TBW - An UpBGE Blender Game!

The BlenderWARS - July (Alpha Demo Developers Edition) !!!

  • So this is as far as i am with the Capital City’s implementation on the main map of the whole planet and so far so good i experimented with a new fog system but atmospheric travel is being fixed and also it will be remade completely atm iam pushing for that Alpha Gameplay thats dropping this month, NPC’s are prepped already as well as air transports as well just need to finish with main player and proper GUI… :cold_face:

So here are some screens from the BGE / UPBGE Viewport !!!

  • Gameplay Footage BTW!




    So far all tests have proven successful , iam working as hard as i can to make everything run well and perfectly so far FPS is really stable it dipps to 30 at times but we usually maintain a steady 55 to 45 fps during gameplay which is not bad i need to optimize more guys :cold_sweat:…

  • Also Clouds will be procedural as ive mentioned before i haven’t added the procedural cloud texture generating yet !!!

Fred/K.S

4 Likes

TBW - Gameplay Screens (Tests!)

  • Here are some screens of the early Alpha shot after experiments/ Tests on UPBGE!
    (Take note that this may present the final Graphical look for the Public Alpha Demo which will be released later in the year)

Capital City Central District!

Starfighter Takeoff - Flight Ascending!

!

The BlenderWARS - Presents Ground To Space & Atmospheric Travel!
(Take note that there will be no loading screens everything is seamless… :sunglasses::+1:

Distant lands and intercontinental travel on a Global scale - Google Earth Styled!


  • And that is all that is most of what is to come in the (Public) Alpha Demo of TBW Game!
    Hope you guys will enjoy, iam building a blender Game for all time sake, something that will give back to the community 100 folds of tutorials and resources that people can use and learn from once the game will be done!

Fred/K.S

5 Likes

Today’s Final Updates (Confirmed)!!!


July 10th (Adjustments Updates!)


Fred/K.S

2 Likes

22nd July - OOPS!!! (:joy:GTA 5 parallels)

  • So ive decided to test out the Teaser Trailer Lighting Script and this is how it managed to refine the lighting accuracies, although there isn’t any good contrast and SSAO available this is as far as it has managed to pull the refined lighting. (Opps i didint know we were so close to what GTA 5’s Colour Palette offered :smiley::sweat_smile:)

Here are some screens Below !!! (Please Remember Guy’s this isnt finalized yet iam simply testing atm)


Please Note that this is the lighting script from the Trailer 2 !!! (Its not Game Ready Yet so this may hurt on the GPU especially on performance side of things)

BTW The City is still yet to be retextured before the next Developer’s Alpha Build Gets finnished !!!

So here are the GTA 5 parallels with regards to the Sky and world Atmosphere !!!
(GTA 5 Parallels)



  • Going forward TBW doesn’t seem to be taking the Graphics Route instead we’re focusing on sustaining the current scope that the game is able to achieve but with decent Gameplay…

(Here are some of the Early gameplay shots from the Developer’s build ver 0.0.1 that i put up together early this month)


!

  • Take note that the Gameplay in the screens above do not make use of any lighting script that’s pure RAW graphics there are no filters or any post process this is the game without any enhancements !!!
    (Thks so much guy’s for supporting and also for the Feedback)
    :smiley::+1:

Fred/K.S


TBW - WALLPAPER SPLASH SCREEN:

3 Likes

Oh my got this looks huge! I love it! Are you going to use shaders for the procedural clouds?

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unfortunately not i wish i can, but that’ll be more demanding even for volumetric clouds (see but the thing is, at this point what iam most concerned abt is performance especially for low ends and medium ends players, want a stable sustainable world so everything i’ll add from now on will be HIGHLY optimized due to the nature of the Game’s SCOPE!!!) , so my approach to this was to use texture clouds that spawn procedurally , cuz i did add flat clouds but it ended up looking fake when we fly directly over them.

But yeah man the clouds will be regional, and will be generated to spawn procedurally!
:sunglasses::+1:
Fred/K.S

1 Like

Would you like me to donate my volumetric 3D clouds to your game? We can share the material 0,…,o They look super realistic and are editable. Most importantly there is almost no hit to performance. .https://blenderartists.org/uploads/default/original/4X/f/e/4/fe4a0d4f0ab6ff78ba2b3163d5e2026cf7428cc9.mp4

4 Likes

HEY Thanks Man :smiley: :smiley: :smiley:
im so grateful for the clouds bro, not a problem i’ll give it a shot :sunglasses:

Fred/K.S

1 Like

wow, this game is not noob material !

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WE’RE GETTING CLOSER AND CLOSER - (Teaser Trailer 2 Announcement/ News!)

