thanks guys, sorry Ive had to work a lot recently. Ive completed a few jobs for web based advertising that should appear as adds if you use hotmail in australia.
They have also teamed up with another company that are making tv adds for the same project in Oz. look for the BCITF (building construction industry training fund) adds flying around.
Choccy monster
Real shadows will be addressed when the newer Dx10 machine arrives and will be activated in the options panel. Im using a fake shadow for the character at the moment. Shaders is more what im heading towards, the cpu based shadow slows the game down on the interim speed machine.
Special effects will be switchable in the options so its easier for slower machines to play as well.
I wish to add bump mapping as well for the walls and floor, provided I can keep the 60 fps.
RickV
I will post some screenshots after the next coding session in the showcase area for you mate.
Wigget
oi oi oi
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There is a difference between my models and warcraft3 content, mainly in the texturing.
It would take a while to achieve that level of cartoon texturing, as opposed to a realistic style.
I prefer the fantasy cartoon-esque style for this game. Not all games have to push realism as some may tend to believe, as the end all be all of modeling and gaming. Anyway thats the genre im aiming for in this project.
The other major difference is that my models have an md2 style of creation. mesh deformation and limb based animations in the one. The legs do not physically attach to the body component, the clothing hides this gap between the body and the legs.
A lot of media in this example is quickly created so I can focus on the whole game and then go back and make some serious media for the game later. Im focusing mainly on gameplay speed and mechanics, once im happy with that, I can rework all the cruddy placement media.
None of the plant life for above and below ground maps has been added as well yet.
A lot of extra media has to be added as well for the dressing, that will come as I get closer to the shine creation phase.
At the moment it still hovers at 60fps.
jumping is now implemented with a cosine wave that works with the collision system, you can jump the traps if you know where it is, jump obstacles if they cant be destroyed, jump over some monsters etc.etc.
multiple spell system on its way. Only 2 spells at the moment but now i have the skeleton to add as many as I can code.
Ive got to focus on a older client tomorrow who could potentially make my company big money ( 100k )over the course of 20-30 projects so excuse me guys If i dont reply for a while or have an update as expected for the 30th of jan. This project is still very much alive, Its just I have to work to pay for the properties I've invested in before anything.