Rise of Atlantis - a turn-based strategy game

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
User avatar
crispi
Gnoblar
Posts: 24
Joined: Sun Sep 04, 2005 10:27 am
Location: Braunschweig, Germany

Rise of Atlantis - a turn-based strategy game

Post by crispi »

Hello everybody!
We've been working on the project "Rise of Atlantis" for a couple of month. Yesterday we had our first public presentation, so I think the time has come to upload a few screenshots of our demo to get some feedback.

Before I show you the pictures, let me name the key features of the game:
  • -turn-based strategy game
    -inspired by all-time classics like "Civilization", "Heroes of Might & Magic" -and "Die Siedler" ("The Settlers")
    -multiplayer gameplay (2-6 humans or AI-clients may play against each -other)
    -both competetive and cooperative styles of play are possible
    -complex economic system (well, it's a German game after all ;) )
    -settled in a pre-historic environment
    -made entirely by students of the TU Braunschweig and the Braunschweig School of Arts
Ok, the pictures I uploaded still show the game at a very early stage. The GUI, the character models, the tree models, the terrain and the composition of all objects are still provisional. The buildings are already at an advanced stage.


ImageImageImage

ImageImage

Although we do have a playable demo, it will take some time (at least 6 weeks, I guess) before we release a public beta version. There are still too many known bugs and too many features missing. However - if you're interested - I'll keep you updated on how we proceed.
Last edited by crispi on Sat Sep 30, 2006 6:43 pm, edited 1 time in total.
stodge
Goblin
Posts: 217
Joined: Thu Oct 24, 2002 4:12 am
x 1

Post by stodge »

Wow!!!!!! :shock:
What does the debugger tell you? You *are* using a debugger, right??
User avatar
Jerky
Orc Shaman
Posts: 791
Joined: Wed Mar 02, 2005 4:13 am
Location: Springville, Utah

Post by Jerky »

Looks great. Nice work in just a couple months time. Hope to see more updates.
Erik Briggs (Jerky)
My Blog
Project Wish
Image
Filopher
Greenskin
Posts: 131
Joined: Sun Dec 05, 2004 11:57 am
Location: Germany, Greifswald

Post by Filopher »

I often visit your website. :D

Keep up the good work!
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179

Post by jacmoe »

Awesome! I'll definately keep an eye out! What a great looking game! :D
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
Kezzer
Orc
Posts: 444
Joined: Mon Aug 16, 2004 2:19 pm
Location: Silicon Valley

Post by Kezzer »

Crikey, looks like you've put a lot of work into that, very nice stuff indeed :)
code | blog
jacmoe wrote:MMORPG good. :o
Xavier bad. :x
User avatar
sinbad
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 19269
Joined: Sun Oct 06, 2002 11:19 pm
Location: Guernsey, Channel Islands
x 66

Post by sinbad »

Looking very nice indeed. Good to see more student projects bearing fruit :)
User avatar
pjcast
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 2543
Joined: Fri Oct 24, 2003 2:53 am
Location: San Diego, Ca
x 2

Post by pjcast »

I am looking forward to playing your demo, it looks freaking awesome :!:

Good job :)
Have a question about Input? Video? WGE? Come on over... http://www.wreckedgames.com/forum/
User avatar
crispi
Gnoblar
Posts: 24
Joined: Sun Sep 04, 2005 10:27 am
Location: Braunschweig, Germany

Post by crispi »

Thanks for all the positive feedback! :D I'll keep you updated.
sinbad wrote:Looking very nice indeed. Good to see more student projects bearing fruit
We hope to establish Ogre as a tool for both research and education at our university. I think it's just great for these purposes. You can't really get a lot of work done if you start from scratch using only OpenGL (that's how it used to be...).

Plus, you get a whole professional toolset for free (CEGUI, Blender and all the other good stuff :D ), which works just fine with OGRE.
User avatar
danharibo
Minaton
Posts: 997
Joined: Sat Feb 25, 2006 8:14 pm
Location: Wales, United Kingdom

Post by danharibo »

cool, Reminds me of AOE
User avatar
Lightbringer
Kobold
Posts: 27
Joined: Wed May 24, 2006 4:29 pm
Location: Braunschweig, Germany

Post by Lightbringer »

Wow! I just found this thread by googling my own project :lol:

I'm the team leader or "producer" (yeah! what an important title, I'll wanted to write that down somewhere forever :wink: ) of "Rise of Atlantis". Thanks for all your positive feedback.

You may track our progress in our ("Graphic diary") at
http://atlantis.yafclan.de/index.php/Grafiktagebuch
but all non-german speakers have to just look a the pictures - sorry 8)
User avatar
crispi
Gnoblar
Posts: 24
Joined: Sun Sep 04, 2005 10:27 am
Location: Braunschweig, Germany

new stuff

Post by crispi »

Hello again!
After long months working in our secret hideout, a lot of new stuff has been produced for our game. This day we had our second major presentation at uni, so I took some screenshots of the current version to show them to you!

