Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

CASTLEROOK: dark fantasy walking simulator

A topic by crabmusket created Aug 03, 2017 Views: 647 Replies: 4
Viewing posts 1 to 4
(5 edits)

Check out the project on Github!

UPDATE THREE: August 10

Let there be lighting!


I got my asset issues sorted out the other day and re-unwrapped my whole little level. It took about 10 minutes instead of 3 hours! That's more like it. Yesterday I hacked in some lighting calculations based on this great tutorial, and it's starting to look much better. Now I need to start thinking about actual gameplay!

I also realised that my last two screenshots were almost entirely black on certain monitors. Using OpenGL's SRGBA texture format seems to have improved that a great deal - as has adding lights, since the scenes were supposed to be fairly dark anyway.

UPDATE TWO: August 6

I hoped I would have more to show off by now. I had little time to work over the last few days, but I wrote some basic camera movement so I could examine my environment in-game, and added fog to my basic geometry shader.


The first room in the game, complete with texture artefacts because of my unwrapping

Today I spent 3(!) hours creating a basic space to play around in. Most of that time was spent unwrapping the level onto my texture atlas. It's completely unscalable - I will hardly be able to finish one floor at this rate, let alone my planned 5. It's frustrating because I have a ton of cool ideas for content, and I need to move on to gameplay - but the environment is taking so long.

I think I need to write some code to split up my exported OBJ file by material, so I can rely more on UV wrapping instead of assigning each group of quads manually. Ditching the single-texture atlas (which I did because it's easier) would also improve the mip mapping.


A little further down the corridor

At this point my priorities are:

  • Add lighting to vary up the level's appearance a little more and give it some shape
  • Implement collision so I can walk around as a character, not a floating camera
  • Sort out my asset pipeline issues

UPDATE ONE: August 3

It is Day Three and I have finally managed to render a wobbly corridor in OpenGL!


According to Toggl, it's taken me 6.5 hours to get this far. Hopefully the next 6 hours will be focusing on productive stuff, not wrangling OBJ files and framebuffers!

I decided that for this jam I wanted to learn how to use raw OpenGL. It's been eye-opening so far, but the feeling of control is pretty awesome. I wanted a language that was low-level but modern, so Go seemed like a good idea. Its go-gl bindings have been great; I can basically translate C/C++ OpenGL tutorials straight into my app with only minor edits.

The plan

CASTLEROOK will be an atmospheric walking simulator that may include gameplay, if I have enough time! I'm going for a dark-fantasy dungeon-world sort of vibe, but hopefully with a few surprises. My main inspirations are Arx Fatalis and Thief, and also the 3 hours I played of E.Y.E.: Divine Cybermancy. Killer pedigree, I know.

The to-do list for the next week is:

  • Sort out the visual style, especially the colour palette. Shaders should be pretty simple
  • Learn how to handle input, and work out some sort of physics engine
  • Design 5 or so floors' worth of geometry (yes, you'll be venturing downwards, roguelike-style)
  • Make a kickass logo

Looking again at the render above, the tiled floor now reminds me of this iconic shot from Stalker. Hmm...

Just posted update number two! It's a bit disappointing but my resolve is strong! Going to find ways to work smarter and increase my output.

It's really cool that you're using raw OpenGL. Looking forward to seeing more.

Cheers! I'm looking forward to delivering! If nothing else I've certainly learned a ton and become much more grateful for game engines :p

Another update. Lighting!