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Member
(11-20-2007,
12:44 AM)
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Project Offset - Shadowing Dev Blog
#1
It's only a very short blog, and I'm not sure how technically interesting or revolutionary it is - but I am a drooling fanboy for this game and this proves it exists and is moving. The boxes and goblin models do look good, too. Bit of a goddamned tease, really. Anyone with graphics know-how want to pass comment / judgement ?
http://www.projectoffset.com/blog.php?id=83
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(11-20-2007,
12:55 AM)
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#6
Originally Posted by FunkyMunkey:
nine times out of ten marketing or lack there of has nothing to do with the developer |
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Has no PEINS
(11-20-2007,
12:57 AM)
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#8
Originally Posted by Zilch:
Edit: Looks like it was indeed in that PDF but listed as a "planned feature" |
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Member
(11-20-2007,
12:59 AM)
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#9
Wow that really does look nice. I've said in the past that AO needs to be this gen's "big graphics trick" and it seems some developers are starting to respond in their games (Crysis, The new Splinter Cell, I think Halo 3 had it on the characters). It adds a LOT to the look without being overly standoutish.
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formerly sane
(11-20-2007,
12:59 AM)
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#10
Originally Posted by Zilch:
Ubsifot is trying it with the new SC game I believe other devs have problem is this method of rendering needs a lot of power the more complex a scene and not even pc currently have enough to keep the same object complexity and do it this without issue in rendering. |
![]() (11-20-2007,
01:06 AM)
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#11
Originally Posted by Salazar:
When are they finally going to show this game? ![]() |
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Don't listen to my many incorrect tard-pinions
(11-20-2007,
01:21 AM)
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#14
Originally Posted by WHOAguitarninja:
Absolutely. It's good to see some devs are trying to incorporate it. Maybe GI or FG next gen? Please? |
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formerly sane
(11-20-2007,
01:40 AM)
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#16
Originally Posted by Zilch:
Global Illumination well true is so far off still for games we are at the point we have a lot of hacks and approxmiations but the power is still lacking. B3D has a next gen gpu topic discussion, actually discussion on the next generation not this one, on the subject it highlights problems current related to console and pcs in rendering along with a solid idea of what could happen based on the past. |
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Member
(11-20-2007,
01:50 AM)
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#19
Originally Posted by Barry Lightning:
I'd consider making a kickass (and perhaps now high budget) game a nice plush job. |
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is pro-corporation and anti-consumer
(11-20-2007,
02:06 AM)
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#21
Originally Posted by FunkyMunkey:
In a lot of cases, developers with publishing deals are restricted from doing even that, even if its your own IP. |
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安安安安安安安安安安安安安安安
(11-20-2007,
02:16 AM)
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#23
Originally Posted by civilstrife:
Why would it? They don't have to make final assets until much later in production. All they need to work on are SFX, Shaders, AI, Physics, and Lighting. The quality of the graphics will be a result of that, and it doesn't take a lot of time to model and texture. If their planning sucks tho, which is the case pretty much across the board in the industry, then yes the graphics won't be as nice as they could be. But I doubt that is the case. The only aspect which I think they absolutely need to invest time in over the obvious mentioned above is animations. Battlefield 2 still has some of the best FPS animations out there, and we are due for something better considering this game will have hand-to-hand combat. EDIT: Oh and they are looking for a 360 programmer, so a 360 version is for sure. There is also a lot more info than I remember on the game's story. It seems to be a description of each possible character choice (two choices, crossing story?). Haidar the Warrior The persuit Redemption This is the story of a Haidar a loyal servent to an evil king. You have justified your actions your entire life but on this day you have commited crimes not worthy of forgiveness. Your story starts inside a temple in the heart of the mountains where a massacre has occured. You have stolen an artifact of great importance and are in route back to Abinden Castle. You will experience the aftermath of a village destroyed by goblins, witness the fall of your own kingdom and have the future placed on your shoulders. A Goblin's tale The pursuit of revenge This is the tale of Jöktan, a goblin motivated by revenge for the years of attacks the humans have brought upon them. As a goblin, you will arrive on shore by ship, destroy and capture a fishing village, then further invade and eventually bring down the great Abinden Castle. You will become the hero of your people. Last edited by Ether_Snake : 11-20-2007 at 02:28 AM. |
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Member
(11-20-2007,
02:30 AM)
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#24
Originally Posted by Kittonwy:
Check it out here. EDIT: On second thought I think it probably is actual gameplay. |
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Member
(11-20-2007,
02:35 AM)
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#27
Originally Posted by Ether_Snake:
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Member
(11-20-2007,
02:40 AM)
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#28
Originally Posted by miyuru:
It's like if you turn on an overhead light and then hold your hand underneath it a few inches over a table. The shadow underneath your hand isn't completely black because light is bouncing off of other surfaces in the room and coming in beneath your hand. The closer you move your hand to the table, the darker the center of the shadow becomes. This is because even though the same amount of light is hitting your hand from the direct source (the light) and the reflection of the source (walls and other objects reflecting light), less can get directly beneath your hand due to the angle. At least, that's the concept I think. |
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安安安安安安安安安安安安安安安
(11-20-2007,
02:41 AM)
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#29
Originally Posted by miyuru:
Hmm it's more complex than that. It has nothing to do with lights actually. Imagine that a scene is by default 100% bright. Now take a ball and bring it close to the wall. The surface of the ball will "occlude" the ambient "lighting" and hence the surface of the wall, causing a darkened area on the wall. It's not a shadow, it's surfaces "occluding" global illumination. Imagine everything is emanating negative light, which is only visible when surfaces are close to one another:p All in all, the reason this is highly desired in video games is not only because of the adde realism "feel", but especially because it enables everything objects to feel as if they were really present, not floating. It blends everything together nicely. EDIT: I'll post a demonstration in a sec. |
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安安安安安安安安安安安安安安安
(11-20-2007,
02:57 AM)
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#30
Notice how lighting itself has nothing to do with the AO pass (the shadows casted by the light are not taken into account during the calculation). And notice how the surfaces' relation to one another is causing "occlusion".
