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Thread: Working title : Trugbild

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  1. #1
    Thanks for your feedback. I'm happy that the game is working in your system. Together with my development PC and my Lenovo Yoga this makes four different configurations that run it fun

    As for the ending :
    To get the "bad" ending you have to die, which means not selecting an answer in time. If you wait long enough, the player starts to die, and if you wait too long the game ends premature. That's when you get the "bad" ending.

    But yes, the ending screen and the mechanic on what ending is selected is not finishsed yet. The game already records the bias of the answers you select (positive or negative), and I plan on changing the ending depending on your bias, and on wether you answer all questions.

    I'm glad you like the "game", and thanks again for testing!

  2. #2
    Coding is done!

    I'm pretty much spot-on with my initially planned timeframe, and the next week will be used to create content. The current chapter's and decisions are mostly development placeholders, so during the coming week I'm going to write dialogue and decisions, so a playthrough will become more interesting than in the testing release.

    And though I haven't had much tome to code during the last week, I sat down the whole weekend to push the game.

    The ending screen now displays different (two different visuals), depending on the positive or negative bias you gathered while selecting answers. Though it's not what I had in mind initially, so I may expand on the idea of different endings (like you're used from games like Silent Hill) after the contest is done.

    And I also used this afternoon to slip in a new visual styles : ladders. So in addition to doors, corridors and holes, decisions can now also be represented with ladders :

    (click to enlarge)


    I wrote roughly 4,500 LOC for this game (excluding all of the stuff from my basecode that I reused for this game), the development directory is at ~ 250 MBytes and the final release should come in at 30 MBytes.

    And as a bonus, here are two debugging screenshots :


    They showcase how the game composes it's visuals, using up to 6 different frame buffer objects. From left to right : Visual scene (color), color picking, effects overlay, text overlay, reality scene, death scene

    So now on to writing some additional content

  3. #3
    doesn't work here
    win7 32bit , mobility radeon x1300 (which is opengl2 compatible)
    error.jpg

  4. #4
    Too bad. Could you post the logfile from %appdata%\trugbild? An AV at address zero usually means that the render context could not be created, so maybe it's a driver problem.

  5. #5
    here is
    10/09/2013 10:23:26 : Starting virtual file system
    10/09/2013 10:23:26 : Initializing Renderer
    10/09/2013 10:23:29 : Rendercontext created
    10/09/2013 10:23:30 : Creating frame buffer objects
    10/09/2013 10:23:30 : Could not setup renderer!Zugriffsverletzung bei Adresse 00000000. Lesen von Adresse 00000000 : Zugriffsverletzung bei Adresse 00000000. Lesen von Adresse 00000000
    10/09/2013 10:23:33 : Renderer created
    10/09/2013 10:23:33 : Could not create all game objects!Zugriffsverletzung bei Adresse 00000000. Lesen von Adresse 00000000 : Zugriffsverletzung bei Adresse 00000000. Lesen von Adresse 00000000
    10/09/2013 10:23:34 : All game objects released


  6. #6
    on two monitors window is at desktop center. which gives it somewhat schizophrenic twist

  7. #7
    Quote Originally Posted by AirPas View Post
    here is
    Looks like the game could not create the frame buffer object. Does your graphics card (and the drivers) support frame buffer objects? If you get the time, could you please use my glCapsViewer and upload a report for your graphics card? That would help me locate the problem.

    Quote Originally Posted by laggyluk View Post
    on two monitors window is at desktop center. which gives it somewhat schizophrenic twist
    Yeah, I've been playing around with the FOV, and extremly wide FOVs with lots of sway create a somehwat insane look. And just for fun I added wild shaking to the screen depending on player stresslevel for internal testing, and that made the game look even more insane. But I won't add that for the final release

    And I'd love to see the game on a surround setup with 3 monitors. That would be sick...
    Last edited by Sascha Willems; 11-09-2013 at 05:22 PM.

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