WIP: the Cove – Contest Entry – [Final Release + 27min full play through video]

acer 722-BZ454 netbook, ATI HD 6250 4gb ram



64048032 - 35fps

1024768 - 17-22fps

1366
768 - 10-13fps



just thought you might find that interesting

@mcbeth said:
1366*768 - 10*13fps


This is really weird! On this card FPS shouldn't be this low.
@iamcreasy said:
This is really weird! On this card FPS shouldn't be this low.


not really its on a netbook and sharing physical memory 256 dedicated, I'm actually surprised

I’m surprised too, I’ve already installed jmp on a netbook, and it didn’t work

my surprise is more that it was playable at that high res already tested jme on it a while back, the ocean test by itself ran like 8-10 fps…Cove has a bit more going on under the hood…I would imagine and then I’m sure the ATI chip helped, what’s on the netbook u tried…then too I also use eclipse, no live Opengl viewer in that

@mcbeth said:
my surprise is more that it was playable at that high res already tested jme on it a while back, the ocean test by itself ran like 8-10 fps....Cove has a bit more going on under the hood.....I would imagine and then I'm sure the ATI chip helped, what's on the netbook u tried............then too I also use eclipse, no live Opengl viewer in that

Also the under-water shader is a lot less greedy than the over-water one.
thetoucher made a great job partitioning the scene, it runs nicely even with lots of objects and polygons. Very nice work...
@nehon said:
Also the under-water shader is a lot less greedy than the over-water one.
thetoucher made a great job partitioning the scene, it runs nicely even with lots of objects and polygons. Very nice work...


been wondering about a good way to do that for my games not very knowledgeable about that kinda thing but that is a discussion for another time and thread :)

Update



I have spend just so much time balancing the game: things like making sure the player’s range is just enough to get to the ‘next’ reef at specifc points during the game and ensuring there is enough food around at a given point, and that the palyer is the correct size to eat that food, to allow progression… I never realised what a massive job this truly is, its taking FOREVER.



Thanks very much to everyone who tested out my demo and gave performance feedback, I have been working hard to try and lift the framerate for people on slower machines, this has been tough but I think is still quite achievable.



Here are a few screen shots of were the Cove is currently at as of this morning:



http://i.imgur.com/gkfJV.jpg

http://i.imgur.com/PwExX.jpg

http://i.imgur.com/ZfPH4.jpg

http://i.imgur.com/4lehA.jpg

http://i.imgur.com/XaknL.jpg

http://i.imgur.com/hswSf.png



The shots show a few of the reefs, the lagoon, the river and deep in the trench.



For anyone interested in seeing some more there is a full set of 18 screen shots on my website.



notable changes :


  • rescaled the Cove by around -90%: it was simply too large to explore it all given the scale of the game play and the time remaining to build it all. I then needed to rebalance all the reefs, to make sure they are positioned in such a way that allows for a natural progression path through the game.
  • tweaking the water to change density and colour based on position within the cove to give different areas a unique feel.
  • schooling fish behaviour
  • several new fish species
  • several new coral species
  • repainted and rebuild majority of the terrain.
  • added a prop manger to help with different level based objectives and just organisng all the crap that is scattered around the sea floor.
  • atmospheric dust particles
  • rebuilt the camera system to try and stop the player getting obstructed.



    There is heaps of ofther stuff but ballancing has just been the theme for this update.



    The plans are to have a near finished game done in the next few days so I can hopefuly get people testing and giving feedback, leaving me a week or so to bug fix and finilise. I need to go away right after Christmas so my deadline is getting very close 8O.



    Cheers

    James
1 Like

Looks great James!

Amazing how much you reached in that little time, congrats!

I know what i’m gonna ask Santa for Christmas :smiley:

thanks @caesar :slight_smile:



@nehon are it’s initials S I ? :wink:

@thetoucher, we both know it’s Skyrim :stuck_out_tongue:

I already played Skyrim…tap …i’m ok now…i’m all over it… WATCH OUT DRAGON!! DRAGON!!!

I used to be an adventurer like you… then I took an arrow in the knee. :frowning:

Hi Guys,





Demo version released!

PC (updated), Mac (updated) and Linux all at 45mb.





latest demo here





I’m pretty much finished and badly need some testers! Any and all feedback is welcome at this stage :slight_smile: I have a few more tweaks I would like to make but the gameplay is pretty much locked down. So please have a play right through, let me know if you encounter any bugs, performance feedback is useful and anything else you can think of would be great to hear about.



I have designed the game to (hopefully) be very accessible and appealing to as wider audience as possible, so please forgive the noobish learning curve in the begining… To us WASD comes naturally but to some of my play testers this was a new concept.



Poor performance fixes ::

The demo requires decent hardware, I have not been kind on the slower machines I’m sorry. However I have included some pretty crude quality switching if you are experiencing speed issues. These are pretty rough and once switched off, can not be switched back on without re launching the game. Tirgger these by pressing f10, with each press it will remove things like post effects and shaddows, finally removing water and some physics… This will result in the game looking and playing like crap but hopefully it may make it playable for someone who wasn’t previously able to play.



NB This demo build needs around 1.5gb of RAM to run.



Cheers

James

1 Like

screenshots look awesome, unfortunately i can’t play the game, crashes during the loading screen



http://i.imgur.com/P5jTj.png

Hi,



I get the same out of memory exception.



I do have 2 GB of ram free.



mmmmmm

@thetoucher, what memory settings are you using in the options?

@pspeed said:
@thetoucher, what memory settings are you using in the options?

none :roll:

I've added -XX:MaxDirectMemorySize=1024m -Xmx512m to the VM Options, although when tested it made no difference on my machine, it still crashes from exe but runs fine from command line .. have rebuilt and am re-uploading the zip files in case it makes a difference to anyone else, I think I'm doing something wrong though :?

Does not work for me… crashes at ‘loading reef manager’ back to desktop