My Game Development Project

I have spent the last few weeks overhauling the Island map.

Results will be uploaded soon.
 
Looking good - though that road/track looks awfully clean :P (no debris, rocks, potholes, etc.).

EDIT: Obviously detailing like that comes in the final polish phase just one of the first things that I noticed when looking at the screenshot.
 
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Looking good - though that road/track looks awfully clean :P (no debris, rocks, potholes, etc.).

EDIT: Obviously detailing like that comes in the final polish phase just one of the first things that I noticed when looking at the screenshot.

Thanks :)

Yeah its the polishing detailing that's the killer, that takes as long as building the whole thing, especially on a 1x1km map.
 
Alpha 2.1. Download all 7 files, Use 'Intrepid Setup' to install. no nag window this time.

DL size 6.1GB, Install size 10.5GB (I managed to reduce the install size by 3GB)

https://drive.google.com/folderview?id=0B49qEcKKYnyNZGtFSFdlUzdVS1E&usp=drive_web

Patch Notes

Changes to Island Map:

Changed lighting.
Added shadow casting lighting to entrances for all Elevators.
Added various assets to Blue Room.
Added distant Volumetric Fog.
Added call switches to Blue Room Elevator.
Added Planar lighting to Lighthouse interior.
Added light flair orbs to mountain tunnels exit.
Added lanterns to River Bridge.
Changed Pine Forest ground texture.
Increased fidelity, detailing and improved hight mapping to most other ground textures.
Removed light flair from ruin torch.
Reworked Pine Forest.
Complete rework of Mountain Scape < work very much in progress, terrain texture missing.

Optimised performance to accommodate new more detailed and varied assets.

Fixes:

Fixed an issue where player could get stuck in Blue Room Elevator.
Added correct collection to Hall Stairways. (Fixed bouncing down stairs)

Changes to Island Night Map:
All changes from Island Map carried over and in addition;

Fixes:

Fixed Volumetric Fog shading shafts light source inaccuracy.

Improved Volumetric Fog.
Changed lighting.
Resized Moon.
Added light flair orbs to Mountain Cave entrance.

Short Map is largely unchanged aside from some minor tweaks.
 
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nice work dude, never fails to impress me how much a person is able to achieve, with a little passion, and a lot of knowledge.. or a lot of passion and a little knowledge :D

and all that on top of doing the real life(tm) stuff too.
 
nice work dude, never fails to impress me how much a person is able to achieve, with a little passion, and a lot of knowledge.. or a lot of passion and a little knowledge :D

and all that on top of doing the real life(tm) stuff too.

Thanks, "a lot of passion and a little knowledge" fits me best :D

Might as well give an update while here. :)
I'm in the process or porting it into CryEngine 5, which has DX12

This project was started in 3.5.8(the Crysis 3 engine) , this build is 3.8.6, i have always managed to port the project into new engine revisions and make use of new features, with some, tho not too much agro.

5 is proving to be a serious problem, aside from the fact that its actually a bit broken its also largely a different engine, so its not playing nice with me.

I will get it done but its going to take a couple more months, at least, then i might publish Alpha 3 and after that build more into it, fill up those empty spaces.
 
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