Swipe is an Action RPG currently being developed by Nyphoon Games (http://nyphoon.tk). This game aims to focus on things that distinguish the RPG genre - mainly fighting monsters and exploring (which includes quests).
Swipe will be released on three platforms - Windows, Mac and Linux. The game also aims at being fully playable on low-end computers. Different Optimization Techniques will be used to make sure everyone will be able to enjoy the game to the best extent while keeping in mind the graphical aspect of the game.
Features:
Complete Control: Immerse yourself in battles. Your mouse mouse movements control your character's hands. There will be no pre-built fighting animations. You're in the heart of the action!
Cinematic Movements: You're the hero. And Camera Movements make sure you feel like one. Be the hero!
We also have a questionnaire to see what people like in RPGs. You can find it here: http://kwiksurveys.com?u=nyphoonrpg
We value your input :)
You might hear some say that in such projects, the sky is the limit. But no, motivation is the limit. The more people show they like our game, the more effort will be put in. So please, if you want to support us, just visit our website for updates, or like our Facebook page.
I won’t be using any custom-made shaders. The only one I’ll use is the Lighting material. I’ll just remember to put the Diffuse and other colors to floats. Thanks.
@memonick said:
I won't be using any custom-made shaders. The only one I'll use is the Lighting material. I'll just remember to put the Diffuse and other colors to floats. Thanks.
It doesn't matter on the Java side... only in the shader. It will blow up on every platform if you do setInt when you mean setFloat.
The reason why I’m working on graphics first is that I’m going to have another interview soon and I want to have something to showcase on my site.
Now I know these are all beauty renders, so I added a model into the game, complete with textures, and tried to create a scene with this one model to see how it looks. Result:
An important article I pulled from my blog (http://nyphoon.tk/) which deals with the possibility that Swipe switches genres:
Before jumping to the main topic of today’s post, I think it’s only appropriate to talk about what has been done in the past few days. Work on Swipe has resumed and I’ve just started work on the main town. However, more on that tomorrow.
A few months back, you might remember that along with the announcement of Swipe, I also made public a survey. One of the questions was a text-box where users could post an extra comment. Unfortunately, the site on which the survey was hosted was hacked, and is now closed. However, one comment which made most impact on me said that what Indie RPGs usually lack is content. Obviously, an Indie RPG can never contain as much content as an AAA RPG, except if other things (graphics, gameplay) are neglected.
This led me into thinking that maybe Swipe would greatly benefit from a genre-change. The genre which I am currently most interested in is Stealth, with Adventure also a candidate. Choosing one of the two would mean the following:
Less content would need to be created. Equipment wouldn’t be very important and time could be spent on making better equipment.
No, or few, side-quests. This would mean that the main storyline would be richer in quality as I would have less things to focus on.
All areas which the player can visit will be modeled by hand. This would mean that the environments would be better than before.
Time saved on the quest maker, level editor and equipment creation would mean that more features could be created and/or enhanced.
I mentioned that I would save time on the level editor. This doesn’t mean that it won’t be created. Instead, a simplified version (which is now almost ready) would be created and our fellow level-designers would each design a level or two so that the game’s levels or places would still have a different, unique style.
If I go for stealth, there would also be some features I plan on implementing which would greatly increase the gameplay experience. One of the things I plan on implementing, for example, was suggested in the afore mentioned survey. This feature would include the usage of ropes and other objects so that the player could use the environment to his advantage. Apart from this, I would also give the game a parkour-style gameplay.
Of course, changing the genre wouldn’t have its repercussions. One of the features which may not make the game is the Complete Control feature, which would let users control their weapon through the mouse’s movements.
Anything which trims the scale of an indie game down should be considered (although sometimes rejected). Getting something released is preferable to having the perfect project that you never finish.
A very nice start, it looks a little “flat” at the moment though. I think you need to make a normal map and/or add some more detail in the mesh (for example physically bump the location of the beams out as well as colouring them dark in the texture).
Great looking models come when the mesh, normal, colour, etc maps are all working together to provide the final effect.