[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


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)


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:

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
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


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.

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:

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
#2
I'm planning to add a "shield shop" where the players can buy teleport/boost/shields to equip in that slot.
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.
#4
You know, if we don't listen to todo-lists the game developing never ends!
07/15/2014 (5:42 pm)
That demo is quite old now, i released it just because my todo list told me :DYou know, if we don't listen to todo-lists the game developing never ends!
#5
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!
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
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
07/15/2014 (6:18 pm)
Have you meet George the cave monster?:DShapeFile = "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
Bookmarked -- will be back.
Keep up the good work, this is going to be ACE. 8-}
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
Anyway, thanks everyone!:D
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
#10
07/16/2014 (6:26 am)
looks great
#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
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..
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! 
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