http://jonnyree.com/JuxtaTempus.rar
28mb Video
yes,rain needs to be fixed to not fall through models. will fix later. not too concerned with it right now. and several other minor fixes.
Quote: "But can you show some gameplay mechanisms as well, or have you not reached that point of development yet?"
Combat engine was complete,long ago.
- Jony Ree presently developing PC/NPC Character and Animation
- Megaton Cat, and I,both agree that this Project requires consistancey in models and Textures as so Mega is redoing the models so are are set to Equal scale and new Textures to assist the consistancey in display.
- Cash Curtis will and is doing the GUI
- LiT and I are coding,tweaking,tightening,recoding the engine for max efficiencey.
I refuse and wont use the usual DM models as any sort of representation of JuxtaTempus Player and Non Player Character models. Too often do you see DM and that Dwarf model used as place holders.
Displayed sometime ago was one of the Dungeons,furniture,particles,fx,etc and a whopping 18 FPS. When TGC releases its Culling .dll or code or whatever it is they release. Then proper culling will be applied and particles,combat,FX,PC/NPC models,funrniture,GUI,demo will be released.
The present 30-45 FPS is adequte for whats shown but would be nothing more than the typical 18 fps with full engine running and all media.
So,
Quote: "or have you not reached that point of development yet"
Yes,all is at hand to be displayed but not sporting a whopping 18fps ontop of the screen.
If push comes to shove, then we'll retire this project in DBP and port it to Torque as I own both Indie and Commercial licenses. But,DBP being my "training wheels" for Game Dev,id really prefer to see this to the end in DBP.
[EDIT]
Attached the spanse of the Terrain and cheap water demo. using FX for water in full release. FX just isnt FPS friendly at the moment.