Rogdor in Action
EDIT: I tried google video this time instead of YouTube, but I'm having issues with it. The embedding doesn't seem to be working right now, and 75% of the time I try to view it on video.google.com, the page never finishes loading or it says the video is unavailable. Maybe it just takes some time for everything to work properly after uploading...You can try the direct link to see if it works for you, but it's not for me at the moment: direct link to video.
I now present my second video demonstration of my game so far. The first clip isn't much different than the last video, but does demonstrate a couple of small things:
- Variable speeds of vehicles when moving up really steep sections of terrain
- Dust trails added back in
- Vehicle lighting added back in
- Blue path debugging lines removed
The second clip shows the new Rogdor animation in action. I decided to make the rock sphere levitate slightly, which definitely makes it more ominous looking. Even though it doesn't touch the ground, it does kick up dust as it moves as well, which makes it even more ominous and alien-like. Lastly, while it is not moving, it still manages to kick up very small dust clouds just beneath it (which makes the sand look like it is boiling). This just happens to be my favorite effect, and I'm very happy with how things are turning out. Now it just needs to hurl rocks and we're set!
Before I get to the actual video, here are a couple of screen shots of Rogdor's stand still dust trails (because they are kind of hard to pick out in the video):
![rogdor-standstill-dust-1]
![rogdor-standstill-dust-2]
And now, what you're all REALLY interested in:
Comments
7 comments:
The video plays just fine, and the embedding have misaligning only until all of the images load, after they load everything works perfectly.
Suggestions:
Try to widen the particle emitting source for tanks dust. Now it just seems like these tanks have chassis in the middle of their base 8)
Also try making the dust more opaque - now it looks like the source of is some rally high-speed cars ^_^
Try implementing a simple replay recording and loading, and with addition of small piece of code you will be able to produce gameplay videos vithout help of fraps which heavily limits your fps even now.
P.S. oh, and btw check ur email at gmail ;)
Some good suggestions...I toned down the dust on the tanks since they aren't moving too fast and aren't too big. But, don't you mean make the dust less opaque? Anyway, I think it looks better now, thanks.
A gameplay recorder would be nice, but at this point it's not a real priority. I get like 600+ FPS normally, so I don't mind it dropping a bit just for videos :-). Besides, I don't even think DVDs run at more than 30 frames per second (but I could be wrong, I'm no expert).
My understanding is that Google Video is just a search service now and that all of the "hosting" is actually just a wrapper for YouTube videos. But pretty cool looking video.
Yeah, that's what I thought too, but the process of uploading video to Google Video seems quite different from YouTube. Anyways, I wanted to take the previous suggestion to see if the video quality was any better (which I've also heard from other sources too). I'm not sure I can tell, but hey, it was worth a shot.
After looking at the video again, I agree with the idea of spreading out the smoke and making it more see through, because I think that will really help it look like a dust cloud. Also, I always imagined that the Rogdors would bounce up and down for some reason. I think that it would look cool if they would bounce up and down without rotating when they're sitting still and then bounce up and down and roll in the direction their moving when they move, but that's just my opinion and might be easier said than done.
I meant more transparent e.g. less alpha value.
BTW, you can always limit your fps 8) Also, when you produce a video out of bitmap sequence, the codec automatically fits everything to desired fps in video.
More suggestions:
Separate particle emitter for each chassis will be looking even greater IMO 8)
You know, that's really funny that you should say that because that's what I thought of doing at the very beginning, minus the bouncing part (although I did toy with the idea of having them crush units beneath them). I ended up deciding on this because I wanted something that totally defied standard rock behavior. Interesting how a concept can be taken in totally different directions by two different people though, eh? Anyways, I always appreciate the feedback Dave, so if you have any other ideas, please don't hesitate to share.
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