Rebel Camp Games originally started with me as a solo developer working on the Hack and Slash Action RPG Emberheart. After a year or so, I realized the scope of such a project was too big to handle alone so I put the project on hold. I started on a survival hunting/archery game called Forests of Augusta. After 4 months of…
Hey all, I started a thread for my Forest Snow Scene if you'd like to check it out! I included a simple Breakdown as well in the post specifically for all of you polycounters! Thanks for the support :) http://polycount.com/discussion/172671/forest-snow-scene-substance-and-unreal-tutorial-breakdown I've also released a…
A first draft for my entry. It's a story of Xayah infiltrating a temple guarded by the Order of Shadows and figuring out how to restore the magic they captured. --- The grass seemed to wilt as the body fell to the ground. A couple of squirrels ran through the foliage, their scurrying making quiet sounds of…
I guess it's just Scottish humour lol those crazy bastards! Japanese trailer looked awesome, they put so much more feeling into it and just overall seemed so much more epic. Me too. The whole spirit of the forest thing is very Ghibli. "Merida and the Forest of Fear" - putting the little title on the end also shows a bit of…
Here's how I see the difference. Others will agree or disagree. It's going to be different for each person. "Realistic" = photo-real. You try your best to have high fidelity graphics that are as close to real life as possible. A good example is Battlefield 1. "Realism" = Making the level look and feel as if it could be a…
Started on the other trees for the forest. Not too sure if I'm happy with the bark but I like the yellow. It may seem like a bit too much now but I think it will balance out nicely once I finalize the leaf texture with some slight green on the leaves and I make some smaller green plants for the forest floor. Next on my…
The bottleneck for us with terrain is two things: 1. in order to keep decent heightmap resolution on large terrain, need to split it up. 2. we run lots of calculations on the terrain data to determine foliage/prop placement procedurally. That seems to hit a bottleneck the larger the terrain is. However, we were hitting…
A handmade prototype terrain with three biomes. Before we implement my content into the procedural system, we got to get things running decent enough for older machines to handle it. Here is a muskeg type of area. Old growth forest: Small spruce forest: Not a ton of logic in placement at the moment, this is just about…
One of the ideas I had was to build a little village - so each server could be it's own village. Arounds the sides there'd be a forest and lakes etc. People could log in and just go fishing or collecting stuff (like Animal Crossing). The forests would be full of various monsters, and 3 or 4 people could decide to go off…
There really seem to be too many rocks for a forested region. The should be the exception rather than the rule. Don't be afraid of dirt; it's fairly important to those green things that grow outside. In an evergreen forest, there will usually be a fairly thick layer of fallen needles. This image seems fairly close to what…