Hellbreaker - FPS game

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Hellbreaker - FPS game

PostPosted by Enhex » 06 Jan 2016, 15:07

A first person shooter focusing on agility-based combat, compared to cover-based combat.
In cover-based combat most enemies will have attacks which are impossible to dodge (f.e. bullets), so damage is inevitable. A common kludge to this design flaw is to let the player run behind cover and regenerate health.
In agility-based combat, all enemy attacks are dodgeable, so if the player is agile enough he can avoid all damage.

Designed to have excellent modding support.
Level editor, modifiable and extensible monsters, weapons, pickups, and projectiles with flexible API.

Video:
Last edited by Enhex on 18 Apr 2016, 23:25, edited 7 times in total.
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Re: Hellbreaker

PostPosted by Nerrik » 06 Jan 2016, 17:42

nice work :)
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Re: Hellbreaker

PostPosted by Bananaft » 06 Jan 2016, 18:33

Really cool. Congratulations on your milestone!

What lighting technique you are using here?
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Re: Hellbreaker

PostPosted by Enhex » 06 Jan 2016, 18:37

Bananaft wrote:Really cool. Congratulations on your milestone!

What lighting technique you are using here?


Deferred lighting. Most lights are shadowless points.
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Re: Hellbreaker

PostPosted by Bananaft » 06 Jan 2016, 22:05

Enhex wrote:Deferred lighting. Most lights are shadowless points.


So, MSAA setting does nothing then :)

Some places look very nice. Keep up the good work.
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Re: Hellbreaker

PostPosted by codingmonkey » 06 Jan 2016, 22:09

This is absolutely great!
So how yours level are builded? Did you use modularity for level assets or you are use one solid mesh for rooms ?
Did you trying use occluder option for walls to speed up rendering ?
Do you planning use shadows ?
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Re: Hellbreaker

PostPosted by rasteron » 07 Jan 2016, 05:44

Nice! this reminds me of Doom :)
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Re: Hellbreaker

PostPosted by Enhex » 07 Jan 2016, 07:00

codingmonkey wrote:This is absolutely great!
So how yours level are builded? Did you use modularity for level assets or you are use one solid mesh for rooms ?
Did you trying use occluder option for walls to speed up rendering ?
Do you planning use shadows ?


I'm not using modularity, I don't like it because it limits the level design and things tend to look the same. I have my own level editor which has similar workflow to BSP-based editors.

Yes I am using occluder option to speed up rendering for level geometry, since it's made from, relatively few, big triangles.

I am using shadows only with directional light and level geometry for now. I might use billboards for enemies so shadows won't be used anyway later on.
I'd like to use lightmaps + light probes.

rasteron wrote:Nice! this reminds me of Doom :)

Game design is inspired by it.
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Re: Hellbreaker

PostPosted by Bananaft » 08 Jan 2016, 12:22

Enhex wrote:I'd like to use lightmaps + light probes.


Why? Why so many people want to use baked lighting? It's a lot of work to build and support, it's hard to work with, has lots of limitations, requires rebaking on every change in the level. And all that for pale, washy, inexpressive and absolutely static result.

While with deferred lighting you can have flickering and blinker lights, moving lights, put a point-light on every projectile, weapon flash, hit effect, you can make every light on the level breakable, you can have enemies with flashlights looking for the player in the dark.
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Re: Hellbreaker

PostPosted by Enhex » 08 Jan 2016, 12:34

Bananaft wrote:Why? Why so many people want to use baked lighting? It's a lot of work to build and support, it's hard to work with, has lots of limitations, requires rebaking on every change in the level. And all that for pale, washy, inexpressive and absolutely static result.

While with deferred lighting you can have flickering and blinker lights, moving lights, put a point-light on every projectile, weapon flash, hit effect, you can make every light on the level breakable, you can have enemies with flashlights looking for the player in the dark.


Dynamic and static lights aren't mutually exclusive.

With baked lights you can do expensive stuff like bouncing light, glowing surfaces and more. The result will be much better looking.
From aesthetics point of view real time lights are the limited option.
With light probes you can use the lightmaps to light dynamic objects, which will take into account bounced lights and such.

There are ways to turn on/off baked lights, AFAIK you could have 2 versions of the affected lightmap parts and switch between them or something like that.
Or you could just use dynamic lights in that case.

Also while in development you don't have to rebake the lightmap every time, or at least not in high quality.
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