{"author_name":"XMunkki","cat":"LD #10 - Chain Reaction - 2007","comments":[],"epoch":1197750660,"likes":0,"metadata":{"p_key":"75586","p_author":"XMunkki","p_authorkey":"117","p_urlkey":"111418","p_title":"Technology about done","p_cat":"LD #10 - Chain Reaction - 2007","p_event":"LD10","p_time":"1197750660","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"117","us_name":"XMunkki","us_username":"xmunkki","event_start":"1197590400","event_key":"88","event_name":"LD10"},"text":"<p>Phew it was a lot of work, but finally the technology from game side is about done. I haven&#8217;t made many shaders in my lifetime, so when I set out to do some sort of semi ScreenSpace Ambient Occlusion to my engine I was a bit scared what would happen. Well it ate plenty of hours that&#8217;s for sure, but I now have something I&#8217;m fairly happy with. It has some artifacts and it&#8217;s not perfect, but compared to no lighting or diffuse lighting only it really rocks. Here is a screenshot:<\/p>\n <p><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2007\/12\/firstao.jpg\" \/><\/p>\n <p>A few words about the game. I&#8217;m sad to say my imagination didn&#8217;t carry me further than explosions =). The point of the game is to have every cannon fire (the cannons see here have 4 barrels). When a cannon is first hit by an ammo it fires (only once) all its barrels. Some of the cannons are fixed to a certain position, and some you can move. All of the cannons can be rotated however, and the &#8220;starting&#8221; chain cannon can be selected by the player. Also hitting walls will make a small hole to the wall, so you can strategically blast a holy through a wall to get to a cannon.<\/p>\n <p>What is still missing is basically the game =). I have the exploding\u00a0 walls (courtesy or marching cubes level building), but I need to make the game logic (moving cannons, changing cannon directions, starting the game from a cannon, completing a level and choosing a new level to play). I also have to make some sort of level editor. I&#8217;m planning on hitting .NET and WinForms for that.<\/p>\n <p>Now I only wonder. I use SINGLE as a gfx render target buffer (32bit floating point buffer, single channel). I wonder if that is supported on most PS2.0 hardware. Oh well, if I remember, I have to make a fallback to disable the AO effects if it&#8217;s not found.<\/p>","time":"December 15th, 2007 3:31 pm","title":"Technology about done"}