Long Time No News

May 18, 2008

Well, really haven’t written in a while. This is mainly because I’m finally getting a bit serious with the project, instead of the usual tech box it was until now. I’ve joined forces with with Svenstaro – he’s the web manager (we set up a gigantic wiki and forums on practically the first day or two), modeler, texture artist, designer, beta tester, and anything else he feels like doing. I’m the programmer, script writer (for the in-game based events, it’s all Lua), other designer, and anything else I feel like doing.

So, yeah, that “0.5 Public Beta” is never going to happen. We’ve set up a road map on the wiki, starting at 0.1.0.0 (code named “Fry”) going all the way to first complete release 1.0.0.0. Lots of stuff is planned on the final release – full gameplay and everything.

And… that’s pretty much it. Sorry if this disappointed you. At least, now you know the final product won’t just be another broken “dev. build” like on Facepunch, but an actual game. Just so you know, I won’t be releasing day-by-day info on the game. That’s like if Portal released news on it’s puzzles or technology every day (or even once a week or month) – it would’ve not been so extremely awesome if we knew what’s coming 😉

Anyways, if you guys want some technical news, I released Portalized’s SSAO shader over at Ogre3D’s forums, check it out. The final game will have multiple detail levels, don’t worry – in -rendermode=minimum, it’ll be able to run in complete fixed function calls, meaning practically a GF4, or even less (vertex transformation will be the bottleneck here). In -rendermode=medium, you get full per pixel lighting and other fancyness, but no extreme awesomeness – making it a perfect candidate for those PS2.0 cards, like the Radeon 9800 or X800. However, there is also and ultra-1337 render mode, called … you’ve guessed it, -rendermode=high. This uses extreme bandwidth on the graphics card, so be prepared to run it on a GF8800+, preferably the GTX or above (my own GTS has some slowdowns). The high render mode renders in two pipelines, one 256-bit pipeline, one 128-bit. This is what gives Portalized the power to render infinite (speed-limited) masked (if desired), soft self shadowed, shadowing lights that recurse through portals (and even what comes out of a portal soft self shadows and shadows)… and all of the post processing effects, such as glow and SSAO.