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  • #16
    Indeed,thanks and much appreciated!
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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    • #17
      Originally posted by foq View Post
      I'm not sure about his Intel integrated graphics, but I do know those have got a lot better over the years... a LOT better. This 'looks' to me like it's not using hardware rendering anyway, looks like a software renderer like Winquake.
      It uses the Unity engine, which isn't exactly known for its performance (although it should be able to handle these visuals just fine). Probably the engine uses a ton of shaders and such just to render non-filtered quads.

      The pixellation comes from having filtering disabled, pretty much the same deal as running a hardware accelerated quake with GL_NEAREST_MIPMAP_NEAREST filtering.

      A custom engine would be able to provide those visuals with plain OpenGL 1.1 that would work in all 3D accelerators/GPUs from the late 90s to today. But that needs way more time (and is a bit complex to get right) than using Unity.
      Pixels over here.

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      • #18
        https://twitter.com/OMacKnight/statu...09059100819457 ; probably won't get much attention, but it should help a bit

        also, you're using unity? how come (if you don't mind me asking)

        (I'm curious since most people I know and work with hate unity with a passion for being so awkward to optimise, so for something like this I'd even say game maker is viable)

        and close to release, do a kickstarter or something, with a decent kickstarter page you'll easily rake in the cash for this

        edit : posted it to facebook and some review page reposted it, and quite a few indie twitter pages with a decent amount of followers retweeted it, hope this helps
        twitch
        wew lad

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        • #19
          It certainly helped, considering that it seems to be the fourth most selling game at itch.io. Which probably says more about itch.io's commercial success though :-P.
          Pixels over here.

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          • #20
            crikey

            might have to release a game I'm working on to that site when it's done, see how good the site is
            twitch
            wew lad

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            • #21
              Originally posted by Bad Sector View Post
              It uses the Unity engine, which isn't exactly known for its performance (although it should be able to handle these visuals just fine). Probably the engine uses a ton of shaders and such just to render non-filtered quads.

              The pixellation comes from having filtering disabled, pretty much the same deal as running a hardware accelerated quake with GL_NEAREST_MIPMAP_NEAREST filtering.

              A custom engine would be able to provide those visuals with plain OpenGL 1.1 that would work in all 3D accelerators/GPUs from the late 90s to today. But that needs way more time (and is a bit complex to get right) than using Unity.
              Interesting, I tried to search for GL_NEAREST in Unity3D but failed to find it at all. It also seems you can only change the rendering for specific textures instead of the whole game, which can become very messy. I eventually gave up looking and decided to make my game from scratch using Eclipse. Maybe I am just not using it right...

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              • #22
                Eclipse is java-intended (mostly) and the android sdk has a really nice add-on for eclipse. Are you focusing on a mobile game? If so, you may or may not know that android programming is java and if you go to PROJECT_NAME/res/layout/fragment_main.xml in your android project tree, you can drag and drop a whole shit load of your interface together. You can of course also create classes that can be added to the visual library and drag/drop that as well.

                Basically, android sdk has a wysiwyg editor for eclipse and it is very nice. The virtual machine (phone/tablet emulator) is really nice as well. If you intend to go mobile I would highly recommend you check it out.

                http://www.nextgenquake.com

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                • #23
                  Originally posted by Grim Warlock View Post
                  Interesting, I tried to search for GL_NEAREST in Unity3D but failed to find it at all. It also seems you can only change the rendering for specific textures instead of the whole game, which can become very messy. I eventually gave up looking and decided to make my game from scratch using Eclipse. Maybe I am just not using it right...
                  Well, it makes sense to not have anything GL_xxx since Unity supports more APIs than OpenGL (specifically Direct3D, OpenGL, GLES, whatever PS3 and PS4 uses, WebGL, Stage3D and recently Metal).

                  Also in reality the filtering mode is per-texture (since usually you only want nearest neighbour filtering in a single texture). It is just that Quake does apply it to all textures when you change that mode (although i think it only applies it to regular textures and keeps linear filtering for lightmaps).
                  Pixels over here.

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                  • #24
                    Amon26 I am a massive fanboy of your work and I plan on buying your game approximately 10 times.

                    I fucking love the AOOFAD/Au Sable/Gyossaits triptych and plan on recreating that particular vibe in a Quake map one day. There's just something about that particular type of atmosphere that scratches a very peculiar itch I've got.

                    Come and hang around func_msgboard someday.

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                    • #25
                      Wow! Hey guys! I'm so sorry I've not been looking at this. Thank you all so much for being supportive and wanting to help. I don't check back on quakeone nearly as much as I should.

                      To give you an update as to where the hell I've been. I've been courting publishers for the fuller version of the game, and working to get the current version on Steam via Steam Greenlight. I know its a pretty audacious thing for such a small project, but the increased income all goes right back into trying to get the bigger version off the ground.

                      I've been making the transition from one man band to project lead, and it's been going smoothly, but now that I have to keep a team of people happily working with eachother, employed and paid. Im trying to sweet talk the brutaldoom guy to get on board. already have a founding member of gearbox on willing to help create a much snappier toolset.

                      We're doing some work on a secret project right now that I don't want to talk about until it gets more rivited in place. It'll be a short 9 month work and be pretty different. Anyways, I've got my hands full. I just didn't want you guys thinking I don't give a rip about Quakeone. I miss hanging out here and shooting the shit with everybody.

                      Feel free to drop me a line at [email protected] if you want to talk or have any questions about anything.

                      Thanks again for everything
                      -Amon

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                      • #26
                        Apparently your game was reviewed (well, sort of) by Errant Signal :-)
                        Pixels over here.

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