2010
07.03
07.03
I recently posted a screenshot of a lake in the first level of the cave. After a post about ASCII water ripples onĀ mnemonicRL’s blog, I decided to make a video to show how water ripples look with true color, real time and subcell rez
On the video, you can see the player swim, throw stones in water, scare fishes and finally catch a living fish with his bare hands !
The fish shoal AI is adapted from this :
http://www.chromeexperiments.com/deta…
The water ripples are done with an old school effect like this :
http://www.gamedev.net/reference/arti…
A few remarks :
- the zoom and big yellow arrows are done with the video recording software, not the game!
- you can throw an item by dragging it out of the inventory window
- there’s a bug when there are too many fishes in the shoal, it starts to display some circular patterns (you can see it a bit when the fishes are fleeing in the south-east shallow waters)
once again, amazed.
The cave is looking awesome, although I haven’t actually seen any caves yet.
How long until we can play this wonderful game? Even a tech demo would do!
In any case, looks good.
Thanks !
@jonoerik : Yeah, that’s quite an issue. There is still no cave in “The Cave”…
No game neither, by the way !
But yeah, I hope to have some tech demo good enough for a release during ARRP 2010…
Utterly Epic.
Wow, just wow!!
Concerning the actual cave — the water effect would look very cool underground; you could also work on some stalagmites/stalactites which drip water; oh, and underwater waterfalls
I’ve had underground lakes in mind for a long time, but I still lack a tech utility for that : caustics. You can’t seriously do underground lakes without nice caustics reflecting in the cave. So long I didn’t find any simple algorithm to do that…
Waterfalls, either underground or not, would be great.. once I manage to overcome one of my worst coding nightmare… rivers…
The cool thing about the underground is that the water doesn’t have to come from anywhere
So you can probably fudge it and just plop a waterfall between a wall and a lake. The interesting bit would be coding the waterfall itself
Particles? Noise (per-tile)? How about the foam? (At least you already have the rippling water!)
About the caustics, have you tried just combining noise? I never tried it, but I imagined that a linear combination of colors based on a turbulence noise (with 3 axis, x, y, time) could make for a nice caustic effect, without any sort of simulation.
Also, I’m really interested in finding a way to place stalactites/stalagmites in a pleasing way, given that there are no color restrictions and all.