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Everything posted by AggrorJorn
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I like the UI. It looks very calm and is easy on the eyes. Looking forward to the shader editor. What is the option next to position, rotating and scaling? It looks like skewing..
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LE3 pre terrain possibility using Bryce7 and splatting
AggrorJorn commented on shadmar's blog entry in shadmar's Blog
Wow that is pretty impressive. How do you find time to research all these things? Here is the link: http://www.daz3d.com/products/bryce/bryce-what-is-bryce -
Thanks for the offer. Unfortunately the project has just ended. A nice tank demo would look really cool.
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Don't worry about it. We know you are good leadwerks member.
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Looking forward to it. Time in Amsterdam 19:00 (GMT + 2)
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@mike: I understand your point of view. The 'game' is even for a demo/tech demo/showcase not all that spectacular. We never set out to create a commercial game nor a fully completed game. Even so, comparing it with a top notch game like Penumbra or Amnesia is really overkill. The team that we have is not fulltime dedicated to this game and that wasn't a requirement. Just pitch in were you can and if that is only the first few weeks, then thats fine as long as you communicate that to us. I made very clear to the members that I didn't want to have a story or complete game plan. That was never the goal we set out to do. Just seeing how far we could go as a team, that was the idea. Game ideas can get so complex within minutes that it is essential to keep yammering about the fact that we should keep it simple. There is no reason why the player is where he is. What has happened, why the monsters attack, what your goal is. That was never really the purpose. It is something to take in consideration.
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@Naughty Alien. It has nothing do with the engine itself. It is about members wanting to try their own project and exploring LE3 and therefor spending less time or no time at all on the project. This was polled within the lecp team and this was the outcome. most members didn;t vote on it, which shows more then enough that people are not interessted in the current project anymore.
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About the ending: http://www.leadwerks.com/werkspace/blog/34/entry-966-the-leadwerks-community-project-ending/
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A little extra information regarding the end of the Leadwerks Community Project. Why did we stop There are many reasons for ending the project. The most important reason is that we think the motivation and amount of time people will invest in the project will drop extremely once LE3 has been released. It was allways something that played in the back of our heads. What if we are halfway through the game development process and LE will be released. You bet your *ss that the project will be discontinued. Another reason that is just as important: internal communication and team building. It has proven to be extremely difficult to organise the project. It might seem very simple at first but WOW, things can get out of hand so easily. Everyone was free to programm in the way they wanted to and restrictions were almost non existent. A disadvantage to this is that code gets messy or structures within the code are unclear. It is a good lesson though how to deal with this next time. Tips A must have for a community project: A wiki for maintaining tasks, protocols and documentation Forum Bug reporter Storage for code and assets Sub team leaders: Artist, Programmers, Sound Everyone has to write a part of documentation when it comes to programming or level design. Other members of the team have to easily find how things work that other have created. Make sure you test the game thoroughly in BOTH debug as release mode. The wiki was very usefull and also under used. Protocols, code planning and structure should have been documented better. Severall members added awesome code to the project but were forced to leave the project early. At this point documentation is the most important part. Even with comments in the code it is very difficult to understand how everything is connected. Here a few images to show some of the documentation and forum communication: What went wrong - Use the combination of google drive for assets and SVN storage. - Assembla (SVN repository) offers 1 GB of storage. We never should have used it in combination with Google drive. Files got deleted or were missing. - Use level locking: editing a level is dangerous when it doesn't get updated with all the assets present. Level was redesigned many times. - Making things to difficult. It has been said over a million times: Lets keep it simple. haha. Here is how you do that: Try to make it simple. Then we you are done brainstorming about 'simple', make it even simpler. Repeat about 5 times. If you would see the initial target list of what we should have had with the tech demo, you would be surprised. Comms down The most frustrating part on my side was the lack of communication. Despite sending many emails, using twitter, creating video tutorials, posting sticky forum topics, internal communication was disasterous. Response has allways been at a very dangerously low level. Because of this, making a planning or having good progress was very difficult. This is something I would like to see improve with a next community project. Having fun and learning something The most important thing about the community project is having fun and learning something on the side. For most of us this was the case. Whether it was programming, managing or designing, there were things that no one had thought of before or had done before. Besides that it is nice to work together as an international community. Now what... A next community project? Heck Yeah. I hope to see a new community being created with LE3. I would love to participate, although I would like to do some exploring of the new engine first. A big thanks to all the project members and everyone who has done some testing! Greets, Aggror
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There isn't. I also would not recommend continuing this project as a next community project when using LE3. I think a fresh start is required to create a game with LE 3. Ofcourse your are completely free in porting the project to LE3 with pathfinding.
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The upload is ready. I hope it's the last one
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thanks for the feedback guys. I missed a folder. :S It is uploading the package.
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A new version has been uploaded to werkspace: http://www.leadwerks.com/werkspace/files/file/365-midnight-salsa-game-source-assets/ The end We have decided that the community project ends here. I am uploading the source code and the assets which can be used anyway people want. Since Leadwerks 3 is inbound we thought it would be smarter to end this project.