  • Hey everyone, i humbly apologize for the Delay’s on the “Teaser Trailer 2” so its well on its way, sorry i really had to delay it for like 3+ months but iam approaching the end of its development.
    I’ll try and see if i can release Trailer 2 and 3 at the same time or atleast Trailer 3 the following week after the 2nd trailer’s release!!

  • Reasons for the Delays: ive been working hard on the Game side especially the playable build (TBW Dev Alpha Build v0.0.1) and it took me a whole month (June) to put up the 1st Developer’s Alpha build which are the screens i posted above earlier in the previous weeks.

So Basically the reasons for the Delays were for re-shoots (on cutscenes and character animations) i had a few animation loops and a few issues with a couple animations in the Game Engine but its all fixed now and i also had to do some performance optimizations now iam finalizing the Trailer and i’ll be left with the Editing to do “Properly”, Editing may take a week or 3 cuz :sweat_smile: i need to play around with making cuts neat and also adding proper good sound design, so yeah iam working as hard as i can to make this 2nd teaser as simple but awesome at the same time)

  • So yeah here are some screens of what was completed back in April this year and it’s coming this next coming month as stated on my Site! (No worries Guy’s always doing my best so that the game can be well presented, the more time and effort the better the results)

Here are the screens Below - Hope you all enjoy !!! (Captured in UPBGE Footage!)
!!! During the Game’s Runtime !!!

  • All asteroids are procedural and are static atm…
  • Planetary rings fade in and spawn closer procedural asteroid meshes, they’ve been optimized as well as far as vertices are concerned so far !!!
  • Here’s a nice shot of the planet from a distance… (One asked question was do we get to explore this particular planet?:thinking: Well YES! we do explore it but only in the story’s narrative there are a couple of missions that’ll take place here and on this planet)
  • from a distance with Asteroids ungenerated!
  • A close up of the asteroids with close proximity to the planet’s atmosphere, i still have yet to change most asteroid textures just for the diversity of the scene… (Just needs minor adjustments before Editing!)

Fred/K.S


Incase no one saw the 1st Trailer here it is:

:sunglasses::+1:


TBW - WALLPAPER SPLASH SCREEN:

3 Likes

The Reason why i wouldnt Switch to Godot or any other Engine Currently!

This is just my own personal view and it hasn’t been influenced by any other external Influences this is my take on the matter…
(DESPITE THE FACT THAT WE LIVING IN A WORLD WHERE ENGINES AS POWERFUL AS UNREAL ENGINE 4 AND UNITY EXIST !!!)

!!! THE ENGINE DOES NOT MEAN ANYTHING UNTIL A PROPER AND FULL DECENT GAME IS CREATED !!!

:sunglasses::+1:
Fred/K.S

2 Likes

UPBGE EEVEE - A Works in Progress Build !!! (BGE’s future !!!)


Ive decided to take a Leap forward in time for UPBGE’s future !!! (This new early compiled version of UPBGE using EEVEE renderer viewport)

The Future of our Game Engine thanks so much to @blueprint and @youle
i will also be compiling my own version very soon to ensure a safer more stable build.


testing martinish height node setup, i tested it in UPBGE EEVEE it works… (I simply pressed P and it works !!! :smiley:
(Ok so the performance is bad on my notebook laptop but it runs stable in UPBGE on my friends 1070 RIG)


!!! USER INTERFACE (Built in UPBGE and EEVEE Collaboration) !!!



So yeah guys good news actually ive decided to come to conclusion that yeah there is a future for UPBGE EEVEE but there’s alot of work to be done so far BIG Game worlds will make the game unstable and it wont be able to handle alot so it’d crash but so far with everything ive done on my 2.78 version of UPBGE 0.2.0 nothing has crashed on UPBGE EEVEE so far… :thinking:

So i’ll be using this version of UPBGE alot but only for EXPERIMENTS !!!
its not ready to build a full game on the Scope of TBW !!!
Fred/K.S

5 Likes

Excellent man. So basically, you ported UPBGE to 2.80 ?

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Uumhhh not exactly this is @youle’s source code , and BPR @BluePrintRandom recieved the source and he decided to compile a separate build to @youle’s build so yeah the master build is @youle’s and i thank him for that cuz if it wasn’t for him we’d not be here today especially for UPBGE’s future!