![]() And on a more complex scene, showing how it helps to "blend" everything together (around the brick and the edge of the mouth, around the wooden poles where they touch against the wall, etc., basically wherever surfaces are closer to one another, notice how the mouth surface seemed to be floating without AO, not really touching the bricks): ![]() |
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my reputation is Shadowruined
(11-20-2007,
12:16 PM)
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#31
Here is a more detailed breakdown of the classes.
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Member
(11-20-2007,
01:07 PM)
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#33
I'll take as much tech porn as this generation is willing to give me, to be honest. In this particular case, with a game that appears to have skated on stupidly thin ice for ages and is still mysterious, any sign of life let alone development is awesome.
Hell, I'd kill dolphins for even Surfer Girl-level info about this game. |
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Member
(11-20-2007,
01:16 PM)
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#34
I always thought that this game was going to be a free-roam RPG a la Morrowind/Oblivion...
No mention of a continent on the website, and the inclusion of online multi-player tells me this will have levels. That depresses me, the fantasy genre needs to be sandbox...its because of the graphics I bet...too big for a DVD9 (I know...I know...) I wish they'd cancel the 360 version and make the Morrowind I always wanted on the PC/PS3 (maybe on the PS3) |
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Member
(11-20-2007,
01:18 PM)
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#35
Screen space AO is the new big thing, similar to how parallax mapping was the new big thing a couple years ago. Crysis recentlyi published a small paper about SSAO and everyone is jumping on getting it working.
I've been working on it myself as seen in this thread: http://www.ogre3d.org/phpBB2/viewtop...er=asc&start=0 Should be possible on both the 360 and PS3 though I'm not sure about using it in practice as it does have quite a performance hit. It's being used in Little Big Planet and is one of the things that makes that game "pop". Last edited by Falagard : 11-20-2007 at 01:30 PM. |
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Member
(11-20-2007,
01:26 PM)
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#36
Originally Posted by Amannamederic:
A fantasy FPS with balanced attention to single and multiplayer is so much more desirable and intriguing than a clone RPG. As for wishing they'd cancel the 360 version - nope. I do wonder why there isn't a PS3 version listed, and I certainly wouldn't begrudge it, but gtfo. |
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安安安安安安安安安安安安安安安
(11-21-2007,
01:24 AM)
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#37
For those who still don't understand that the website itself provides info on the game:p
1.) What kind of game is Project Offset (working Title)? Project Offset (working title) is a action game within a fantasy setting containing FPS elements. At its core, the game relies more on player skill and coordination than equipment & ranks. 2.) What platforms will this game be released on? As of this writing, Project Offset (working title) is planned for released on windows-based PCs and Xbox 360 3.) When will this game be released? The official date for this project has not been announce at this time. 4.) Is Project Offset (working title) a Massively-Multiplayer On-line Role-Playing Game (MMORPG)? No. Project Offset (working title) is a single-player/multiplayer action game. 5.) I want to join the team! How do I submit my application? Current position openings may be found here. Simply follow the instructions listed below the position(s) you are applying for. 6.) "(Working Title)"? What Gives? Project Offset is the code name for the game currently in development. Its true name has not been officially announce and, upon its official announcement, will replace the working title currently displayed. 7.) Will Project Offset (working title) be Mod-Friendly? As with all PCs titles, game modifications (mods) help add to a game's longevity. Offset Software realizes this and will release tools to help potential mod-makers create new material for extended play. |