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Hello all,
I'm am aspiring independent game developer and an enthusiastic amateur with
POV-Ray. My current project is a steampunk-themed hex-based strategy game,
provisionally titled "Ironclad".
For better or worse, I've decided to create the graphics with POVRay. My
rationale is that the ability to programmatically generate large volumes of high
quality graphics is pretty compelling when you think about the number of
permutations needed for different types of terrain and units (which may need
multiple orientations and animations).
To give you an idea, here is a link to an example POV-Ray output file as used in
the game:
http://yfrog.com/5junitsp
And here is a link to an early screenshot of the game in action:
http://yfrog.com/9e100714perfectmapcompletp
Two questions for the group:
1. Do you have any feedback, either on the idea or the execution? I'd love to
get tips on how to make the quality truly professional.
2. Would anyone be keen to help create graphics for the game on an ad-hoc,
commission basis? This might suit you if you have a talent and passion for this
kind of thing and want to earn some extra cash.....
Best regards,
Mike.
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From: Christian Froeschlin
Subject: Re: Developing POV-Ray graphics for a steampunk themed game
Date: 15 Jul 2010 19:41:35
Message: <4c3f9caf$1@news.povray.org>
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mikera wrote:
> My current project is a steampunk-themed hex-based strategy game
This doesn't answer your question but you might be interested
to know there was a steampunk-themed irtc competation at
http://www.irtc.org/irtc/irtc?_n&pg=ViewSummary&id=StillImages_September-October2009
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From: Paul Fuller
Subject: Re: Developing POV-Ray graphics for a steampunk themed game
Date: 15 Jul 2010 20:26:58
Message: <4c3fa752$1@news.povray.org>
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Hi Mike,
Seems like a good approach. The alternatives (large team of talented
artists creating pre-drawn graphics or realtime rendering of detailed
models) are virtually out of reach for a starting indie.
I've dabbled with the same approach for a space game. I like the
results so far.
Watch out for too much use of reflection, lighting and shadow. The
elements can look fine on individual units. The problem is when you put
them next to each other and the effects don't match or interact
properly. Example the shandw on your crane truck unit. If it falls
partly off the tile then you have an issue.
You get combinatorial explosion if you try to produce each unit in each
orientation with each combination of several effects at each scale etc.
In a way the higher quality of rendered images means you have to pay
close attention to the little stuff.
Good luck.
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Christian Froeschlin <chr### [at] chrfrde> wrote:
> This doesn't answer your question but you might be interested
> to know there was a steampunk-themed irtc competation at
> http://www.irtc.org/irtc/irtc?_n&pg=ViewSummary&id=StillImages_September-October2009
Thanks Christian! Some really nice designs for inspiration there!
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Paul Fuller <pgf### [at] optusnetcomau> wrote:
> Hi Mike,
>
> Seems like a good approach. The alternatives (large team of talented
> artists creating pre-drawn graphics or realtime rendering of detailed
> models) are virtually out of reach for a starting indie.
>
> I've dabbled with the same approach for a space game. I like the
> results so far.
>
> Watch out for too much use of reflection, lighting and shadow. The
> elements can look fine on individual units. The problem is when you put
> them next to each other and the effects don't match or interact
> properly. Example the shandw on your crane truck unit. If it falls
> partly off the tile then you have an issue.
>
> You get combinatorial explosion if you try to produce each unit in each
> orientation with each combination of several effects at each scale etc.
>
> In a way the higher quality of rendered images means you have to pay
> close attention to the little stuff.
>
> Good luck.
Thanks Paul!
Glad to hear I'm not the only one thinking this might be a good way to go.
I must admit I've found getting the shadows right a bit tricky. The challenge is
that I can't work out how to cast a shadow onto a transparent alpha plane that I
need in order to place the units on top of arbitrary terrain.
I guess it would be possible with some complicated two-pass approach (one with
just alpha background, one with shadows on a white plane) and then blending the
resulting images?
Mike.
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p.s. For anyone wishing to contact me directly regarding this, my email is
mike(underscore)r(underscore)anderson(at)yahoo(dot)co(dot)uk
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From: Jim Holsenback
Subject: Re: Developing POV-Ray graphics for a steampunk themed game
Date: 16 Jul 2010 08:23:49
Message: <4c404f55@news.povray.org>
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On 07/16/2010 07:51 AM, mikera wrote:
> I must admit I've found getting the shadows right a bit tricky. The challenge is
> that I can't work out how to cast a shadow onto a transparent alpha plane that I
> need in order to place the units on top of arbitrary terrain.
I've used this technique on more than one occasion:
http://www.econym.demon.co.uk/shadowtut/index.htm
Jim
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From: SharkD
Subject: Re: Developing POV-Ray graphics for a steampunk themed game
Date: 25 Jul 2010 01:46:16
Message: <4c4bcfa8$1@news.povray.org>
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I've written a few tutorials on creating sprites in POV-Ray. See:
http://isometricland.com/povray/povray.php
There's also a some sprites I created for the POV-Ray Object Collection.
See:
http://lib.povray.org/searchcollection/index2.php?objectName=GameSprites&contributorTag=SharkD
Unfortunately, some of the objects no longer work properly in POV-Ray.
I'm exploring how to solve the problem at this moment.
--
http://isometricland.com
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From: SharkD
Subject: Re: Developing POV-Ray graphics for a steampunk themed game
Date: 25 Jul 2010 02:17:29
Message: <4c4bd6f9$1@news.povray.org>
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On 7/25/2010 1:46 AM, SharkD wrote:
> I've written a few tutorials on creating sprites in POV-Ray. See:
> http://isometricland.com/povray/povray.php
>
> There's also a some sprites I created for the POV-Ray Object Collection.
> See:
>
http://lib.povray.org/searchcollection/index2.php?objectName=GameSprites&contributorTag=SharkD
>
>
> Unfortunately, some of the objects no longer work properly in POV-Ray.
> I'm exploring how to solve the problem at this moment.
>
Here's another tutorial I started last week. I'm working on the "POV-Ray
example" right now.
http://ja2v113.pbworks.com/Anatomy-of-a-sprite
--
http://isometricland.com
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From: SharkD
Subject: Re: Developing POV-Ray graphics for a steampunk themed game
Date: 26 Jul 2010 12:19:40
Message: <4c4db59c$1@news.povray.org>
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On 7/25/2010 2:17 AM, SharkD wrote:
> Here's another tutorial I started last week. I'm working on the "POV-Ray
> example" right now.
>
> http://ja2v113.pbworks.com/Anatomy-of-a-sprite
>
"POV-Ray example" is now done.
--
http://isometricland.com
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