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Skyline Forums • View topic - Tunnels Of Tarkus
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Tunnels Of Tarkus

Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 16 Jan 2016, 08:14

What about the models included with the engine...like the Fell Hound....???...Are the included models OK to use???
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Re: Tunnels Of Tarkus

Postby SolarPortal » 16 Jan 2016, 12:34

They are only meant as test / dev assets until we can create some base enemies and characters that are commercially viable for the first release of skyline.

Here is the fellhound link:
Here is their license agreement for purchased assets on their store.



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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 16 Jan 2016, 19:34

OK, thanks for the info...I'm sure this info is in the SkyLine license somewhere...But being the lazy type person I am, I thought I would just ask...I will start replacing....I will buy some of the models from the site above though...I must have looked over this site...Thanks...
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Re: Tunnels Of Tarkus

Postby SolarPortal » 16 Jan 2016, 22:54

no problem, we try our best to keep on top of licenses, but some things can slip through.



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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 18 Jan 2016, 09:39

I finally have a new video up...Had to change the music...A lot of work went into getting all of this to work together, even though a lot of that work is not visible...Still waiting on some better water...This water would be OK with a directional light, but not very good with spotlight...A lot of thanks goes to SolarPortal and the SkyLine Team for their help with scripting and updates to the engine...Here is the newest video...I do not have all the enemies in game now due to getting killed all the time while I'm testing...That's why I make games instead of play them...I suck at playing them...
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Re: Tunnels Of Tarkus

Postby SolarPortal » 18 Jan 2016, 11:06

excellent! so many mechanics all working together now. Its looking more and more like a game each video :D Great work!
Yeah, saw the water, bit strange with the flashing, but the level is still very impressive.



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Re: Tunnels Of Tarkus

Postby StarFire » 18 Jan 2016, 17:39

Oh wow dude, you rock Skylines world!
This is developing great, love the level design simple yet so effective the sign of a good game. :D

Hint: When I am developing with AI I generally set them to have a low attack damage so the player takes less harm and set the players weapon to have a high damage to get one hit kills. Better when play testing a layout.

Keep up the great work and looking forward to the next instalment of Tunnels of Tarkus :D
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Re: Tunnels Of Tarkus

Postby epsilonion » 18 Jan 2016, 18:18

I may consider making a hit box for the monsters head so if you shoot it in the head it does more damage..

It's an option..
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 18 Jan 2016, 19:21

Thanks, CreativeOcclusion
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Re: Tunnels Of Tarkus

Postby StarFire » 18 Jan 2016, 20:04

:D :D :D

Yes I can see how the game could get intense, tension and surprise is the name of the game. I think if it can engage and immerse the player into the world of Tarkus it wont matter too much on looks. Hey if Nintendo can put a game like Zelda on a small handheld that has the resolution of a postage stamp and keep people playing for hours, 'yeah was talking about me lol'.

So to sum it up; A great looking game with out game play, oh too many to mention, against something that has a little charm ;)
but could play awesome!. I think its a no brainer as we in the uk say. Game play wins all the time.
Then you still have the option of a future makeover to polish up any rough edges, hehe Skylines new renderer is looking awesome.
:D
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 18 Jan 2016, 20:35

Thanks, CreativeOcclusion
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Re: Tunnels Of Tarkus

Postby StarFire » 18 Jan 2016, 20:40



We will get you through it and automate where possible. ;)
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Re: Tunnels Of Tarkus

Postby SolarPortal » 18 Jan 2016, 20:57




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Re: Tunnels Of Tarkus

Postby epsilonion » 18 Jan 2016, 22:06

DX11 will make a hell of a difference on the way the game looks (if thats what your talking about), I have been playing with Un**al Engine and I love the Idea of the metalic, roughness settings in the material.

