Saturday, September 18, 2010

Deck The Balls


with normal maps! We've been working on a new lighting system for The Balls, and it's starting to look pretty good. We start with Aimee baking in normal maps, which looks like this:

The color is the normal of the pixel encoded, red is X, green is Y and blue is Z. We load that texture in and use a shader that takes that encoded normal and calculates the light using the dot product of the normal and the light direction. We're also using a "toon" style shader, meaning the amount of light is rounded to certain values. We then combine that with the color texture of the object to get the final output color. We also have a fur shader for the balls, you can see how it looks so far in the video.

We're also working on a bunch of new stuff for gameplay that we want to get in for a demo sometime next month.

-Alex

5 comments:

Sassafrass said...

This is so cool. I really wish you had more blog posts like this. Especially if you went into more detail toward the development. Looking forward to seeing more.

tombuben said...

The word demo in the text brings up a question: is it meant as a "tech demo", or are you thinking about a full, shareware version of the game? If so, you should really add a single-player version of the game. As eyample for a great shareware indie multiplayer game is Defcon, but all the servers are empty... Sometimes even in Balls all the servers are empty, and the game is free, so the players don't need to buy anything...

Unknown said...

Ohh, normal maps. Already wanting to try that myself. How about a level editor? Or some, a bit more techy, way of making your own levels (other than reverse engineering the existing files) if it's too much trouble to make a full fledged level editor.

HiFi said...

Neat! Keep up the good work.

CyberM said...

nice. was thinking about something like that too.