Journeywar - Page 58

## Journeywar

PicassoCT's stunning mixture of game design and psychedelia, for your enjoyment!

Moderators: Moderators, Content Developer

gajop
Moderator
Posts: 3032
Joined: 05 Aug 2009, 20:42

### Re: Journeywar

Did you add dynamic lighting? It look cool!
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PicassoCT
Journeywar Developer & Mapper
Posts: 10323
Joined: 24 Jan 2006, 21:12

### Re: Journeywar

Sorry its just a concept shoop for a tone-mapping shader.
It looks good- but would have the problem that units away from the explosion become barely visible.

Thus ToneMapShader Approach V2 Shoop was crafted.

The Algo draft thus far:

For every explosion, write additive into a FrameBufferObject, in a 2x ExplosionRadiusSquare around the center:
Pseudocode:

Code: Select all

``````for (pos[x][y]: FBO)
{
Distance= math.sqrt(xOffset^2+yOffset^2+ (zExplosion-ZBuffer[x][y])^2)
//This is part where luminosity and saturation are increased
if (Distance < ExplosionRange){
Value[x][y] = (Strength of Explosion/(Distance^2))/DistanceToCamera
}

// prevent the sky from beeing darkend
if ( Distance >ExplosionRange and Distance < ExplosionRange *2 && ZBuffer[x][y] < infinity && Value[x][y] < ){
//add the negative value - if the value in the framebuffer is still zero - this becomes the luminosity reduced Corona
Value[x][y]= -1* ((Distance-ExplosionRange)/(ExplosionRange * 2)   )
}
}
``````

This does however not provide a way to compute the luminosity "shadows" yet and also is in dire need of handtweaking, so that the "Darkening around Explosions (basically simulating the iris drawing shut) is not to hefty and thus seems unnatural..
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raaar
Metal Factions Developer
Posts: 857
Joined: 20 Feb 2010, 12:17

### Re: Journeywar

minor testing, when trying to move some soldiers through the center of a village, game crashed. Also some lua errors
infolog.txt
log
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PicassoCT
Journeywar Developer & Mapper
Posts: 10323
Joined: 24 Jan 2006, 21:12

### Re: Journeywar

http://bitsquid.blogspot.de/2014/08/bui ... ystem.html

Interesting series on how to manage data-orientated-entitys, basically a interface between pure data orientated design and object orientated world

I did the Tear 3 Units last - to avoid having them not benefit from the learning curve.

Except for one unit- the gatecity..

Lesson Learned - thing looks ugly as hell now.. needs a fix up
Attachments
video4.gif (4.54 MiB) Viewed 3408 times
screen00051.png
SpiralArray.jpg
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Karl
Panzerstahl Developer
Posts: 746
Joined: 01 Apr 2010, 21:05

### Re: Journeywar

Neat.

Do you use lua scripts to make new objects appear or are they all "fixed" to the models?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10323
Joined: 24 Jan 2006, 21:12

### Re: Journeywar

Its a mixture. Some of those Appearing Objects are circle-pumps, going at a specific speed.
The one bringing the pieces into existence is a 3d model that is basically sliced and moved into existence, with show and hide.
Its a lot of work.
It would have been easier with the blender plugin. Did not think of it until it was to late allready.
Even then would have to do the pumps with code.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10323
Joined: 24 Jan 2006, 21:12

### Re: Journeywar

Half-Way Textured SynthFactory with Egg-Hatchery..

The surrounding Street-Housing Deco is still missing
Attachments
wip-factory.jpg
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PicassoCT
Journeywar Developer & Mapper
Posts: 10323
Joined: 24 Jan 2006, 21:12

### Re: Journeywar

LuaOptimisation
Attachments
Untitled Diagram.png
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PicassoCT
Journeywar Developer & Mapper
Posts: 10323
Joined: 24 Jan 2006, 21:12

### Re: Journeywar

Okay, so i want to redesign the UI for JW, everyone who until now played it agreed on one thing- its a mess.

So first thing is , to approach this unconventional of course- and this is by looking at what humanity has looked at for the longest time.

Obviously we have looked at the world mostly from our first person viewpoints. So we expect certain things to be at certain places.
The idea is to place mental concepts where a person, standing in a savannah would place them intuitivly.

Most people are right handed, and look at the right side of the screen.
Our cultural reading expectations trained us to start top-left.
So getting Information should be on the left, Actions to be taken should be right.

