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torsdag 19 maj 2011

Let there be worms!

I could swear I have seen you somewhere before?...






And another (but less sucessfull) experiment i did was this other very classical sprite...


It don't look as cool as the worm, in fact... I'm a bit disappointed how bad it looked in 3D.
But its no problem, I will have to make it thicker and use less darker shadings at my next try.


but the worms look cool! and the editor is starting to take shape(even if there are tons of work left) :D

stay tuned for more awesome sprites resurrected in the world of voxels! :D

måndag 13 juli 2009

Great progress! :-)

Well, i have been working hard on this very interesting engine, and things is relly shaping up nicely!

infact, i'm rather impressed with the current state of the engine, and as soon as we have fixed a slight issue and added textures, i will make a public tec-demo movie and upload to youtube!
i'm sure it will dropp a few jaw's ;-)

now... it should be mentiond, that textures is a big pain in the a*s, due to the nature of this engine.
since texture cordinates constantly changes on evry explotion, making textures look good and seemengsly fitt together wont be simple, but i have a few ideas of how to go around this.

this is starting to look like the most interesting project i have ever been working on in my life as a programmer, wohow! :-)

måndag 15 juni 2009

Liero in 3d?

i'm reserving this blog spot adress for a future use, more comments will be added when i have more time and something interesting to show on this project :)

but as you might have guessed, this blog is all about the devolepment of Liero3D, and here are a few things my new game engine will do:

  • 100% fully destructable terrain (not that worms3d-block-crap), if you want to digg spiraling tunnels, nothing is preventing you.
  • Since game is written in C# and XNA, we can expect to se the game on XBox360 in the end.
  • Graphics and feeling of gameplay will be exactly(or close) to the original, except in 3d(first person shooter-view), I always think of Liero like a mix betwin Worms and Quake, well... this will still be the case.
  • Most original weapons will be implemented, depending on what the engine can handle performance wise, it is not clear how much i can digg in realtime before i get performance issues.
  • Not sure about multiplayer just yet, MudDigger(current engine code-name) is my only priority at the moment, but hopefully an AI that can match the original ones, possibly also split screen for hot-seat.
only limitation in the engine currently is a rather limited level size, with a rather HUGE ammount of memmory usage, i hope to solve this(at a slight performance cost)
in the future.
if you have any questions, or sugestions on gameplay and features, pleas post a comment.