We actually managed to get some nice shaders working which do improve the visual quality a lot. I'd like to thank Danharibo for letting use use hiscrops shader, you can see it in action somewhere near the windmill.

The first batch of pictures shows the actual in-game graphics.

ImageImageImage

ImageImageImage

ImageImage

I've also got some picture made from more dramatic camera angels. These show some nice details of the game...

ImageImageImage

ImageImageImage

Image
User avatar
crispi
Gnoblar
Posts: 24
Joined: Sun Sep 04, 2005 10:27 am
Location: Braunschweig, Germany

Website

Post by crispi »

Oh, by the way, we now have an official website on the web. Check it out at:
http://www.rise-of-atlantis.de/indexe.html
User avatar
CaseyB
OGRE Contributor
OGRE Contributor
Posts: 1335
Joined: Sun Nov 20, 2005 2:42 pm
Location: Columbus, Ohio
x 3

Post by CaseyB »

Wow! It's looking really good!
Image
Image
User avatar
Jerky
Orc Shaman
Posts: 791
Joined: Wed Mar 02, 2005 4:13 am
Location: Springville, Utah

Post by Jerky »

Agreed, its really starting to look good.
Erik Briggs (Jerky)
My Blog
Project Wish
Image
User avatar
Jezze
Halfling
Posts: 44
Joined: Wed Apr 09, 2003 12:47 pm
Location: Uppsala, Sweden

Post by Jezze »

Looks very good!
User avatar
Kentamanos
Minaton
Posts: 980
Joined: Sat Aug 07, 2004 12:08 am
Location: Dallas, TX

Post by Kentamanos »

Very nice looking :)
User avatar
Lightbringer
Kobold
Posts: 27
Joined: Wed May 24, 2006 4:29 pm
Location: Braunschweig, Germany

Re: new stuff

Post by Lightbringer »

crispi wrote:I'd like to thank Danharibo for letting use use hiscrops shader
Just for the record ;) :
Actually this is the corn shader from the Rendermonkey SDK which I've converted into an ogre material. But danharibo gave me the tip to look at RM. 8)
User avatar
irrdev
Orc
Posts: 420
Joined: Sun Oct 15, 2006 7:30 pm

Fantastic!

Post by irrdev »

I just love 3d strategic games! This looks great! Too bad the demo isn't ready yet :( I plan to be one of the first to download it! :lol:
JonasBS
Gnoblar
Posts: 21
Joined: Wed Apr 27, 2005 1:43 pm

Post by JonasBS »

This world is so small!! Schoene Gruesse von einem Braunschweiger ;) I can't believe I'm coming from the same city as you!! (it is actually not Braunschweig itself but Wendhausen- close to Lehre and Dibbesdorf)

Oh!! And your game looks nice by the way :wink:
kneeride
Bugbear
Posts: 807
Joined: Sun May 14, 2006 2:24 pm
Location: Melbourne, Australia

Post by kneeride »

the terrain looks very nice!

do you mind describing the method used?
User avatar
crispi
Gnoblar
Posts: 24
Joined: Sun Sep 04, 2005 10:27 am
Location: Braunschweig, Germany

Post by crispi »

kneeride wrote:the terrain looks very nice!

do you mind describing the method used?
Luckily, I found a picture on my hard drive showing the very basic idea of how we render our terrain. I started off with having a look at filopher's and polyveg's tilebase terrain manager. It gave me some inside on how to create Ogre Meshes and Entities by hand and how to create textures dynamically. I hope the picture is self-explanatory.

Image

The big drawback is that our terrain uses a lot of different texture passes (six or seven, I stopped counting at some point).

While trying to reduce this enormous of amount of passes I also implemented an algorithm which creates a single low-resolution texture for the whole map which includes all terrain layers, the street layer and the lightmap. As this texture covers the whole game map and is computed on the CPU, it takes two or three seconds to be generated, which is quite annoying.

I'll also fix this in the future, but for now I'll focus on more important features of the game. As I recently finished writing my master's thesis on "Userinterface Design in Computer Games" which included the actual interface design of Atlantis, the game is now "just" a hobby project of mine, so I have to do work on it entirely during my spare time.

Please don't hestitate to ask more specific (i.e. Ogre-related) questions if this explanation isn't sufficient.

@JonasBS: I'm very glad to meet someone from the "Löwenstadt" in the forums :D
elvman
Kobold
Posts: 25
Joined: Sat Apr 14, 2007 9:59 pm

Post by elvman »

I am wondering what king of editor do you use for this kind of terrain? I guess you have made your own editor. But how do you set texture for every tile on the terrain? Do you set them manually, or maybe you use some tricks?