Chronicles: Game Development, Game Engines & Retro Futuristic Steampunk Musings.
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Steampunk Revolution by Abney Park
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The Lure of Airship Adventure
For me the concept of airships and adventure complement each other completely. And it seems many movie makers agree, here are a few from movies across the decades:
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Quest / Goal Control Within Cogwheel Chronicles
There will initially be 16 quests within the first incarnation of Cogwheel Chronicles – these will range in difficulty and some will only be available once others are completed to (mostly) facilitate pace and learning of game play. Quests can be found within the Cal-Landan air city at the Elektrikal Wizard free house and the…
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New HLSL Shader Updates for Cogwheel Chronicles – Fade/Teleport/Destroy
I’m experimenting with a different shader aspect now as need a better way of introducing (and removing) special characters and items into the game (this terrain and ship entity does not appear in Cogwheel Chronicles, is just used to test shaders):
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First cut scene test for Cogwheel Chronicles
The avatar is based on the in-game Cathodia Callan character. The voice at the moment is just text-to-speech Microsoft Anna (to be swapped out for a real voice soon)
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The Nemo Claw
The Nemo Claw takes down floating islands (that spawned when Tesla’s earth power experiments went awry). It also attacks low flying airships! Keep those fleury flames alive pilots!
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Day / Night Cycles in Games
So thanks to now having access to the game engine source, tweaks can be made (and have been) to enable day/night cycles based on configurable game time. The changes needed were to blend day and night sky domes (alpha fade from one to the other), the vector translation for the sun source for PBR directional…
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Cogwheel Chronicles – Promotion Sketch
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PBR Dragons Redux – Or Musings On If Cogwheel Chronicles Should Go PBR?
I don’t think I can ignore PBR for Cogwheel Chronicles – the uplift in pure ‘niceness’ due to the improved lighting is too much to not include: However, can’t afford to move it all to PBR – many many assets already in the game world – too many to convert so will have to stick with…
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Parallax Occlusion Mapping
I’ve implemented POM into favourite game engine, also ‘Offset Bump Mapping’. Will have to use these techniques sparingly in Cogwheel Chronicles as Parallax Occlusion Mapping takes a lot of extra height map texture reads to calculate the final texture UVs. The results are pretty good – especially for rocky paths, caves and such like. The…
- Airships
- cogwheel chronicles
- game development
- general
- HLSL Shaders
- inspiration
- movies and art
- music
- steampunk
- steampunk games
- the cogwheel chronicle
- the cogwheel engine
- Uncategorized
- Unreal Engine