Zlythy Atmospheric/Exploration Game

I’m working on an atmospheric exploration game that is somewhere between Knytt and The Path (though closer to latter). It’s pretty simple as a game - you wander around a level, collect things and move on to the next level. In all honesty, there’s not much game play. If you have an aversion to “arty” games then you probably won’t be interested in this. :slight_smile:

So far I have the graphics completed for the first three levels. You can see screenshots here: http://zlythy.blogspot.com/2009/11/screenshots.html

I’ll be releasing a teaser trailer soon.

Definately looks promising. …Black and White?

Very Cool man!
Keep Blending and we´re waiting the video teaser xD

Yep, it’s b&w. :slight_smile:

Here’s the teaser video: http://www.youtube.com/watch?v=6Gd_G_aqxcE

Btw, you all might be interested to know I edited this in the Blender sequencer. Blender is, by far, the best video editor available on Linux. To actually capture the video though, I had to switch over to Windows to use FRAPS because the various desktop recording applications available for Linux couldn’t capture at a fast enough fps.

Very Nice!
I really like you style!
Keep Blending man!

looks good man! (didnt see vid yet)

Thank you! That’s quite a compliment coming from the guy who made Ruinas 2.0! I stumbled across your demo a while ago (before I started on this game). It’s probably one of the main reasons I decided to go with Blender and stick with it! Btw, if I remember right, you had a 2d noise filter. I know BGE can do 2d filters but I haven’t found anything on doing a noise filter. Is there a script I can get my hands on for that somewhere?

Thanks guy!

I´m very glad to know that i brought something good for you with my job! :o
I´m sure you will do the same with outers with you works… :yes:

Actually this 2D filter noise was made by Martinsh ( the Master Martinsh xD ) and i only apply this in my scene…

uniform sampler2D bgl_RenderedTexture;

uniform float timer;
uniform float noise_amount;

void main(void)
    float noiseR =  (fract(sin(dot(gl_TexCoord[0].st ,vec2(12.9898,78.233)+timer)) * 43758.5453));
    float noiseG =  (fract(sin(dot(gl_TexCoord[0].st ,vec2(12.9898,78.233)+timer*2)) * 43758.5453)); 
    float noiseB =  (fract(sin(dot(gl_TexCoord[0].st ,vec2(12.9898,78.233)+timer*3)) * 43758.5453));
    vec4 noise = vec4(noiseR,noiseG,noiseB,1.0);
    gl_FragColor = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st) + (noise*noise_amount);

In object that have this code, add 2 properties:

a Time named “timer”
a float named “noise_amount” that will have a value betwen 0.0000 ( no Noise ) and 1.000 ( All Noise )

I wish good luck in this project and i really want play this when finished :wink:
Keep Bleding guy! :stuck_out_tongue:

That worked perfectly! Thanks! :smiley:

dude, with artliness like that, who gives a sh** about the game play?!XD that is just awesome.:eek: okay? AWESOME.:ba:

Screenshot and video of the fourth world: http://zlythy.blogspot.com/2009/11/lieton-preview-and-screenshot.html

Coming along great! Dude…is that Windows 7 I see? sweeet

Man, i like your style, its dirrerent and has a soul. :smiley:

The graphics and animation are. It’s the coding (i.e. Python) I don’t know about, I’m not a coder.

And yes, it’s Win7 RC. I’m going to buy Home Premium soon, as the RC runs out in March. I actually did the bulk of the work so far on Ubuntu (I dual boot). But the audio and video started to flake on me and I didn’t have the patience to try and get it working so I moved it over to Windows. It’s still going to be cross-platform (I’m going to get a Mac as soon as I can) but for now, I’m going to continue using Windows.

That’s one of the best comments on my work I’ve ever gotten, no exaggeration. Thank you.

More progress video: http://zlythy.blogspot.com/2009/11/creature-run-cycle.html

Great artstyle you have there;) Keep up the good work!
Btw you have a small itching mistake on your blog:

Ghostwheel is the comapany of Shane Edward Semler - artist,…

Good luck.

Lol, ok I’ll fix that. Thanks! :slight_smile:

I love offbeat stuff like this. The visuals are really nice and set it apart from any other game I can think of. Really interesting look and feel to it.

I’m all for more games like this. If the average game is like a movie or a novel, then games like this are like poetry or experimental short film. It’s awesome to see people taking the basic idea of interacting with a virtual space and going in a different direction.

Don’t let the coding stuff get you down. I, too, know little to nothing of python, so my BGE experiments usually end up getting set aside due to hitting roadblocks. It’d be a shame if that happened to this game, since you obviously have the patience and dedication to create the levels, graphics and animation. If you think you might need a coder, you can ask here if you like, but you might want to try checking out the TIGSource forums as well. I know there are a few people who work with the game engine on there, and lots of python coders. Not to sleight BA or anything. Just something to ponder, maybe. The #gameblender channel on freenode (IRC) is also full of really helpful people, if you don’t feel like waiting around for someone to reply to a forum post. I’ve gotten most of my Python help from there.

Keep going, whatever you do. This game looks cool.