My Game Development Project

Download link for Alpha 2.

7GB download, 13.2 GB installed, download all the files.

https://drive.google.com/open?id=0B1kLfPAosxaRWGNGWVVZRG9jZnc

Click ok on the Installer trial nag window, there is no Windows security certificate installed so you might get one of those windows security warnings, click on 'run anyway'

Double click on the Intrepid3D.exe to install, i have set it to install on the C Drive but you can chose your own, it is best run on an SSD tho.
Unistall as you would anyother application, there maybe user files left over after unistall, it makes those post running the game so they are not in the installers file list, just delete the folder from your Drive, default C.

Click off the firewall window that come up when you start the game, there is no multi-player, you don't need it.

System requirements / performance.

Windows 7/8.1/10 64Bit only.
For 'Very High' settings even at 1080P you will need a 4GB GPU, at 1440P a 4GB card might just be enough tho due to buffer configuration a GTX 970 may have issues.

The Short and Island maps have Global Ray Traced Voxel based GI, the demands on the CPU in those maps is about 20 to 40% higher than it is in the Island Night map, these maps will stress the CPU, so at Very High Settings a Sandy Bridge or later i5 CPU is a minimum requirement, preferably overclocked.
There is a huge amount of Tessellation and Draw Calls so later GPU's with more advanced Instruction Scheduling and Tessellation management (Like Maxwell) will run best.

Again there is no point to this development. its just me messing about, learning what i can.

Enjoy looking around, feedback is of course welcome.

PS: ignore those ugly mountains at the far side, that's very temporary, as with a lot of what you will see, i'm constantly evolving and improving what i do, i have already found a much better way to do mountains, they will be in Alpha 3.
 
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No feedback, is it that bad? :P

Slog it to me, i have broad shoulders.

What you think of..

# Lighting < a lot of work in that
# Map layout
# Sun flair
# Water reflections < Thats Ray Traced, ya know! :p
# Door animations < Much work in that too, especially the Blue Room Doors and the Glass Dome Elevator, many many hours and headaches in Track View and Flow Graphs
# Grasses < and that
# ecte...
 
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There are some if you scroll up....

Oh I wondered if there was more, videos are enough for me. Any reason you're slogging through an old version of CryEngine though if you're just starting out? You'll find UnrealEngine way way easier to get stuff done.
 
Oh I wondered if there was more, videos are enough for me. Any reason you're slogging through an old version of CryEngine though if you're just starting out? You'll find UnrealEngine way way easier to get stuff done.

3.8, its not old :p 3 was last updated earlier this year, its been getting regular updates for the past 2 that i know of.
for your info 5 has just been released and i'm working with it.

I like Unreal Engine, i have done a lot of work in that too but TBH my personal preference is Cryengine, IMO its more powerful, more feature rich and the end result just looks better, texture shading is far more natural, lighting is vastly superior.

In capable hands (not mine) Cryengine looks photo real, Unreal Engine looks plastic, again a personal opinion. but i just happen to be reading something which illustrates my point, or it does to me....

Tell me the images in this don't look like Photographs...

i do agree tho, Unreal Engine is easier to get to grips with, this is something Crytek need to work on if its going to appeal to Indy Devs like Unreal Engine does.

http://80.lv/articles/lighting-your-scene-the-cryengine-way/


 
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Just wondering because CryEngine is renowned for being poorly documented and difficult to work with. If you're trying to learn how to make games UE would be a path of less resistance.

For photo-realism it's really down to the skills of the technical artists, although some engines do little things better. For a learner this stuff isn't really relevant though.

Cool stuff though, making things is the main thing! :)
 
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No feedback, is it that bad? :P

Slog it to me, i have broad shoulders.

What you think of..

# Lighting < a lot of work in that
# Map layout
# Sun flair
# Water reflections < Thats Ray Traced, ya know! :p
# Door animations < Much work in that too, especially the Blue Room Doors and the Glass Dome Elevator, many many hours and headaches in Track View and Flow Graphs
# Grasses < and that
# ecte...

Hi. I downloaded this and had a look around. I liked it for the most part, except maybe to much depth of field when aiming down sights, a couple of low res textures and i got trapped in the elevator in the blue room. Lighting was nice without over doing the bloom, the river was nice too and i liked the way it flowed but the edges where it meets the land seemed kind of detached (not sure how to explain it). Other than that good effort overall and ran very well considering how intensive it is on cpu/gpu. Thanks for the upload and keep it up. :)
 
Just wondering because CryEngine is renowned for being poorly documented and difficult to work with. If you're trying to learn how to make games UE would be a path of less resistance.

For photo-realism it's really down to the skills of the technical artists, although some engines do little things better. For a learner this stuff isn't really relevant though.

Cool stuff though, making things is the main thing! :)
Yeah fair enough that is very true, tbh UE is also much better for securing and finalising, and cross platform support.

Can't test it :p

Rubish :p you can run Star Citizen you can run this.
Edit, why not? :)

Hi. I downloaded this and had a look around. I liked it for the most part, except maybe to much depth of field when aiming down sights, a couple of low res textures and i got trapped in the elevator in the blue room. Lighting was nice without over doing the bloom, the river was nice too and i liked the way it flowed but the edges where it meets the land seemed kind of detached (not sure how to explain it). Other than that good effort overall and ran very well considering how intensive it is on cpu/gpu. Thanks for the upload and keep it up. :)

That's great feedback, thank you :) I know why you got trapped in the elevator, I realised this later on, it's a case of programming proximity triggers differently in flowgraph. I need to rethink them so that they know where you are in relation to the door states, it's surprising how complex something as simple as opening and closing elevator doors actually is.

I'll also look at the other things you commented on, thanks again :)
 
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Yeah fair enough that is very true, tbh UE is also much better for securing and finalising, and cross platform support.



Rubish :p you can run Star Citizen you can run this.
Edit, why not? :)



That's great feedback, thank you :) I know why you got trapped in the elevator, I realised this later on, it's a case of programming proximity triggers differently in flowgraph. I need to rethink them so that they know where you are in relation to the door states, it's surprising how complex something as simple as opening and closing elevator doors actually is.

I'll also look at the other things you commented on, thanks again :)

No problem. Hope it helps you going forward. I'm surprised more people haven't given this a go to be honest. Re the elevator, i can see why you wouldn't necessarily catch that as i went afk when i got in giving the door time to close.
 
No problem. Hope it helps you going forward. I'm surprised more people haven't given this a go to be honest. Re the elevator, i can see why you wouldn't necessarily catch that as i went afk when i got in giving the door time to close.

That would do it, I should program the upper door to close on exiting a proximity trigger inside the top of the elevator shaft, that should proff it against unusual behaviour, right now it's linked to the elevator it's self.
 
Thats why!, only have a couple of gig left on my win drive :p

You have a PTU account? Delete everything out 'Cloud Imperium Games / Star Citizen / test'
When there is a new PTU simply move or copy everything from the live folder into the test folder and verify in the launcher, that will clear 25GB.

Or, just back something up and put in back when done with this.

Stop making excuses. :p
 
I managed to get the Blue Room Elevator Doors setup so its impossible to get trapped inside or outside the elevator and reactivate it mid sequence once the sequence has started while at the same time being able to go back to each sequence switch and have it working at the right time in the right position.

Its completely unbreakable, tho i'm sure Star Citizen PTU testers would find a way to break it.

PS: i added elevator switches ^^^ ha.. :P

This is what it looks like, Flow Graph Hell!

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