArmA - "Armed Assault" and its WILD! But.. its so "realistic" in many places... and there is "to much" you can do in how you control the game that it becomes a keyboard "memory" gamre trying to do everything and not die in the process... It loses some of the FUN FACTOR IMHO.

I think your game looks great and I like the "magical" look you are kinda getting (to me anyway) with "level floors" yet real looking trees etc. I LIKE IT!


Great Job! (I code for a living too... so I feel your pain)

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