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Submitted by Anders Hammervald, posted on December 11, 2004




Image Description, by Anders Hammervald



These are a couple of screenshots from Dawnspire, a fast-paced tactical RPG being developed by Silent Grove Studios. Our team consists of six people, two programmers and four artists/animators/designers who have been working on this in our spare time for about a year and a half, unfortunately it’s a scarce resource but we’re slowly getting there =).

The graphics engine is DirectX 9 only and uses vertex and pixel shaders for just about everything. Our target system at the moment is a 2GHz PC with a Radeon 9700 Pro level graphics card.

Some features:
  • Diffuse / Bump-mapped terrain built from a height map. Supports up to four texture layers per node and vertex coloring.
  • Diffuse / Bump-mapped objects with specular highlights.
  • Projected cloud layer on terrain, objects and creatures.
  • Hemisphere lighting for ambience.
  • A mix of Stencil Shadows (using double sided stencil and extrusion on the GPU) and “decal” shadows.
  • Skeletal animation
  • Animated grass and trees that bend in the wind.
  • Animated bump-mapped water (currently only reflecting the sky, in the future we plan to have it reflect pretty much everything).
  • More information about the game and the team can be found at http://silent-grove.com

    / Anders


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    Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
     
    [-WD40-]

    December 11, 2004, 02:23 PM

    really beautiful stuff, and in your spare time? wow!
    How much time do you got to spare? ;)

     
    Joakim Hårsman

    December 11, 2004, 05:54 PM

    Great shots! Good art and I think you succeeded with making the fog/aerial perspective match the skybox really well, although that might just be you lining the camera up well for the shots :). How do you do the hemisphere lightning, basic ambient occlusion or just a directed two-tone ambient?

    Nice two see some fellow stockholmers on here as well.

    EDIT: I checked out the other shots on your site and from the village scene with the windmill it just looks like standard fog...

     
    Michel Stol

    December 12, 2004, 09:02 AM

    Looks amazing, especially considering this is a spare-time project. Keep it up!

     
    CoderByBirth

    December 12, 2004, 09:13 AM

    Quality stuff!
    Have you found a publisher yet?

    Also, I see that you are located in Haninge. Did you go to Fredrika Bremergymnasiet?

     
    gaiaap

    December 12, 2004, 09:28 AM

    Oh. How very well done!

     
    andershammervald

    December 12, 2004, 09:53 AM

    Five out of the Six of us actually did =)

     
    andershammervald

    December 12, 2004, 09:57 AM

    We use simple two component ambient contribution based on the normal, we use a fixed color from the sky and an interpolated ground color based on the materials closest to the creature / objects position.

    It's standard fog all the way, so nothing fancy in that department.

     
    hplus1104

    December 12, 2004, 12:38 PM

    That's great! Finding artists who can work with you for extended periods of time is really hard.

    I think the bricks on the bridge crawling up the hill look weird though; they're all skewed rather than being stacked up.

     
    Brian Smith

    December 13, 2004, 12:16 AM

    This looks awesome! Can't wait to play.

     
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