UPBGE - EEVEE is a really Great idea and the current build is amazing will post Screens at the bottom… so basically how it works is that Blender 2.80 has a new Viewport that has been completely reworked from the ground up so this is way more powerful than the previous blender versions. now cycles and EEVEE have also been bumped up by 10x meaning that they work super well and lots of new nodes i saw as well, the user interface is good it brings a new taste to workflow and i appreciate that thks to BF and beliving that their product can be an industry standard and not just a tool for hobbyists like us solo devs…

Ok so yeah EEVEE this is a new semi realtime Engine that functions with this new viewport so in retrospect we can say that EEVEE is a special type of Rendering Engine, now where UPBGE comes in is with LOGIC and Runtime, Runtime is meant to process logic and physics and visuals in realtime thats what a Game Engine is, now the source for UPBGE came from UPBGE 0.2.4 branch (i may be talking under correction) So yeah now this very special and very early build of UPBGE - EEVEE so basically how it works is that UPBGE uses EEVEE to render the game instead of depending on the old viewport and renderer code which is great cuz if we’re using EEVEE rendering we can simply achieve results much closer to Unreal Engine 4 and Unityy’s High end Cinematics…

so yeah thats very powerful going forward they have to fix alot of features that are not working and also they’ll have to optimize but so far everything is well intergrated and well compiled nicely Here is my screenshots of todays experiments and tests i was testing my blend and martinish Height fog node which is a great setup for world fog i used his node setup to do my own in game mist for my capital city map in TBW and also to work on GTS which works well so far but however the scope of TBW is just way beyond just what was planned so yeah i plan on pushing to a certain extent.

@blenderaptor u mentioned am i going to continue TBW on UPBGE - EEVEE Well yes but only for post launch dlc’s what i mean is once the full game is done i’ll make smaller standalone dlc versions of the game that change gameplay abiit and i’ll be narrowing the scope by so much using UPBGE - EEVEE will be a great way for me to push even further but only on the visuals i aim to go UNREAL ENGINE LEVEL with EEVEE so yeah i’ll use the future stable production ready builds of UPBGE - EEVEE.

Lastly my wish is for the user base to grow and i will do anything to motivate UPBGE devs to continue UPBGE even in BlENDER 2.8 VERSIONS that’ll be great i just want more people to use our engine and make better games than i did and what was done in BGE previously.

(UPBGE - EEVEE IS A HUGE , IN YOUR FACE TO GODOT AND ARMORY)


!!! TBW - UPBGE - EEVEE: Experimental Tests this afternoon !!!






The reason for the low framerate in the screenshots is because im running this on my LAPTOP im not using an 1080 Card im on GTX940 its a notebook anyways but yeah i found a way around that …

EEVEE has a more refined lighting system , i was able to create nice bloom fx effortlessly i think this is the greatest thing abt EEVEE nodes are everywhere and easy to use even without accessing the node editor lol, so yeah its a powerful tool so far so far no crashing i added basic logic to my spaceship thats what allowed me to fly around , its basic logic nothing fancy atm but it shows that the engine would work with EEVEE they really have to refine and launch an official Build for the Public iam really interested!

I managed to turn down shadows in the viewport and it improved my fps atleast to 15 which is not bad for testing lol on my friends 1070 it runs at a constant 60:

(So in the meantime i’ll use this build of UPBGE - EEVEE for experiments and my cinematics possibly separate trailers compared to upbge normal!)
Fred/K.S


Made by: @Oby1 (Okayy i really wanted to post this here at the bottom)

  • This purely shows whats possible on a smaller scope but on UPBGE - EEVEE the PBR will be unimaginable here’s a quick screenshot guys!
3 Likes

I compiled youles branch, from a month ago,

there is a cmake_option that was off in the branch at the time

with_standalonePlayer or something.

4 Likes

Is this the one u game me @BluePrintRandom ?
yeah it looks like the one he game me then lol!
Again thanks @BluePrintRandom

Fred/K.S

thx for this answer. Hope this could go somewhere coz your game is like a candy for the eye but I would like to know what your game could looks like on your laptop at 60fps.

@youle is banned :rotating_light: ?

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Yeah i need to optimize my next build so far everything ive worked towards for has been for this marvelous technical achievement not im focusing on balancing the scope and being able to make blender cope with it, cuz blender isn’t struggling its just proven it can do anything !!!

So now im taking TBW to new Heights with the game’s content, my game TBW forms as a basic template for future OPEN WORLD GAMES on UPBGE/ BGE !!!

TBW is as close to an open world than any other game its just the fact that we’re sacrificing freedom and exploration for linear mission objectives that can keep the player grounded to the story but still will get that chance to traverse large maps and regions of an Entire planet !!!
And thats as ambitious as it gets on UPBGE. :sunglasses:

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about building a template. What about making a brainstorming on the hierarchy of modules ? Coz your OpenWOlrd template will be built on very similar elements/modules than on a fps template.

-> free cameraview
-> motion system
-> collsion management
-> targeting objects
= fps template ?
'+ map management
'+ inventory system
= open world ?

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@blenderaptor everything you’ve just mentioned is already in :smiley::sunglasses: i just haven’t showed it yet im doing some touch ups on UI and im putting up my 1st official Alpha Gameplay Footage and i’ll upload it on my You Tube Channel later this month. (The Teaser Trailer that’s been long overdue is almost done with editing its sound that’s just left so far!)

Fred/K.S

1 Like