Archive for September, 2009
Pleasantly Surprised
by Thomas Davidson on Sep.21, 2009, under Galaxy Unknown
The next wave of performance results are in, and way better than I had expected!
On the XBox 360, I am able to render over 230,000 triangles with:
- 12 light sources
- Phong shading
- Texture map
- Normal map
- 4x Antialiasing samples
- 1920×1080 resolution
- all at 60 Frames Per Second!
On my development PC (which is certainly no graphics powerhouse) I get 35FPS, which is still pretty decent.
Performance test results so far
by Thomas Davidson on Sep.20, 2009, under Galaxy Unknown
The test code I’ve written is not particularly optimized, but it’s doing nothing but drawing meshes so it has an unfair advantage anyway.
- 955,000 triangles
- Phong shading from one light source
- 4x antialiasing samples
- Covering most of a 1080P display
- 60FPS running on an XBox 360
Once I get to around 1 million polygons it starts to slow down, but I’m quite happy with this. I know that adding texture and normal map will slow things down, as will adding multiple light sources. However, I don’t think it will slow it down so dramatically that I can’t handle at least 20,000 polygons in the final system. That should be plenty for my purposes.
There are still more tests to do for sure, but I’m feeling very optimistic.
Design
by Thomas Davidson on Sep.19, 2009, under Galaxy Unknown
I’ve had a pretty good idea of how I want Galaxy Unknown to play for a while now, but finally this week it’s been articulated in a design document. It took 3 days and a lot of guidance and input from my good friend Costas, but I’m very satisfied with what we’ve designed.
It looks like he might be bringing in a second artist as well; awesome.
Our self-imposed deadline is to be ready for public beta test in 3 months. I think our chances are pretty reasonable, though the scale of this is far beyond anything I’ve attempted before.
Step 1: Prototype the graphics engine to do performance tests. I’ll need to know how many particles and polygons we can throw at it so that the artists can design models accordingly…
Galaxy Unknown Episode 1: The Peril of Planet Khadros
by Thomas Davidson on Sep.12, 2009, under Galaxy Unknown
For my first serious game production, I’m planning an episodic space action-adventure. The first episode sends you in search of an ancient alien race which once saved your planet from destruction. The planet is destabilizing again, and they may be the only ones with the technology to save it!
Perhaps the coolest feature of this game is the plan for multiplayer. Locations and details are randomized each time you play, and you can challenge your friends in a race to the finish. Will you set up deceptions and sabotage the other players, or focus on your own search for clues to the alien homeworld?
Other features to note:
1. Freedom: You can spend your time plundering weak cargo ships, explore the far reaches of the galaxy, or even make a living as a psychic.
2. Upgrades: What’s the point in earning money if you can’t use it to buy cool new weapons and gadgets?
3. Choices: There’s more than one approach to each major task in the story. Your choices will shape your reputation and lead to allies and enemies.
4. Simplicity: This game is designed for convenient play on an XBox controller, without menus buried inside menus.
And of course, an original soundtrack!
My biggest design decision now is how to handle planetary interaction. I’m not sure if I want an in-depth FPS-style exploration, a simple top-down view, or just a short menu of interaction choices that never leave the main space view. Feedback on this is definitely welcome.
PlasmaStroids Beta
by Thomas Davidson on Sep.12, 2009, under Plasmastroids
My first XNA game is almost finished! Admittedly, it’s a simple game that likely won’t attract much attention, but it’s an important step toward more ambitious projects.
The PC version has no known bugs at the moment, and the XBox 360 version is only missing some details in handling things like multiple controllers and the “trial version” for the games marketplace.
You can download the PC beta version to try for yourself here: plasma5.zip
Aside from the XBox fixes, I’m tentatively planning to add some more art to the main menu montage. Then I can move on to bigger and better games!
