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Major CN:MI Pimpage & 60 days to IGC

Major CN:MI Pimpage & 60 days to IGC
Name:Alan James 
Date Posted:Aug 04, 2006
Rating:4.0 out of 5
Public:YES
Comments:YES
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Blog post
Hi Everyone!

Since we're about sixty days out from IGC, I though I'd blog one last big Code Name: Monster Island pimp post. As some of you may (or may not) already know Really Really Good Things Studio was one of the teams that ended up with a good portion of the code Alex "Delerium" Scarborough had been working on in regard to a port of GLSL to TGE. I would defer to him any questions about the availability of said port, since I am not priviledged to know the status of a public release of a resource. (Sounds like a very "Political" answer doesn't it...a lot of words but not much said).

What I did want to do is show you all what we've been working on so far. (And try to set a record of the most images in a .plan) Most of these shots are focused on the levels themselves, I do have a couple of in game videos, but honestly vid capture and editing to make an *exciting* video with soundtrack and such is quite a ways down on my "to do" list. Screenshots are quick and make a point and do not take much time away from actually working on the game. (I did add links to the vids at the bottom of the page, don't expect much, viewer be warned! I don't want to hear "oh, man that was crap." Duh.)

So I'm going to try and focus for the next sixty days on a good solid three level demo. These will be a sample of the eighteen levels that I'm working on for the MP version. What the Single Player version will look like is anyones guess (probably will be all ported over to TSE for that). What I am focusing on now for the Multi player demo is good frames per second. Good weapons and placements, spawn placements, loading times, health placements, monster sound effects, weapons and animations...the list goes on, but you get the point. I'm very happy with the look so far, but honestly, like I've told the leader of another team, it's not nearly as hard to get a game to look good, as it is to get one that you want to keep playing. I know what I want that to be for CN:MI and that's my focus for IGC and the next sixty days.

So until then...See you all in Eugene...

- Alan

Edit: I forgot to note Torque Lighting Kit is a given. It has always played a huge part in the overall ability to balance all of the different resources.
























Whew! That was a lot of copy and pasting.

Here are the vids:

Small (16mb) and crappy:
www.reallyreallygoodthings.com/screens2/CNMIVID.wmv

Larger (33mb) and still crappy:
www.reallyreallygoodthings.com/screens2/CNMIVID2.mpg

Megacrap size and not a whole lot better. You've been warned (now twice):
www.reallyreallygoodthings.com/screens2/CNMIVID3B.mpg

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Jeremy Alessi   (Aug 04, 2006 at 03:12 GMT)
Lookin' real nice!

Vin \"japo\" Polston   (Aug 04, 2006 at 03:26 GMT)
Definatly some of the most impressive TGE screenies I have ever seen!
GREAT!

-Vince

John Kabus (BobTheCBuilder)   (Aug 04, 2006 at 03:32 GMT)
Torque Lighting Kit + Alex "Delerium" Scarborough = Really Really Good Things :P

Looks great Alan, I can't wait to see this at IGC! (and to see what you do with SG's latest tech ;)

Are you bringing the whole crew to IGC, or flying solo?

Matt Vitelli   (Aug 04, 2006 at 03:42 GMT)
Damn impressive. Looks like the GLSL code is really helping.

Ian Roach   (Aug 04, 2006 at 04:12 GMT)
This is an amazing project. The levels look awesome. Let me know if ya need a beta tester :)

Alan James   (Aug 04, 2006 at 04:44 GMT)
Yeah John K., the whole gang (well, four of them at least) including Joshua this time, my eleven year old --our own little baby buddha!

And I can't wait to get a hold of SG's latest tech for the SP Version of CN:MI either! ahh..hem...Josh? =P

Phil Carlisle   (Aug 04, 2006 at 09:29 GMT)
Nice! definitely looks like its going to be a fun game.

Look forward to seeing it at IGC.

Tom Perry   (Aug 04, 2006 at 12:21 GMT)
Really nice. What FPS are you getting with all the extra goodies built in?

Alan James   (Aug 04, 2006 at 13:05 GMT)
Thanks to everyone for the encouragement.

@Tom
The Shaderized Stuff isn't as nearly as costly to FPS as much as I am wanting to just keep putting too much stuff in a map. The weakest one I'd say out of the screens above (and all the maps really) is the swamp map (the bottom six screens). It dips just under 30 FPS pretty consistently. I know that's going to be a problem for a MP game, although it'd be fine for SP.