Attachments
Vision_Zones.jpg
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

### Re: Journeywar

PicassoCT wrote: units away from the explosion become barely visible.
That is normal and desirable.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10323
Joined: 24 Jan 2006, 21:12

### Re: Journeywar

smoth wrote:
PicassoCT wrote: units away from the explosion become barely visible.
That is normal and desirable.
I think most players will have a different op-onnion depending on how deep they cut the issue. First impressions with this kind of graphics might be "Wow"
but long term exposure might lead to annoyance..

So this shadder might need a tweak to not be this drastic visually if a big battle occurs, with lots of explosions (sort of a acclimating the eye to arctinic light)

What is superior? Knightshelmet?

Or Outlier Gui Format?

First draft:
Attachments
jw_gui_draft.jpg
KnightsHelmet.jpg
OutlierGUI.jpg
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

### Re: Journeywar

if it is an explosion usually it is fast. Also when looking at something against an explosion it becomes a silhouette.

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PicassoCT
Journeywar Developer & Mapper
Posts: 10323
Joined: 24 Jan 2006, 21:12

### Re: Journeywar

smoth wrote:you think that- realism is the most noble of goals for a game?
Have you considered that people need to play it, need to feel in controll, might even have a slight urge to win? Take a look at Gundam - or any other well designed game. Realism would lead to units invisible against the ground, so every camouflage used, is there to even differentiate units against their surroundings. Look at the bland shame of maps we have, like badsd, that gets played.
they are that bland, because the players can see at every second what is going on.
So even if this explosion shading was used. The units in the shadows would need a light corona and upped reflection, to continue standing out.
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

### Re: Journeywar

I didn't say that, please do not abuse the quote tags.

That is a slippery slope argument. Try again.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10323
Joined: 24 Jan 2006, 21:12

### Re: Journeywar

oh, right, right, i took some artistic liberty's with your quote. And now i will have to suffer for it, academic disdain, social burial, the great drama of the death outside of the flock of sheep- having to live from eating wulfes, tiger and bears- that is what i get for this and deserve.
Oh, wait and desert.
For revenge is sweet. And cold, oh so cold, and the time wasted on reading the rambling, it makes you feel old and wasted, and the defeat tasted from lettters formed, through your eyes into mind wormed, wasting every breath, so precious near to death, and when you are on the brink, draw one last time air and think.

Seriously, im sick of arguing obvious points that others have argued before me, even better and getting nowhere.
He who gets nothing done, becomes the chosen one. Anti-Camo was argued by valve and alot of other games, and even by your team-platter. Go look your own game up.

The tone shader - great as it would be, is realizeable but very much behind in the queue of todo:
• GUI
Freedom Of Bugs
Refinements
Finding a Purpose for some to similar units.
EvoUnits
Eliza wrote:That is a slippery slope argument. Try again.
What makes you feel that this is a slippers slop argument?
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raaar
Metal Factions Developer
Posts: 857
Joined: 20 Feb 2010, 12:17

### Re: Journeywar

looking at your UI mockups, some stuff seems missing:
- player list/status
- chat window
- selected unit details (income generated, hp status, etc.)
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

### Re: Journeywar

Cammo has nothing to do with the point though.

So you went, effects with mild realism->realism->camo is real-> camp obscures units etc

You took a point and went severs logical jumps based on one aspect of the argued point until you were pretty much end game...

"I don't like it" would be sufficient.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10323
Joined: 24 Jan 2006, 21:12

### Re: Journeywar

raaar wrote:looking at your UI mockups, some stuff seems missing:
- player list/status
- chat window
- selected unit details (income generated, hp status, etc.)
last one definatly need to be
others ore context-depending popups
Attachments
Noise.png
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PicassoCT
Journeywar Developer & Mapper
Posts: 10323
Joined: 24 Jan 2006, 21:12

### Re: Journeywar

prost to the host
Attachments
sixthSense.jpg
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PicassoCT
Journeywar Developer & Mapper
Posts: 10323
Joined: 24 Jan 2006, 21:12

### Re: Journeywar

Completed the Recreation of the glow metall shader for destroyed units...

http://goo.gl/WzQdeE

Everybody in the whole of ircland (expect of jk) ignored it

Imagine a infinite game, that sees the winning player, pitched against the next enemy, on the same map, with a army (equally in size of the winners army) and monetary ecoval the size of the winning players eco

Also recreated the bullethshader (not optimized) as requested by azermoth

http://goo.gl/hbt6nV

Attachments
2548a.jpg