im about to drop content There’s a new planet !!!
Well you guys have always seen its exterior since last year so yau’ll are pretty used to how it looks outside but this will be the 1st time i get to showcase what its like on its surface !!!
Its really mind blowing …
Well people like videos and Showcases and Trailers atm i am only able to show screens (videos are delayed by just a Little bit) so not much feedback gets through, im just getting to that point where i’ll be just dropping videos on videos like crazy i just need to organize some free time for uploads and editing videos… !!!
TBW - Planets Works In Progress for BETA Build (Starts 1st March 2020)
Here’s just the Shots for Showcasing thus far guys i will be designing the surface of these Planets this time at full planetary scale without a sweat, adding all regions that people would want to love and see up on screen. !!! ALL CAPTURED IN UPBGE 0.2.0 FOOTAGE REALTIME !!!
This is Final New Content Coming your way !!!
I present to you all Planet Mothewawei this planet will feature in the 2nd Teaser This is Final New Content Coming your way !!!
Everything you’re seeing is completely Real time Captured in Game Engine footage !!!
This planet made its way in to the Teaser Trailer 2 which i will be posting this coming week, im almost done with uploading i will premiere the Video instead maybe for Friday this coming week so stay on your knees because this will be a damn awesome ride.
So just to let you know this is Fresh 2020 content no downgrades this is a new planet i created last year or a year ago lol but ive finally designed its surface the world is fully playable and it also features GTS, However for the sake of the planet’s sake because its a planet with thousands of mountains and deserted lands uninhabited it will not feature in the Demo’s or the final game rather ive decided that this planet will be explored in the cut scenes instead as the story is being told we will visit this planet with characters.
currently i had to use my moms laptop to nake this planet so because i dont really have a RIG at the moment im forced by all means to use her pc to push and advance on the project since i backed up all the project files when my old RIG died completely. specs are still same its mid range hardware: now only difference is 16GB RAM , 4GB Ded NVIDIA Graphics GTX , Intel Core i5 7th Gen and windows 10 1 TB HDD thats it but on my previous PC i did have only 8GB RAM !!!
Yeah man ive been pushing the Engine so much hence why u still see me using UPBGE 0.2.0 because its the most stable GE that can handle a Game of a Massive scope as TBW and its proven itself during the early years of development when i still used to carry out experiments, right now we’ve MAXED out the Engine in all area’s and we’re pushing far beyond what it can handle hence why aat this point new systems and methods of managing the game resources are being worked on and implemented.
Trailers and Showcase Videos are on their way i hope you’ve enjoyed the bits of screenshots ive posted because there will be more Updates Coming going forward in the week…
(Personally im happy the Game has improved over a span of 2 years this will be its 3rd year in development and iam so excited for the new upcoming build im going to compile so that i can showcase it here and on my You Tube channel )
I got some improvments in case you would also aim to better scene lighting and coloring.
-Grass and trees objects have darker than the floor or global lighting color brighness, it’s like they are in the shadows.
Or it looks like there is no global illumination multi bounces about sun lighting and nature green color illumination.
For example this kind of shaders and global lighting
-The overall lighting on objects and floor is old school shaders, and there is no grass and trees leaves light scattering or transparency, they look like solid objects.
It would look like a new game using Upbge 0.3 lighting and shaders.
For example this kind of nature shaders for trees adn grass
You can make sompe lighting mood in Upbge 0.3, using color grading for example.
The concern is more about the overall lighting looking very old school, and the dark materials assets or shaders not very appropriate to make it look good.
Lol thanks for your wonderful feedback buddy i truly appreciate it thanks so much buddy.
well on the other hand when i meant im pushing UPBGE beyond its limits i meant Gameplay wise and mechanics not so much visuals, ive decided that my visuals should remain distinct and retain a sense of consistency throughought but so far judging from what ive seen over the years this is some of the best content to ever come out of BGE … (upbge)
So im not surprised, yes i am interested in creating complex shaders however iam not a pro maybe you could PM me and advise me maybe we could discuss this further i do plan on making a DEFINITIVE VERSION of the game where i can flex the visuals in UPBGE 0.3.0 pls PM me so that we can discuss this further maybe i need some advise as you’ve suggested here on the thread.
keep me posted on your systems regarding perfect lighting simulations for the Game Engine, my main focus in 0.2.0 is to deliver the Game as is not to push visuals, visuals will be distinct and consistent and cinematic for story telling but GAMEPLAY is a priority and delivery…