My system I'd say is a middle of the road game system with a 3.2GHz P4, 768mb and a 256mb BFG7300.

That map right now (and I'll have to break down and move some replicators around and such) has 4500 real trees(dts) and 90000 bb grass and bushes. I'm just having trouble doing it because right now if you look up, all you see is a jungle canopy with fireflys moving about through it and it looks really cool. The bulk of the other levels run 45-70 FPS, and the sparse beach levels run anywhere from 60 to 90.

Tom Perry   (Aug 04, 2006 at 13:07 GMT)
Wow thats not as big of a hit as I would thought. Well done, your an inspiration to all us indies!

Mark   (Aug 04, 2006 at 14:55 GMT)
Darn I came at the wrong time, the screenies dont work :(

But I did check out the video, looks awsome!

Chris \"C2\" Byars   (Aug 04, 2006 at 15:15 GMT)
Cool red X images. :)

Alan James   (Aug 04, 2006 at 16:15 GMT)
Arrrr...
Webhost moved server, I'm uploading to the new server right now. Knew this was going to
happen...

Ok...the site is down again!%$@%%#%#

I'll keep at it...
Edited on Aug 04, 2006 19:19 GMT

Ramen-sama   (Aug 04, 2006 at 21:53 GMT)
Alrighty. I'll post some honest feedback.

Firstly, the lighting effects/water and whatnot are really nice looking.

But i feel the DIFs are the weakest part of the game. They lack detail in my opinion. They're pretty rough.
The hall ways are the least impressive pictures.

Plague   (Aug 04, 2006 at 22:08 GMT)
Looking great Alan! Those shaders really bring the environments alive.
Even the levels from the demo, look much better now than they did before.

Those shaders, coupled with the Torque Lighting Kit, make for an impressive look for the game.
When watching the video, I did notice that the player's run animation makes him look like he has
something uncomfortable in his pants.

Alan James   (Aug 04, 2006 at 23:27 GMT)
@Ramen-sama
I would totally agree with you. "Jack of many trades, master of none" is more than apropos here.

Unfortunately I'm stuck with me. =P

I'd love to have something like the stuff that was coming from the now defunct Night Watch team: www.hl-nightwatch.net/media.php?category=1 or similar at this point, but juggling all aspects of a game can stretch you a bit. It's not like I'm totally disappointed with what I've managed to accomplish so far, mind you. I'm actually reasonably happy with what I've got so far, but there is a *LOT* more that I'd like to pull off. That's hopefully what the focus of the next sixty days will be for several of the levels, and what I'll bring to IGC this year and what the eventual final product will be.

*He says with fingers crossed.*
Edited on Aug 05, 2006 01:11 GMT

Mark   (Aug 05, 2006 at 01:55 GMT)
Thanks for fixing it, they look fantastic!

Brian "Ayavaron" Ross II   (Aug 05, 2006 at 03:58 GMT)
That is easily the most beautiful thing I've ever seen on Torque.

I'll definitely be buying the game when it is released. I can barely wait to try it in action.

Aaron Ellis   (Aug 05, 2006 at 05:05 GMT)
@Alan

I love the new shots and vids. CN:MI is one of the most anticipated games on my shopping list. That and Project Offset.

:)

Aun Arinyasak   (Aug 05, 2006 at 06:14 GMT)
Ahhh.....

me want GLSL !!!!


Gosh it is looking incredible. List me in for a beta tester .


:)

Charles Andrew   (Aug 05, 2006 at 09:51 GMT)   Resource Rating: 5
OMFG, that is soo nice, wow thats amazing, great work, that's incredible wow

Ben Ewing   (Aug 05, 2006 at 15:25 GMT)
Shiny! This looks freakin awesome!

Jeff Loveless   (Aug 06, 2006 at 06:21 GMT)
I really hope GarageGames lets this code free GLSL looks amazing... We managed to get Cg shader support into our project and it looks good, dont get me wrong, praises to its contributors.. but not that good...

Alex Scarborough   (Aug 19, 2006 at 00:55 GMT)
I'd just like to quickly point out that there's nothing special about GLSL that makes this look good. The art makes it look good. Beyond that, all the backbone work that went into the new shader code makes it look good. GLSL doesn't do much except be crossplatform and ARB approved. This all could have been done in Cg and *cough* I do have Cg versions of all of these shaders.

Can't wait to see this in action at IGC though. That'll be awesome.

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