Screenshots of my game that uses Dialogue System
Re: Screenshots of my game that uses Dialogue System
Thanks for the offer. No need to spend time on it. I'll be patient and wait for public videos. I know how it is for indie developers -- there's just not enough time in the day!
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Re: Screenshots of my game that uses Dialogue System
[EDIT] I posted some previous information about like buttons, but after looking into it further, it was out-of-date. My bad.
Last edited by bohnstudios on Thu Mar 17, 2016 7:33 am, edited 1 time in total.
- supadupa64
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Re: Screenshots of my game that uses Dialogue System
So, I assume this is an open world game? Any lag?
Game I'm working on:
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
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- Posts: 68
- Joined: Sun Aug 16, 2015 3:01 am
- Location: St. Louis, MO
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Re: Screenshots of my game that uses Dialogue System
Hi SupaDupa64, In general terms of world, it's more like open solar system(s) kind of like Knights of the Old Republic and Mass Effect except there's interaction and battle gameplay when you are traveling between planets in your spaceship.
The game is intended for mid to higher-end PC's. I'm getting 120-200+ FPS on GeForce GTX 970, 4th gen i5 processor and 12 GB RAM which is the machine the screenshots were taken on. This is with 8x anti-aliasing and full dynamic lighting and soft shadows etc enabled...pretty much maxed out quality settings without V-sync. With these settings and V sync enabled it's currently purring like a kitten at 60-65 FPS. It's important to note that this is in testing on scenes that have up to 150 NPC's and 50 spaceships flying in sky...at night time with a fairly liberal use of lighting. This is not included in the screenshots, but will be part of future video and possibly the demo. I created the most rigorous level I could so I would know where my graphical/visual ceiling was at before I got too deep into designing and building out rest of the levels. Basically, I still have quite a bit of room to work with before I'm really close at all to lagging on my target systems.
Thanks for your question and interest supadup64! I hope you keep in touch for future updates and I look forward to seeing more of the game you are working on as well!
The game is intended for mid to higher-end PC's. I'm getting 120-200+ FPS on GeForce GTX 970, 4th gen i5 processor and 12 GB RAM which is the machine the screenshots were taken on. This is with 8x anti-aliasing and full dynamic lighting and soft shadows etc enabled...pretty much maxed out quality settings without V-sync. With these settings and V sync enabled it's currently purring like a kitten at 60-65 FPS. It's important to note that this is in testing on scenes that have up to 150 NPC's and 50 spaceships flying in sky...at night time with a fairly liberal use of lighting. This is not included in the screenshots, but will be part of future video and possibly the demo. I created the most rigorous level I could so I would know where my graphical/visual ceiling was at before I got too deep into designing and building out rest of the levels. Basically, I still have quite a bit of room to work with before I'm really close at all to lagging on my target systems.
Thanks for your question and interest supadup64! I hope you keep in touch for future updates and I look forward to seeing more of the game you are working on as well!
Re: Screenshots of my game that uses Dialogue System
Those are great numbers! I was curious about that, too, with all the unique characters you're putting in the game. I'm looking forward to watching how it progresses!