donderdag 9 september 2010

First prototype videos online soon...

Just wanted to let everyone know the current prototypes are going very well, some of you have seen most of it already. For anyone who hasn't seen them yet, they should be online soon. Alternatively you can contact me through Skype of course and I'll send them over.

The current prototype includes AI and weapon/bullet concepts. Once they're completed we can move on to test some of our design concepts.
On a sidenote, I've done some testing concerning our 150MB limit, its going to be tight, but we'll manage (found a .zip library to help reduce file size) Using some (most) of Over Night's assets using the built-in C# compression the file size is already reduced to 1/3rd of the original. The .zip library reduces it by another 1/3rd. Plus the guys over at Synapse got a few new cool features lined up. One of them includes Light-mapping to bake lighting in our scene! Should add a great deal of lighting awesomeness to our game, hopefully these light-maps won't make our disk-limit worse than it already is! :)

13 opmerkingen:

  1. Is that a new kind of way of baking light in a texture? Is it going to be dynamic?
    Can't wait to see how it works.

    The static light-baking is a no-go if we are representing a light engine.

    BeantwoordenVerwijderen
  2. The light-baking will be part of Sunburn. Since it's baking, it's not dynamic. We combine it with dynamic lights to light moving objects / characters etc. like we would before. This way we can simply add more lighting detail in our scene with little performance cost. I see no reason not to use it. Especially since it will be a new feature of the product we're representing.

    BeantwoordenVerwijderen
  3. the baking occurs in sunburn?

    Now I really can't wait to see how that's going to work....

    BeantwoordenVerwijderen
  4. This system automatically bakes the lighting within Sunburn?
    And what if multiple object share 1 texture? Will Sunburn create a unique texture for every object? (they can't all have the same lighting when placed at different locations in the scene)

    BeantwoordenVerwijderen
  5. I don't know the specifics, hopefully more info will be available soon.

    BeantwoordenVerwijderen
  6. http://thewebfairy.com/911/binaries/bunny_with_pancake.jpg

    BeantwoordenVerwijderen
  7. Depending on filetypes, you should be able to effectively fit up to 800MB into that 150MB space with the .zip library/default .xnb compression.

    BeantwoordenVerwijderen
  8. light-mapping is basically just a helper that tells the engine what the calculations are so the cpu/gpu wont have to any more. prolly stores it in an external file. so we still need to light bake everything on every model, but ingame we get a bit more awesome spunkidge in the pants :)

    BeantwoordenVerwijderen
  9. Hi Rami, how did you end up here so quickly ;)

    I will conduct some testing with the zip library and different filetypes. Alex from SG (Synapse) gave me some good tips and tricks on compression. Hopefully the DotNetZip library is compatible with the Xbox.

    BeantwoordenVerwijderen
  10. Here,s some info 'bout the A.I in Halo.
    Some really usefull stuff
    Thanx 2 Rami 4 twittering the link ;)

    http://aigamedev.com/open/reviews/halo-ai/

    BeantwoordenVerwijderen
  11. Good Stuff, I'll be reading through it tonight.

    BeantwoordenVerwijderen
  12. @Tom How did I end up here so quickly? You didn't think I have eyes and ears everywhere?!

    No, seriously, I will be watching development on this pretty thing closely from my headquarters. Can't wait to see what you come up with, and if you ever need help during crunch time or whatever, don't be afraid to drop a line!

    BeantwoordenVerwijderen