I am working on the engine I built in c++ and making games within it. This is the current plan. A 2D RTS, 2D Remaster, 3D RPG, 3D Action Adventure Sequel, all as stand alone expansions to Dark Scion.
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Full CulixCupric's Temeritus: Dark Scion update
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changedI am working on the engine I built in c++ and making games within it. This is the current plan. A 2D RTS, 2D Remaster, 3D RPG, 3D Action Adventure Sequel, all as stand alone expansions to Dark Scion. Each game builds on the technology and work done during the previous game, slowly scaling upwards.
changedNow, I have all the textures as layers of a single 3D texture atlas array, meaning fewer draw calls, and better performance:
changedMost of the RTS framework is done, and now I'm building menus, the game loops, scenario editor, and implementing all the features. planned factions are as follows: Ive got a ton of unit varieties, and caster action/spells planned and in the works.
changedso to finish the RTS i just need to make the rest of the unit graphics, complete the implementation of everything, and then test and fix the resulting mess, and ensure top performance for it.
changedIf you have any Questions, feel free to reply, start a post, or send me a message. I am open to suggestions for the games, but I have a strong idea of what i want them to be and complaints with each genre (like mtx in rts, instead im just making it so the texture .pngs are exposed and modifiable with there being secondary texture slots for each faction for customization. it only increased the texture count from around 40 to 50. OpenGL 4.5 requires that the limit for depth be at least 2048, while OpenGL 3.0 requires it be at least 256. the texture atlas array is 1024 x 1024 x count. this means i can do everything as 1 draw call. This should run on anything OpenGL capable, and I have hotkeys that rebind and also have alt secondary and tritary binding options for keys).
it only increased the texture count from around40→50↑it only increased the texture count from around increased, buff
CulixCupric's Temeritus: Dark Scion changes
changedI am working on the engine I built in c++ and making games within it. This is the current plan. A 2D RTS, 2D Remaster, 3D RPG, 3D Action Adventure Sequel, all as stand alone expansions to Dark Scion. Each game builds on the technology and work done during the previous game, slowly scaling upwards.
changedNow, I have all the textures as layers of a single 3D texture atlas array, meaning fewer draw calls, and better performance:
changedMost of the RTS framework is done, and now I'm building menus, the game loops, scenario editor, and implementing all the features. planned factions are as follows: Ive got a ton of unit varieties, and caster action/spells planned and in the works.
changedso to finish the RTS i just need to make the rest of the unit graphics, complete the implementation of everything, and then test and fix the resulting mess, and ensure top performance for it.
changedIf you have any Questions, feel free to reply, start a post, or send me a message. I am open to suggestions for the games, but I have a strong idea of what i want them to be and complaints with each genre (like mtx in rts, instead im just making it so the texture .pngs are exposed and modifiable with there being secondary texture slots for each faction for customization. it only increased the texture count from around 40 to 50. OpenGL 4.5 requires that the limit for depth be at least 2048, while OpenGL 3.0 requires it be at least 256. the texture atlas array is 1024 x 1024 x count. this means i can do everything as 1 draw call. This should run on anything OpenGL capable, and I have hotkeys that rebind and also have alt secondary and tritary binding options for keys).
I am working on the engine I built in c++ and making games within it. This is the current plan. A 2D RTS, 2D Remaster, 3D RPG, 3D Action Adventure Sequel, all as stand alone expansions to Dark Scion. Each game builds on the technology and work done during the previous game, slowly scaling upwards.
My engine began able to do 3D.
Now, I have all the textures as layers of a single 3D texture atlas array, meaning fewer draw calls, and better performance:
Most of the RTS framework is done, and now I'm building menus, the game loops, scenario editor, and implementing all the features. planned factions are as follows: Ive got a ton of unit varieties, and caster action/spells planned and in the works.
Resources for the RTS are as follows: Lumber, Clay, Stone, Food, Water, Fuel, Iron, Coin, and Crystal: (Don't worry, 9 resource types is not going to break the rts economics, due to each having differing purposes and uses.)
so to finish the RTS i just need to make the rest of the unit graphics, complete the implementation of everything, and then test and fix the resulting mess, and ensure top performance for it.
If you have any Questions, feel free to reply, start a post, or send me a message. I am open to suggestions for the games, but I have a strong idea of what i want them to be and complaints with each genre (like mtx in rts, instead im just making it so the texture .pngs are exposed and modifiable with there being secondary texture slots for each faction for customization. it only increased the texture count from around 40 to 50. OpenGL 4.5 requires that the limit for depth be at least 2048, while OpenGL 3.0 requires it be at least 256. the texture atlas array is 1024 x 1024 x count. this means i can do everything as 1 draw call. This should run on anything OpenGL capable, and I have hotkeys that rebind and also have alt secondary and tritary binding options for keys).