Archive for Sector13
Caligari interviewed Drew Clark about our upcoming game Sector 13. You’ll find a [detailed story] about how we used Caligari GameSpace to create assets for the game. Visit the [download page] for links to the most recent playable demos. Also check out the [Gameplay Videos].
Over the past 3 years, I recorded 43 gameplay videos. To backup these videos, I uploaded them to youtube. Enjoy the [Sector 13 playlist]. I haven’t really captured any gameplay videos since we sent a build to the IGS and IGF. So you’ll see one coming soon…
We sent our final IGF build to the [International Games Festival] just two hours before the deadline of Oct 1st 11:59p PST. I spent all day trying to upload, but because of DNS problems had to keep resending our 431M build. We have a really good chance this year. I spent a good three months just focusing on bug fixes, performance, and memory leaks. The game runs super fast now. The game is stable. There shouldn’t be any crash to desktop bugs. There are improvements to the installer. There are enhancements to the skybox, including animated textures on the station and other platforms. There are more ships, more explosions, and more music. Anyway, check us out at the IGF and [vote for us].
Here is another type of explosion timer, the flame trail. The effect uses a set of billboards with varying alpha values.
I mixed in a little mesh data into the new explosion timer techniques. I added large gibs and minor gibs. The only thing missing is some flame trails.
For the last week, I have been creating an explosion editor that allows the content editors to name a series of timers to control explosions.
After the explosion is created it can be assigned to a ship.
This week I’m working on stars and the lens flare effect that is seen when looking at a bright light with a camera. When drawing the star billboard I plan on doing a hardware occlusion query to adjust the intensity of the lens flares. The exact opacity of the flare elements will be based on how many star pixels are shown.
The arena design is coming together nicely. Lighting is working. The planet has some nice geometry while using a billboarding technique to produce the atmospheric glow. Asteroid materials now use LOD levels.