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Call of Saregnar - a Betrayal at Krondor-inspired RPG

Discussion in 'General RPG Discussion' started by Rhuantavan, Jun 26, 2016.

  1. Rhuantavan Legendworks Patron Developer

    Rhuantavan
    Joined:
    Sep 25, 2012
    Messages:
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    Location:
    Ergendon, Merrentar
    Codex 2012
    This is Call of Saregnar, a (BaK & RoA-influenced) low-magic story- and exploration-centric RPG that I've been developing for the past couple of years. If you want to know more, just hop over to http://www.callofsaregnar.com.

    If you want to support the development of the game, please check out my development diary on Patreon.

    Thanks for looking!

    Note: Screenshots updated 22. July 2018

    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Jul 22, 2018
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  2. ERYFKRAD Barbarian Patron

    ERYFKRAD
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    Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire
    Like I said before, BaK vibes are hella strong with this one. :salute:
     
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  3. vean Scholar

    vean
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    I hope you're making an entity manager, AI, physics, etc together with this.

    If this is just a renderer and your first project you might find that the way you're made it doesn't fit well for developing the rest of the engine and then you'll cry and abandon it.
     
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  4. Rhuantavan Legendworks Patron Developer

    Rhuantavan
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    Codex 2012
    Don't worry, I believe I know what I am doing ;)

    On the code front I already have a number of subsystems in place: data parsing, lua scripting, world entities management, a conversation system, an inventory/skills/attr system, a rudimentary turn-based combat system, etc. Some of those have to be rewritten or modified since I moved to 3D, but I don't see any forthcoming problems.
     
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  5. Excidium II Self-Ejected

    Self-Ejected
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    I like the grafics. Looks propa old school and not asset store garbage.
     
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  6. Rhuantavan Legendworks Patron Developer

    Rhuantavan
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    It is 0% asset store garbage :)

    Edit: I'm a liar, the lighting/clouds system is 100% asset store goodness. ;)
     
    Last edited: Jun 26, 2016
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  7. Wayward Son Fails to keep valuable team members alive

    Wayward Son
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    Can't wait till twenty years from now when this is done (Just kidding, don't ever get discouraged, you'd better finish this)
     
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  8. Jaesun Fabulous Moderator Patron

    Jaesun
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    Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
    Good luck on this! :salute:
     
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  9. Rhuantavan Legendworks Patron Developer

    Rhuantavan
    Joined:
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    Codex 2012
    I've been working for a couple of days on an inn. Here's the result:

    [​IMG]
     
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  10. Wayward Son Fails to keep valuable team members alive

    Wayward Son
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    Looks nice. You're doing a good job and have inspired me to attempt to learn Visual Basic to try and make a dungeon crawler (again again)
     
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  11. Rhuantavan Legendworks Patron Developer

    Rhuantavan
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    Thanks! Heh, my first language was VB. I even did a 1min dungeon crawler back then :)
     
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  12. Rhuantavan Legendworks Patron Developer

    Rhuantavan
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    Playing with lighting...

    [​IMG]
     
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  13. Wayward Son Fails to keep valuable team members alive

    Wayward Son
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    Daamn, looks good. Like really good. Keep going man.
     
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  14. Rhuantavan Legendworks Patron Developer

    Rhuantavan
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    Thanks man, much appreciated!
     
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  15. zwanzig_zwoelf Stargazer Developer

    zwanzig_zwoelf
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    The ground texture appears more pixellated, as in lower res. Maybe I'm nitpicking, but for me it looks like a minor (yet somewhat frustrating) inconsistency. It's not as bad as encountering a small crate with a 2048 texture slapped on it in the game with the target res set to 128 ppu, but still. :M
     
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  16. Rhuantavan Legendworks Patron Developer

    Rhuantavan
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    Codex 2012
    It is lower res, yes. I did it for saving memory since each tile uses a different texture altogether and tex upon tex it might consume a lot. Still, I am not sure if it does consume so much mem, so I might have them in high res later... gotta study the subject, since I am not very familiar with 3d stuff.

    Edit: I have doubled the terrain tex size and the memory impact is minimal... what do you know. :)
     
    Last edited: Jun 30, 2016
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  17. zwanzig_zwoelf Stargazer Developer

    zwanzig_zwoelf
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    You can make several large textures which contain 'sets' of unique small textures that can be UV mapped to the tiles and re-used accordingly for tiling and stuff. Re-using the same texture over and over should be somewhat cheaper on the memory, but if you're using too many tiles, I think it can slow things down, and the possible increase of polygons required for this task can also cause problems.

    Also, if you're desperate to save the video memory:
    1. Try turning the mipmaps off (looks like you've done it already);
    2. Use crunched compression set to the max value when possible;
    3. Add an option to change the draw distance if you're planning to keep the textures this way to let low-VRAM cards run the game + avoid setting the minimum resolution too high (e.g. 1280x720+);
    4. You could also add a check to replace the textures with simple color materials if you're too far away from them. Could sacrifice some performance (potentially fixable by making the check occur every once in a while...), but if you're using unique textures, then it could be a nice way to save some memory AND keep the draw distance pretty high.
     
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  18. Cosmo Arcane

    Cosmo
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    Project: Eternity
    Your night color is perfect, don't change it.
     
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  19. Rhuantavan Legendworks Patron Developer

    Rhuantavan
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    Thanks for the info. Like I've said in the edit, the current setup uses little memory anyway. I've tried to have the textures crunched to 50 quality, increased the terrain tiles size to 512px, and the scene above uses only 110.3 MB. I do have the mipmaps on, since without them it is very jarring to the eyes.
     
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  20. Siveon Bot Patron

    Siveon
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    Shadorwun: Hong Kong
    I have to agree with everyone so far, those early screens look pretty good. You can still get the Betrayal at Krondor vibes but in a relatively higher resolution. The lighting is also stellar. Let's hope its more than just a pretty face. :salute:
     
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  21. Rhuantavan Legendworks Patron Developer

    Rhuantavan
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    Thanks! I can only say that I have grand plans for the game: it is my life project after all :) Don't forget that it started as a glorified text-based rpg, which in my head already had to have other strong features (story, characters, combat, etc), since it had no 3D graphics. Although I had to drop one of the best features (Star Trail-inspired map travel and camping) once I added first-person exploration, I believe the game is just a bit more enjoyable now, as the original lacked exploration mechanics.
    I can't say if I will finish it in 5, 10 years from now, but I will definitely finish it, since I care for it too much.
     
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  22. ERYFKRAD Barbarian Patron

    ERYFKRAD
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    Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire
    Did nealiios ever have a look at this?
     
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  23. Siveon Bot Patron

    Siveon
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    Shadorwun: Hong Kong
    Hopefully we'll all still be alive by then.
     
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  24. Rhuantavan Legendworks Patron Developer

    Rhuantavan
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    No, but he saw and liked a screenshot :)
     
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  25. Alchemist Arcane

    Alchemist
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    Man, I just love the atmosphere of this night scene. Even with just these few elements, it already feels mysterious and interesting to explore. The low draw distance and fogged-out silhouettes in the distance really add to the effect.
     
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