Hello Travelogue fans!
We’ve got a special event coming up: Urban Hermit will be at Indie Game Con 2015 in Eugene, Oregon on October 3rd. Two of us will be there in person all day to chat with any gamers who are interested in our work, and a third Urban Hermit dev will be Skyping in all the way from Japan from 10:30 – 11:30!
Please stop by to see some cool new concept art from our upcoming update and talk with us about the content you’d like to see. We’re looking forward to hearing from you!
For more info on Indie Game Con and the other awesome developers and events to see there, check out the website: http://indiegamecon.com/
Oh my gosh guys, we got Greenlit! That is so fantastic!
Thank you all so much for your support!
We’re going to be doing an art pass on Travelogue before we release. If you’re interested in being contracted as an artist, please leave a comment, or contact me at dickvalentine (&@&) gmail (dot) com.
Dangerwaffle and I will be representing Urban Hermit at Indie Game Con in Eugene! Please stop by, and try out Travelogue while we answer questions!
Don’t forget to vote for Travelogue on Greenlight! We look forward to seeing you all!
Unfortunately it seems the site was nearly unreachable for the last week or so. It turns out we were being DDoS’d (or possibly someone was trying to use WordPress pingback via our site as a DDoS). It should now be fixed, and the site should be responsive again. Sorry for the inconvenience!
It’s been awhile since I’ve had a chance to post on here – I’ve been in the process of pursuing employment since my day job is coming to an end in August. The results were good, and I’ll be moving to Japan in a few weeks to work on simulation building and research, but as you can imagine it hasn’t left me much time to pursue game development projects (though there are a couple things on the backburner).
However, now that its out of the way I’ve had a chance to think about game development again – specifically, reflecting back on the release of Travelogue and some lost opportunities at that time. I decided I approached the release of Travelogue a bit backwards – namely, why the heck didn’t I put it on Greenlight?
So, Travelogue is now on Greenlight!
If you recall that fluid dynamics shader I posted last week, I’ve written an article about how to write one. Check it out!
Currently I’m working on an article about using fractal noise to pick things like terrain types for procedural world generation. It turns out that getting uniformly-distributed fractal noise is a bit tricky. Usually when you add multiple independent noise sources together as you do in fractal noise synthesis, you get values that are Gaussian-distributed (in fractal noise you can get other things because of the fractal nature). If you’re using those noise values to pick from a weighted list, the weights will get all messed up because of the shape of the noise distribution. The trick is to use a continuous function to map the Gaussian-distributed noise to a uniformly-distributed range.
In practice this is tricky to do without creating undesirable shapes in the noise – for example, if you use modulo to wrap the noise to the [0,1] interval you get high-frequency bands. The solution I’ve found so far is to use two noise samples and use the arctangent to generate an angle using those samples. This will still have certain unpleasant features – ‘vortices’ where both noise functions approach zero – but they are greatly reduced compared to the modulo approach (see the picture on this post).
I’ve been very distracted over the last few days and my sleep schedule is getting pretty messed up thanks to a game called Academagia which a friend pointed out to me after seeing Travelogue, but at least we were pretty productive last weekend before I got my hands on it. Here’s the highlights:
Jeff and I managed to put a lot of new objects into One. There are now unstable planetessimals that detonate, sending you flying across space (at a significant portion of the speed of light before we tweaked things down a bit), asteroids that change course erratically due to releasing jets of vapor from cracks in their surface, and dense, spikey asteroids that are particularly dangerous and can damage you.
There’s also a whole bunch of 3D ‘medals’ for the achievements now rather than my little 2D placeholder icons, which slide into place, rotate, zoom, etc when you hover over them in the UI. No, they’re not all impact achievements, but thats just the one icon we have for now. Among the ones on there are achievements for breaking multiple objects in a row, going fast, growing quickly, going way too fast, eating stuff every couple seconds for a long time, and changing direction shortly before slamming into something.
One gameplay thing we’re playing with right now is a ‘density’ system, where when you eat denser things you can build up density and find it easier to retain more mass from the things you collide with, as well as making it easier to break objects and draw them in with your gravity. Of course if you then eat a lot of low density stuff like dust clouds, you lose those advantages, so you have to balance your rate of growth with managing your density.
Next on the list of big things that need to be done is audio. This is a big problem because of the various levels of support for HTML5 audio across the different platforms (not to mention WebGL, but there’s not much helping that). Currently it looks like our solution will work on desktop and in Node-Webkit just fine, but its going to have some problems on Android due to the fact that it seems like you can only play one channel of audio at a time with HTML5 on Android, so its sort of ‘sound effects or music, not both’ which really sucks. I’m looking into Web Audio as an alternative, but early investigations suggest that it will have the same problems.
I ended getting quite distracted this weekend and ended up writing a shader that implements a kind of fluid dynamics simulation called ‘Stochastic Rotation Dynamics’ on the GPU. Check it out!
Things are coming along nicely with One With Everything (aka ‘the space game’). We’ve got a few more objects in, and added health and the necessary code to handle achievements and upgrades. The basic idea is that there are ‘dynamic achievements’ that give you points you can use to activate upgrades – these are things you can always in principle do better: what is your best time, biggest size, fastest speed, etc. Then there are ‘static achievements’ such as ‘break 3 objects in a row’ or ‘eat a gas giant’ that unlock new upgrades when you get them. Currently the only upgrades are the basic speed/health/etc type, and a ‘identify friend from foe’ system that color-codes objects based on whether or not you can absorb them or if they’ll damage you.
I’ve also made a little video of the current gameplay to share, check it out!
Work continues on the space game. It’s now possible to play from about 1 meter in size to somewhere around 1000km and continue to encounter new objects to absorb – planetesimals, moons, gas giants, etc.
Part of doing this has involved a somewhat tedious adaptation of Three.JS’s generic phong material. The problem is basically that you can’t easily ‘add an effect on top’ for the material, you almost have to reimplement the entire shader. I didn’t have to go quite that far, but I did have to print the shader code into the console, copy-paste it into my code, and tweak it from there. The entire thing is something like 600 lines long, and has a bunch of tricksy things you have to do to get it to work (setting defines on the material to enable features that are normally automatically configured by the WebGLRenderer).
The entire experience has made me want to make something like Blender’s node-based materials editor for shaders. If you want a glow on top of a phong material? No problem. Add an electron microscope effect too if you like, and a cartoon shader on top of the whole thing. It’d be a pretty involved project, so its not going to happen for the space game, but it seems a natural tool to have.
Anyhow, the reason for rebuilding Three.JS’s shader? We wanted to add ‘rim lights’ around objects. This effect basically just lights the material when the surface normal is near-perpendicular to the view vector (something like (1-(normal dot view))^4). It turns out that putting this on the ice shard models turns them from looking like kind of purple rocks into really looking like ice. I think its going to do wonders for planetary rims as well.