Category: cogwheel chronicles

  • Channel Packing

    Channel Packing

    Channel packing is extremely common in game engines these days, however was not available to Cogwheel Chronicles until now. I’ve adopted the ‘MRA/RGB’ pattern, in that the PBR metalness texture is stored in the Red channel of the ‘packed gloss’ texture, roughness/gloss goes into the green channel and baked AO into the blue channel. Three…

  • Mutoscope

    Mutoscope

    Perhaps not completely consistent with the Cogwheel Chronicles timeline of 1882, but hey it’s a game, artistic liberties are taken 🙂

  • Cogwheel Chronicles – Cel Shading

    Cogwheel Chronicles – Cel Shading

  • Cogwheel Chronicles – Dragons

    Cogwheel Chronicles – Dragons

    Dragons are peaceful creatures unless provoked. Their eggs are highly prized possessions of the rich, so the elder dragons are often disgruntled. Since making this video, the dragon fire shader has been updated as per the image above

  • Cogwheel Chronicles – Isaac Illmar Player Character

    Cogwheel Chronicles – Isaac Illmar Player Character

    Isaac is one of two player characters within the Cogwheel game, this in game capture was testing a sepia LUT.

  • Cogwheel Chronicles – Beta Progress

    Cogwheel Chronicles – Beta Progress

    So have been working on allowing video intros to work on launching the game – this dragon revolve is not the finished version, just a rough cut to test the game engine updates.

  • Cogwheel Chronicles – Game Controls

    Cogwheel Chronicles – Game Controls

    I’ve been working on polishing some of the surrounding assets required for the standalone, game control below and obligatory screen shot

  • Cogwheel Chronicles – Engine Updates

    Cogwheel Chronicles – Engine Updates

    Masses amount of progress has been made with Cogwheel over the last few months, some of the engine changes to support the game are illustrated below by associated new lua commands: SetSkyOptions(mode,skytime,rotateandlight)–mode = 0/no change, 1/off, 2/sky as local time, 3/sky as skytime(input)–skytime = decimal hours (e.g. 14.5 is 2.30pm), only used when mode =…

  • Quest / Goal Control Within Cogwheel Chronicles

    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…

  • New HLSL Shader Updates for Cogwheel Chronicles – Fade/Teleport/Destroy

    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):