Category: cogwheel chronicles
-
Cogwheel Chronicles – Airship Combat
Watch Cathodia Callan fight off a marauding pirate airship equipped with a state of the art Tesla Cannon.
-
Which Game Engine for Cogwheel Chronicles ?
For several years the Cogwheel Chronicle Universe (CCU) has been built out using a custom engine (for fun I came to call it the ‘Cogwheel Engine’) that evolved from the Game Guru engine source code that Lee Bamber of ‘The Game Creators’ company made available on GitHub. I rewrote parts of the engine and totally…
-
Western Steampunk
The Wild West (or ‘Weird West’) has always been a part of the steampunk ethos. The two major historical steampunk conceits are ‘retro futurism’ within bothVictorian England and Wild West America. And as such Cogwheel Chronicles embraces both of these concepts within its game world. Early concept work for the weird wild west:
-
Victorian England Steampunk
A call to an age of retro simplicity with the promise of so much more …
-
Steampunk Airship Aerobatics
What is the best game play dynamics for the control of an airship for both combat and exploration purposes? That’s the exam question presently being wrestled with:
-
Using Unreal for Cogwheel Chronicles
I’m continuing the investigation of using Epic’s Unreal Engine (version 4.25) for Cogwheel Chronicles. Presently as a beginner with Unreal, I followed an interesting tutorial – https://www.youtube.com/watch?v=a0qNO6_xPx0 . This just scratches the surface of Unreal, but once through it I did know the very rough basics of importing assets and basic terrain creation and update.…
-
New Hero Steampunk Airship
Some elements of 3d kitbashing have gone on to create this new hero airship for Cogwheel Chronicles. As much as I might want to create everything from scratch, I just don’t have the time at the moment. Still, I think it looks OK rendering in Unreal and looks pretty cool in action with flapping wings…
-
Cogwheel Chronicles Back Drop
Just exploring some of the game themes within a ‘mood board’ of sorts:
-
SSAO Screen Space Ambient Occlusion
I isolated the inherited SSAO contribution to the overall post processing effects and was a little underwhelmed Definitely some AO contribution but this type of post processing is quite expensive to compute, so thought it could get a lot better. After a trawl of what others had achieved, a refactor of the shader produced this…
-
Terrain – overhangs, caves and hoops
Cogwheel Chronicles uses a typical 2D height map field to store and regenerate its terrain geometry. This doesn’t allow such features as caves and crags, so more ‘fakery’ has now been employed with the terrain shaders. The shaders used specifically for terrain can now also be used for additional model geometry, using the appropriate world…