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Spoils of War #436048
01/17/14 19:22
01/17/14 19:22
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Joined: Nov 2010
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ccg Offline OP
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Spoils of War

Most online games either provide a real-time strategy (RTS) or first-person shooter (FPS) experience; however, Spoils of War is an innovative merger of both, in order to create a fun and original game. Gamers will be able to create a mechanized army, air defenses, infantry and support unites from RTS mode. By just clicking a mouse, forces can be deployed, instructed to attack, defend, amass in force, etc. To control the units, gamers simply toggle into FPS mode to experience being in a first person shooter. As users gain experience, new features will be unlocked - creating a rich gaming experience that can be enjoyed almost indefinitely. With a unique combination of FPS, RTS and multiplayer capabilities, users can partake in an exceptional gaming experience. Spoils of War will allow players to use many skills, including strategy, planning, or just blowing stuff up. With the ability to ‘play your way,’ Spoils of War is an unprecedented gaming experience.

For more information about Spoils of War and to get a free demo, visit

http://www.ecgames.com/MakeItHappen
Last edited by ccg; 01/20/14 15:35. Reason: Added soft shadow stuff
24 Comments
Re: Spoils of War [Re: SilientP] #436124
01/20/14 13:56
01/20/14 13:56
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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yeah.


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Re: Spoils of War [Re: SilientP] #436127
01/20/14 14:58
01/20/14 14:58
Joined: Nov 2010
Posts: 8
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ccg Offline OP
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ccg  Offline OP
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Joined: Nov 2010
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Sivan - decal shadows perform fine, albeit they don't look good. We're also trying both z-pass and z-fail (hardware accelerated via A8 engine) stencil shadows, which look good but cut our frame rate in half.

Re: Spoils of War [Re: SilientP] #436143
01/20/14 16:48
01/20/14 16:48
Joined: Nov 2010
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ccg Offline OP
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ccg  Offline OP
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I've posted an RTS screen shot with soft shadows finally working correctly. I really like the visual improvement. Unfortunately, even with hardware accelerated shadows (A8 z-fail or z-pass shadows), we get a big dip (~15 to 30 fps) in performance. I'm really surprised that the dip in frame rate is so significant. I'm VERY reluctant to try any software based shadows considering how large the impact for hardware shadows is on the current frame rate.

Re: Spoils of War [Re: ccg] #436145
01/20/14 17:09
01/20/14 17:09
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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I have not tested it yet but my first impression:
- A highly ambitious goal but I think it's cool that you try something this complex, so you have my support.
- The UI needs some work, for example remove/ replace the ... ugly (sorry) weird box in the upper right part of the UI (with the oval cut out) on the second screenshot. The minimap does not fill the baby blue box surrounding it, this looks weird, too.
- The game looks a little dated, I think you could do a lot with (better) shaders though. For example you could add a glow shader which illuminates all blue parts in the first shot, make the dome/ forcefield look nicer by adding highlights + more transparent parts + a few rainbow colors + a subtle water-like texture.
The buildings/ units are a little too dark, too.
- I wouldn't use black/ dark distance fog but let it fade into the sky color.
- There is probably nothing slower and more limiting than using stencil shadows. You really should use a different shader based approach. Every now and then I'm working on my own RTS which will be my next major project and I've written a simple shadow system for it which you can see here: http://www.superku.de/rts_shadows.jpg
The same scene would probably be at 10fps with stencil shadows. Being "VERY reluctant to try any software based shadows" is a really bad attitude for a programmer and game designer, sorry.


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Re: Spoils of War [Re: Superku] #436148
01/20/14 18:10
01/20/14 18:10
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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I explained my solutions in email, you can try them for free.

In case of many moving entities decal shadows become very slow, I'm also developing an RTS beside learning how to create an effective and nice rendering system suitable for its requirements.

As Superku mentioned, shadowmapping is simply better and faster than the outdated stencil shadows, especially in case of many entities, and producing less artifacts. Today there are many advanced tricks, and not too ancient hardwares work with them fine. Stencil shadows are fine only for limited number of very low poly models.

If I were you, I would rethink the concept of the visual appearance. I mean intensity of lighting, and the colour pattern that really affects the player's mood.


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Re: Spoils of War [Re: sivan] #436162
01/20/14 20:25
01/20/14 20:25
Joined: Nov 2010
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ccg Offline OP
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ccg  Offline OP
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Thanks Sivan and Superku, I'm looking into different approaches for casting shadows. I guess I'm old school and when I see "hardware" I naturally think "faster".

Re: Spoils of War [Re: ccg] #437425
02/16/14 17:10
02/16/14 17:10
Joined: Jul 2013
Posts: 158
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Feindbild Offline
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Feindbild  Offline
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Posts: 158
$285
pledged of $350,000 goal


Seriously, how were you expecting this to go? I'm genuinely curious.

Re: Spoils of War [Re: Feindbild] #437446
02/17/14 10:37
02/17/14 10:37
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
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Michael_Schwarz  Offline
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Red Dwarf
Originally Posted By: Feindbild
$285
pledged of $350,000 goal


Seriously, how were you expecting this to go? I'm genuinely curious.


probably better... then reality hit them in the face


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Spoils of War [Re: Feindbild] #437888
02/28/14 01:19
02/28/14 01:19
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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They probably just hit the 0 key a few too many times.


Eats commas for breakfast.

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Re: Spoils of War [Re: Redeemer] #437894
02/28/14 08:33
02/28/14 08:33
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
grin yeah, crazy amount. I would travel a lot if would get so much money, and pay someone to do the game.


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