That's looking loads better now, the water shader was nice but this sets the right mood
That's looking loads better now, the water shader was nice but this sets the right mood
When the moon hits your eye like a big pizza pie - that's an extinction level impact event.
No, the backdrop is static. It's generated with this nice tool and post processed in Photoshop (the tool sadly generates some errors when creating the textures). Having a complete dynamic space backdrop with moving clouds and pulsating nebulaes sure would be nice, but that'd take a lot of time. So maybe (or maybe not) sometime in the future
Thanks It completly changes the feel of the game. I played a bit yesterday (late at night) with some ambient space drone music in the background and boy, what a difference to the mood of the old backdrops. Right now I'm even thinking about changing the soundtrack to some ambient space drone music.
Sorry Sacha but I was refering to planetary clouds and not Space backdrop. So how are planetary clouds being done?
Ah, didn't realize you were talking about the globe's clouds
And no, they're not procedurally generated. Just a simple texture with cloud information in one texture channgel and specular information in another color channel, which is then just moving around the globe. So no procedurally generated stuff here, though that may be a great idea. Since it's a shader anyway I could do something with noise I guess. Maybe I'll take a look into this
When developing my entry to 2nd PGD mini competiotion (which was never finished) I have been fidling with procedural content generation quite a lot.
Amongst other things I tried generating clouds using "Perlin noise" and even got some nice results. But the problem was that then I tried rendering that texture to sphere it got disturbed due the way how spherical texture projection works so in the end it almost looked ugly.
I should probably have used several smaller textures and then projecting each of them to the sphere so the distorition would me much lower.
Anywhay procedural texture generation development is currently on hold as I first need to design a way to make nice game GUI in an easy manner.
It took me much longer than expected, but I just uploaded a new release of the open beta for windows and linux :
(Windows) Projekt “W” – Phase 2 – Open Beta rev. #170 (~74 MBytes)
(Linux, i386) Projekt “W” – Phase 2 – Open Beta rev. #170 (~78 MBytes)
Screenshots :
This release includes the new 360° space backdrops for the main view as well as the main menu, and the extensive ingame tutorial (70 chapters, over 25,000 words in two languages) that should help starters get a grip of the game but also includes information that experienced users may be interested in. Other than that there were some small bugfixes and changes that can be found in the changelog.
Verry nice.
I see that you game has quite a lot of text. Have you ever considered using word compression?
Two main benefits I see in using word compression would be:
1. Less space needed for storing game texts (not really needed nowadays due to large HDD-s).
2. Ability to precalculate width for each of used word which my increase performance of automatic line war, especially if you are using bitfonts.
But there are also drawbacks of using this:
1. You need to have special routine which would decode text before it can be rendered.
2. Every small change in text requires you to regenerate word dictionary.
3. If word dictionary file gets damaged it will screw up whole ingame text.
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