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Re: Cello Fortress

Posted: Mon Mar 07, 2016 11:39 pm
by xrgo
nice, you could made a wallpaper with that

Re: Cello Fortress

Posted: Sat Mar 12, 2016 5:20 pm
by Oogst
Another part of the level is nearly finished. The game is quickly becoming more and more complete! :)

[youtube]BfsEINIOD4A[/youtube]

Re: Cello Fortress

Posted: Tue Mar 15, 2016 9:47 pm
by Oogst
I let my computer spent a whopping 39 hours to calculate 4,608 lightmaps for the tank in Cello Fortress. This atlas contains 1,024 of 'm. I don't think I've ever put my computer on such a big continuous rendering task before!
Tank1_Body_atlas_lightmap.jpg

Re: Cello Fortress

Posted: Sun Apr 03, 2016 5:41 pm
by Oogst
The new Cello Fortress actually contains a fortress! :D Here's the entrance, which is intended to feel a bit like a boss fight.

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Normal gameplay is zoomed in a bit further, by the way.

Re: Cello Fortress

Posted: Fri Apr 08, 2016 10:33 pm
by Oogst
The next part of the level still needs a lot of work and is still full of gaps, but it's slowly going in the right direction. I hope to finish it this weekend so that it can be part of my first live gig with the new version of Cello Fortress next week. :)

Image

Re: Cello Fortress

Posted: Sat May 28, 2016 5:13 pm
by xrgo
just saw this image and remember your awesome project <3
http://imgur.com/gallery/m6K1DCQ

cheers!

Re: Cello Fortress

Posted: Sun May 29, 2016 3:48 pm
by SamiTheGreat
This is very beautiful project!

Have you implemented lightmap system to Ogre for this project by our own? I am very interested in to implement indirect lighting in some form to our project also. I have a problem because our game is randomly constucted from modules so lighting calculation should be done when level is loaded. It seems that you bake your lightmaps in offline. Do you have any tricks to get lightmap calculation fast enough to be baked at level loading time?

Re: Cello Fortress

Posted: Tue May 31, 2016 6:45 pm
by Oogst
SamiTheGreat wrote:This is very beautiful project!

Have you implemented lightmap system to Ogre for this project by our own? I am very interested in to implement indirect lighting in some form to our project also. I have a problem because our game is randomly constucted from modules so lighting calculation should be done when level is loaded. It seems that you bake your lightmaps in offline. Do you have any tricks to get lightmap calculation fast enough to be baked at level loading time?
Thanks! :)

My lightmaps are indeed rendered offline in an external tool, and it takes many hours to do so. I can imagine all kinds of techniques to speed up the process to do it while loading the levels, but since I haven't actually built fast lightmap generations that's not going to be very useful. The key is probably to tone done the quality far enough that is't doable in time, and to just get a super fast raytracer. Or look into other approaches that aren't as precise but look somewhat similar (I don't know any specific ones though).

Re: Cello Fortress

Posted: Sun Sep 18, 2016 4:31 pm
by Oogst
Working on the Cello Fortress level art again! Slowly approaching the end of the level, this is an in-game screenshot. :)

Two giant cellos: when one just isn't enough.

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Re: Cello Fortress

Posted: Thu Sep 29, 2016 6:03 am
by ABBY1996
thanks!That "sounds" interesting . a youtube video would be great

Re: Cello Fortress

Posted: Tue Jul 18, 2017 5:31 pm
by Oogst
It's been a while since I was actively working on Cello Fortress, I should really finish it and release it! This week I finally went back to real development so let's hope I can keep up the pace and get it done.

Yesterday I added threading to my calibration system so that it works 8x faster (on my CPU) and doesn't freeze the game for minutes. Today I've added a tuner tool to the menus. This let's the musician tune his instrument but it can also be used to practice hitting notes on exactly the right frequency. I've been using Cello Fortress for that kind of practice for a while now and this makes that a bit easier and quicker to use. It even works on vocals! Not that I can sing though... ;)

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Re: Cello Fortress

Posted: Thu Aug 03, 2017 2:43 pm
by Oogst
Finishing the game for release includes a lot of stuff outside the actual game that I still need to do, like an installer, loading screens, microphone calibration menu and being able to configure controls. That last one is pretty much done now:

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