Some amazing work has been produced with DX11 life like architecture etc its all about getting the lighting right.. :D

Can not wait to get my hands on it in Skyline.. :D
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Re: Tunnels Of Tarkus

Postby StarFire » 19 Jan 2016, 16:46

I do and dont agree lol
DX11 does open up the shader to more variables and some new features such as geometry shaders, in some cases a performance boost as they fixed dx9 issues. With these and other features top shader devs are creating some great visuals. But generally does this make a game look better.....

PBR (the roughness, metallic) is a current unified(across all engines) modern material design technique, which we are adding to Skyline to keep in line with current tech ;) . Did the older games which were touted as realist visuals look any worse?? realistic is realistic.
What the PBR does give is an easier material workflow for the beginner who can not write custom shaders. Think about Cryteks DX9 demos these were awesome and dont look any better today.

The other thing that can make a huge difference in the visual and performance area is a pro 3d game art team. The other top engines still have a lot of poor looking user demos,rather than awesome tech reels.

I personally like the new DX11 tessellation and looking forward to playing with it. ;)

But ultimately its the game play that matters some awesome games have been made on dx9 and I am sure there will be some duff ones that look great on dx11.

Ultimately a great game is a great game however it looks! :D

We are soooo... looking forward to some fixed shadows and lighting in Skyline hehe :D
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 19 Jan 2016, 20:15

Thanks, CreativeOcclusion
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 04 Feb 2016, 02:58

I am still working...I have added some more traps and should have another video up soon...I had some programming errors that took a while to figure out...Overall the engine is holding up good...I have one issue where the new trap I made only causes damage when played in editor...It will not cause damage when played in the player...This is confusing because the other traps cause damage in both...It may just need a restart of SkyLine to fix it...Otherwise it gives me something to figure out...A programmers dream!!!...I am still loving SkyLine, and intend to finish this game with it...Nothing is going to stop me...
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Re: Tunnels Of Tarkus

Postby TattieBoJangle » 04 Feb 2016, 03:26

always look forward to seeing new videos m8 :D as well as getting to play it one day ;)
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 04 Feb 2016, 05:23

Thanks, CreativeOcclusion
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Re: Tunnels Of Tarkus

Postby SolarPortal » 04 Feb 2016, 11:40




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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 04 Feb 2016, 19:21

Thanks, CreativeOcclusion
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Re: Tunnels Of Tarkus

Postby StarFire » 04 Feb 2016, 19:40

Great to hear about your development CO. Just take your time and most of all have fun, enjoy the development of your game. This shows through to the end product and if you can have fun I am sure others will. And a note to the ney sayers, there is always going to be someone who will dis what you do and knock your ratings, just look at what's said constructively and if it doesn't have merit, merrily forge ahead.
When you are thinking you are getting close to a product we will happily provide advice on quality and game play so you could then be confidant.

Performance is going to have a massive increase with the new render core along with other visual errors rectified. So once you have your game looking as good as it can be, we should then have you some new mechanics improvements.

btw have you set up any of guis for game start?
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 04 Feb 2016, 22:25

Thanks, CreativeOcclusion
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Re: Tunnels Of Tarkus

Postby SolarPortal » 05 Feb 2016, 13:30

Awesome that your wife is getting involved too :) As for GUI, yes lots to learn. LiamGibbins, learned the GUI system and made his own splashscreens, so he may be able to share some experience and knowledge on the matter :)



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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 25 Feb 2016, 22:22

Well...Still running behind schedule...Had some difficulties with passing global variables...Got this worked out thanks to the SkyLine Development Team...Should be smoother sailing from here on...(Fingers Crossed :? )...
#1...Finish Level
#2...Optimize Code
#3...Setup GUI's and Start Screen :shock:
#4...Get wife to record opening narration 8-)
#5...Polish Level
#6...Setup respawn for Player
#7...Setup teleport for next level
#8...Package game
#9...Provide download for community testing
#10...Fix errors and bugs provided by SkyLine Community

I'm sure a lot more little gotcha's will pop up in this process, and the list may not be in exact order... But, I gotta start somewhere... :)
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