We've yet to add a real rotor-blur effect, right now it's like the effect in Black Shark, rotors tend to strobe according to the frame rate.
The engine is Leadwerks 3D which is an OpenGL deferred render. Lighting is treated as a post processing step. We're waiting on an engine update before we work on vegetation detail settings.
It's no secret, 2.5 developers (one is par time). We're 6 months into development. It's not too shabby. We have a rough plan and a feature list that has elements that will be dropped to make up time. This is why we're not keen on talking about specific features unless they are on my 'blue list'. Dropped features will be pushed to later updates. No feature creep is permitted.
This is the only way I could get a small team with next to no budget to complete a game of such complexity in a timescale measured in months not years.
Simply amazing! Awesome terrain.
ReplyDeleteVery nice rotor blur and shadows inside, and outside, its engine dx 8,9,10?
ReplyDeleteWe've yet to add a real rotor-blur effect, right now it's like the effect in Black Shark, rotors tend to strobe according to the frame rate.
ReplyDeleteThe engine is Leadwerks 3D which is an OpenGL deferred render. Lighting is treated as a post processing step. We're waiting on an engine update before we work on vegetation detail settings.
"We're waiting "if no secret ;) how many people working at this moment ?
ReplyDeleteIt's no secret, 2.5 developers (one is par time). We're 6 months into development. It's not too shabby. We have a rough plan and a feature list that has elements that will be dropped to make up time. This is why we're not keen on talking about specific features unless they are on my 'blue list'. Dropped features will be pushed to later updates. No feature creep is permitted.
ReplyDeleteThis is the only way I could get a small team with next to no budget to complete a game of such complexity in a timescale measured in months not years.