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Ah that looks fantastic Tim! I also like your game approach. I think that you have good future when it comes to creating games for education. And ofcourse I would be happy to help you test out the game. I don't mind some 'easier' mathmatics. makes me feel smart.
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As far as I know pixel isn't selling this project. The same things goes for the website.
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I like both of those images. The first one is very adventurous while the second one could be from a horror game.
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You can use the installer that comes with the Sdk to set up a C# project. When that is done, you have a base app which takes care of the framework and the main loop. Then you can convert the rest of the code how it is neccesary.
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The word choice of 'tech demo' isn't entirely correct I agree. What we ment is a simple demo level to show what the community is working on. You could call it a first-work in progress-pre-pre-pre alpha. We just went with tech demo because it was easier. The project is very open towards its members. If you have input about a model, level or functionality in code, you can request or add them yourself. Everything we do or have done is registered in the forum. We did use a wiki, but due to poor communication it was no longer worth it to spend much time on it.:S I know what you mean with wider audience when it comes to opensource projects (google code for instance). The thing is that I like to have a team who volunteers to work on the project. And although everybody who signs up is free to leave whenever he/she wishes , it does require some sort of commitment. When having a team you increase the level of motivation and that was a must during a project like this. With a team you can make a planning and set better targets then when just having the code out there and let people reandomly do stuff. Like I expected it was not that easy to keep the project going. The first few weeks went okay because there was a lot of progress. But then slowly members started to stop working on it or responding to emails. Especially the last one is fatal for any kind of project. The months June and July where very silent and almost no progress was booked. August was a month full of changes and a large part of the work got done in those last few weeks. The last 4 weeks till the deadline, the team was reduced to 5 core members (me included). As for the source and assets: A poll within the team has lead to the outcome that both the source code and the assets will be free for personal and commercial use. Once the tech demo has been cleaned up a bit, we will release it to werkspace. Only requirement is recognition in the credits and a license from Leadwerks.
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is the camera rotation applied to the player. you also might want to clear the parenting of the camera to the player. It works fine at first but when you combine it with the water plane, it goes wrong.
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Here is my approach. Place the camera at the players position. Offset the camera globally to that its height is correct. Use the same calculations for first person to rotate the camera. Then move the camera locally backwards with an offset.
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Particles: http://www.leadwerks.com/werkspace/page/videos/_/-r160
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want the old sdk with the island and blitzmax code
AggrorJorn replied to carlb's topic in General Discussion
ah the good old days. I remember playing that demo. Instantly sold! Both the tunnel as the island demo were awesome. -
@Naughty Alien: I am all for open source so it will be released to the community once we have the major problems gotten rid off. This was one of the requirements when we started the project. As for the assets: there is an ongoing discussion for this is the lecp forum. @Macklebee: I agree with you that the tech demo is by far from perfect and does not earn the tag 'Playable' yet. We hope to achieve this very soon, for now it has the highest priority before anything else is created or added. @Josh: Thanks for the kind words. I agree on the part were this is certainly a victory on the communities part. We all knew from the beginning it was risky and that it would require a lot of 'pushing' to get even to the point were we are now. SVN , source control etc SVN in combination with Google drive was a huge mistake. Files got lost or weren´t correctly updated. Sometimes a commit occured without updating first.... I know that I made that mistake a couple of times. Also something that was a pain, was the sbx file deleting reference to models. This occurred when someone had edited the map, and then when someone else starting editing without having all the models from the asset drive, you would loose the reference from that object. With the newly edited map, all models placed would be gone. We did restrict level designing to the level designer, but in the last few weeks we all starting working on the level because of lack of time, team members no longer having time to work on their tasks etc. As for assembla and SVN. That worked quite well actually. I made the mistake to keep models separated because I thought we would reach the 1 GB limit of our Assembla storage. Yet we haven't even reached 400 MB. Google Code is a nice alternative. The only thing I disliked was having a project that was very far from even its pre-pre-pre-pre-pre-alpha for the first tech demo. Setbacks There have been a lot of setbacks (forum and bugzilla got hacked, members having no time work on it) and some of those were to be expected. Many of us heave their own projects or just simply don't have the spare time because of personal matters that are far more important. Keeping the flow I still think that the most dangerous part of the entire project (or any other project) is keeping things flowing. There are times when you get demotivated due to lack of progress or problems with communications. Task planning, keeping track of what people are doing, staying organised, project management issues are a big challenge. Using Internal planning at the programming part could have been better, but that is so easy to say afterwards. I had no idea how simple it is to get lost, even when the project seems 'simple'. Still I am very proud on the team and their involvement. No matter what the task was and how much hours they spend on. To be continued? This is an ongoing discussion at the lecp forum. There are many things that we learned about how to manage the project and how to set things up for a next time or when we continue. This goes for programming, planning as designing. Feedback It is good to have feedback about the game. So I would like to thank everyone for trying out the game and leaving a comment.
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I agree to that using SVN for everythin would be the ideal way. However when we reach 1 GB of space then we need to use a different storage system. Since the game remains small we can upload everything to svn if we want to.
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Very useful. Thanks for the upload.