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Messages - Lurler

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1
Modding info / Re: Adding custom effect
« on: September 21, 2017, 12:44:40 am »
I can not imagine what I would have come across, but it was good.
Um... what? :)
I thought you are a spam bot, but you don't have any links in your profile, so it seems like a legitimate message, but then what does that even mean? :)

2
Development discussion / Re: CryoFall - new screenshots & news
« on: September 20, 2017, 03:26:18 am »
Very small update this time - AO system is finally in the game.



Read more in our blog: https://atomictorch.com/Post/Id1188/CryoFall-DevBlog-24-Ambient-Occlusion

As you can see we've finally started working on visual effects and presentation in general in preparation for the upcoming public release.
More to come: shader effects, dynamic lighting, dynamic shadows and more.

3
Mods / Re: [WIP] AbyssExpansion
« on: September 18, 2017, 09:30:12 pm »
Unfortunately there aren't that many people who still post here regularly. So I'd say - share your mod also on Steam Workshop, this way you will have better visibility.

4
Development discussion / Re: CryoFall - new screenshots & news
« on: September 12, 2017, 11:03:11 pm »
What about Vaccins ?
You mean for diseases? Well... I think it's going a bit too far :)
Sure, we will consider something like that in the future, but certainly not at the moment. There are still a ton of other things we need to implement first for the first public release.
But when the core game is complete, maybe somewhere around beta we will start looking at existing systems and expanding where it makes sense.

5
Development discussion / Re: CryoFall - new screenshots & news
« on: September 12, 2017, 02:34:33 am »
New blogpost!



Read more about that stuff: https://atomictorch.com/Post/Id1186/CryoFall-DevBlog-23-Medical-items

I showed some of those pics before, but now as we finally added the status effects (see the previous blog entry) we also finalized all medical items and added proper effects as you'd expect them to have.
So far it plays amazing in the game! I can't wait for your guys to try the game yourself! :)

6
Development discussion / CryoFall - Visual effects research (VFX)
« on: September 04, 2017, 09:28:24 pm »
So, as I already mentioned in our blog ( https://atomictorch.com/ ) we are currently finishing all the remaining tasks to make the game publicly available for everyone to try. And the most important thing remaining is the visual effects system which we haven't finished yet.

Now, the reason I created this post is because I want to hear your opinion on the matter as well.

So, here's what we want to have in the game in terms of VFX.

* Ambient occlusion / Shadow maps - Is a system to create shadows and make otherwise simple 2d visuals look like there's more depth. We plan to add shadow maps for all game objects so the game engine knows what shape the shadow has to be. Plus use a shader that will create artificial shadow/light scattering around the edges and add additional darkness around objects where it makes sense.

* Tone mapping / Color grading - will be used in conjunction with day/night cycle to create more realistic visuals. For example more blue-ish colors at night and red-ish at dawn and dusk.

* Vignetting - This is quite simple and cool effect which we would like to use for certain events such as taking damage and such. You know, when you are hit the edges of the screen glow red.

* Chromatic aberrations - Usually I don't like this effect in games because it's used in completely uncalled ways, but when the situation makes sense, I think it looks quite cool. We will most likely use it for psi fields (to distort the visuals).

* Neon glow - This one is also quite simple and there are a lot of interesting situations where effect such as that would be cool.

* Bloom - Now, this is one of the most useless effect in AAA titles that I've ever seen. And it just makes the game look like junk. But why? Well, the reason is very simple - there's just TOO MUCH of it in a typical game. Still, if added just a tiny bit it makes otherwise bland image look more vivid! So, everything is good in moderation!

* Grain + monochrome - This is the "standard" way to display radiation effect and we won't be reinventing the wheel here :)

Well, that's more or less it.

But what do you think?

7
Development discussion / Re: CryoFall - new screenshots & news
« on: August 31, 2017, 03:51:34 am »
You were almost correct with your guess regarding the colors :)

It's actually slightly simpler than that:
* Negative: yellow, orange, red (depending on intensity)
* Positive: light green, green, dark green (depending on intensity)
* Neutral: white

As for Linux - It is absolutely on our list! However, as we mentioned several times before we will not be able to start the work on that until the game is in relatively stable state (and our team as a whole in a better financial state), so for now it will have to be Windows only. But as soon as we feel the game is stable enough and doesn't require constant changes of its guts then we will create versions for Linux and Mac. Otherwise we will simply be splitting the development efforts and only slowing down the whole thing.


8
Development discussion / Re: CryoFall - new screenshots & news
« on: August 31, 2017, 03:10:08 am »
Been a while, eh? :)

Well, here's something new! :)



And the blogpost: https://atomictorch.com/Post/Id1185/CryoFall-DevBlog-22-Status-effects

9
General Discussions / Re: Anyone using discord?
« on: August 20, 2017, 10:47:16 pm »
Anyway, we've added Discord server along with wiki link into the game now :)
During the next alpha test anyone will be able to join the server to chat, including voice chat :)


10
General Discussions / Anyone using discord?
« on: August 07, 2017, 09:35:18 pm »
Anyone is using discord on regular basis?
We are considering creating a server so we can join with you guys and have the possibility to talk in real time.

11
Game discussion / Re: Future development of VoidExpanse
« on: July 20, 2017, 09:37:22 pm »
Well, we aren't exactly native speakers either :)
We had someone else go over the texts.
But sure! We can worry about it later :)

12
Modding info / Re: How to make item unavaible in shop
« on: July 20, 2017, 09:34:43 pm »
We had a discussion with ai_enabled and he had a great idea!
Just set the item level to above 60, for example 100, and it will never be available for sale!
Easy :)

13
Mods / Re: [WIP] AbyssExpansion
« on: July 20, 2017, 09:32:50 pm »
These are some good ideas for skills :)
I wish we added that into the base game.

14
Modding info / Re: How to make item unavaible in shop
« on: July 20, 2017, 09:30:41 pm »
From what I can see it should work. Can't see any reason why it wouldn't...

I'm currently not in the office, but if you can wait for two weeks (sorry...) I will investigate the issue myself and help you with that.

15
Game discussion / Re: Future development of VoidExpanse
« on: July 18, 2017, 05:30:53 am »
Yes, it is possible. But it has to be prepared to the exactly same level of quality and standards used in the base game.
I haven't yet looked at your mods, but when you are done - if everything is good and up to standard I will be more than happy to include it in the base game :)

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