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[Dev log]Morph Shift Wars + shader

by d0c · 07/15/2014 (4:37 pm) · 13 comments

Some months ago, i started the adventure of developing a game with torque3D MIT.
Finally i have something to show you:

From the sky to the deep sea, welcome to the future!
Morph Shift Wars brings sci-fi and dogfights to a totally new experience:
Create your very own shape-shifting vehicle, fly in the highest sky and explore the deepest seas.
You can entirely build the aircraft, from mainframe to wings!

Each piece has its unique behavior and power:
here is not you adapting to the vehicle, is YOU adapting the vehicle to your own flight style to rule them all!

Imagine to be a silent sniper hiding in the sea abyss waiting
for your enemy to pass nearby and engage a frenetic dogfight
then blast him off like an ace!
Well, you can do this!


here a little video:


As you can see, i've done a lot of changes, and i got to thank the whole T3D community for the help given!

I have to admit that making the aircraft roll almost killed me, but works like a charm. :D

axeeel.com/site/images/gifs/shader.gifaxeeel.com/site/images/gifs/shield.gif


A few days ago,i have also started writing a shader to make it look better, and it actually works.
Is nothing complicated, a few lines of code, and essentially a vignette and sepia combination.(wich is pretty similiar to that www.garagegames.com/community/blogs/view/22474)
#include "shaders/common/postFx/postFx.hlsl"
#include "shaders/common/torque.hlsl"

uniform sampler2D backBuffer : register(S0);

float4 main(PFXVertToPix IN) : COLOR0
{
  float4 color = tex2D(backBuffer, IN.uv0);
  float4 sepia = (1.11,1.03,0.88,0.5);
  float SZ = distance(IN.uv0,float2(0.5,0.45));
  SZ /= 2;
  color.b *= smoothstep(0.46,0.09,SZ);
  color.rg *= smoothstep(0.58,0.06,SZ);
  color *= dot(color,sepia);
  return hdrEncode(color)*3;
 }
It can be really suggestive.

media.indiedb.com/images/games/1/28/27899/screenshot_003-00000.1.pngmedia.indiedb.com/images/games/1/28/27899/screenshot_006-00000.2.png

You can also build your own aircraft, in fact there is a special menu called the "Hub" where you can buy wings/skins/weapons.
I'm planning to to a complete restyling of that, anyway this is how it looks now:

media.indiedb.com/images/games/1/28/27899/screenshot_007-00002.1.png

This game will be soon released in alphafunding on desura, and i hope that goes well, so i can hire someone to help me.
After all the time i spent in torque3D developing this game i never regret my choice, even if T3D was originally designed for FPS, now you can actually do anything you want with it.


I am also looking for some feedbacks, so if you do, i would be really grateful!

If you want to see more about my project check it out here:

www.indiedb.com/games/morphshift-wars
axeeel.com

Thanks for reading and sorry for any misspelling!
See you in next dev log!
Alex

About the author


#1
07/15/2014 (4:42 pm)
Cool stuff! I really like the look of the shielding system, very unique. :)
#2
07/15/2014 (5:09 pm)
Thanks!
I'm planning to add a "shield shop" where the players can buy teleport/boost/shields to equip in that slot.
#3
07/15/2014 (5:26 pm)
Looks really cool!

Oooh you have a demo.. Brb!
#4
07/15/2014 (5:42 pm)
That demo is quite old now, i released it just because my todo list told me :D
You know, if we don't listen to todo-lists the game developing never ends!
#5
07/15/2014 (5:56 pm)
I loved the demo, except in mission 2 I looked for that blackbox for so damn long, and when I finally found it I was eaten by a shark!... Didn't like that part :(

But the aerial combat is great, ofc there is stuff that could be improved but for a pre-alpha demo it was pretty good :P

I look forward to see more of this game!
#6
07/15/2014 (6:18 pm)
Have you meet George the cave monster?:D
ShapeFile = "art/shapes/grotte/caveboss.dae";
	playerName = "george";

yes, there are lot of things to improve, underwater controls, missiles, explosions (i want to take a look to the new volumetric rendering in blender's cycles for that ), sounds...well the list is long!

Thanks for the feedback!:D

#7
07/15/2014 (10:43 pm)
@doc: This looks pretty cool. I really want to try your demo but I have to refrain ... I tend to get sidetracked and then my own project gets delayed.

Bookmarked -- will be back.

Keep up the good work, this is going to be ACE. 8-}
#8
07/16/2014 (3:50 am)
Thats a cool project! I like how the gui looks. Will try the demo, when i get a little time for that.
#9
07/16/2014 (5:19 am)
For the gui, i'm not totally happy with it, i wanted to make the radar with the missionArea image (like the one in mission area editor). I tried to add it for some time in the engine, always unsuccessfull.

Anyway, thanks everyone!:D
#11
07/17/2014 (7:28 am)
I think a radar and map system should be in the engine since ages. A lot games does use radar or map or compas. I really don't understand, why torqe engine don't have this in stock.
#12
07/17/2014 (3:13 pm)
Same here, anyway since is now MIT licensed, i did it and i'll make a resource on what i have done so far with my own radar if anyone interested (someone improving it would be great).

I just need some time before posting resources like that because i'm quite busy in these days preparing for full pre-alpha release and trying to figure out why oggTheoraCtrl freezes my other machine while play/stop/play..
#13
07/17/2014 (7:59 pm)
Great job, doc! Keep it up!