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Anthelion game announced


Postby sponge » Jul 2, 2003 @ 6:07pm

Err... bad wording there. I meant in a game in space, generally, the only thing you have are some 2D backgrounds, and ships. You don't have to draw out the entire environment.

By the way, is it me, or is the texture resolution a bit higher than most other 3D games? I did notice that - the models were very clear.

I would assume that the pen/mouse looks around, and the DPad goes forward/back and strafes. I can't imagine any other method.
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Postby James S » Jul 2, 2003 @ 6:19pm

I'd imagine the DPad looks around and buttons control throttle. It doesn't look like a Descent game, more like an XWing/Freespace/Freelancer game, atleast control and graphics wise.
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Postby goro » Jul 2, 2003 @ 6:58pm

sponge wrote:Err... bad wording there. I meant in a game in space, generally, the only thing you have are some 2D backgrounds, and ships. You don't have to draw out the entire environment.

By the way, is it me, or is the texture resolution a bit higher than most other 3D games? I did notice that - the models were very clear.

I would assume that the pen/mouse looks around, and the DPad goes forward/back and strafes. I can't imagine any other method.

Hi, I am the lead developer of Anthelion.

I am happy to answer any of your technical questions.
Yes, the texture resolution is quite high, 256x256. The trick is that mapping utilises this space efficiently.
The space station on the screenshot has 960 faces and 1200-1300 vertexes, the spaceships have about 500-600 faces.
All modells has both texture and model LOD. (3 levels)

The game is controlled by keys. We have only 1 on-screen control, the hyperspace/dock/jump button.

Being a space game you do not have to draw the whole enviroment, but in a non space game you clip the non-visible faces/objects (as well).

Stay tuned for the demo release, as - in addition to 3d modells - Anthelion is full of semi-transparent effects to enhance the experience and a very clever AI. (Right now it's far too clever for Peter)

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Postby sponge » Jul 2, 2003 @ 7:08pm

goro wrote:(Right now it's far too clever for Peter)


That's not saying too much though ;) SORRY! SORRY! I had to say it :P

*goes back to his corner*

Noticed it takes advantage of LOD models, I think this is a first for PPCs (if not, the numbers of games w/ LOD are less than 5)

Was the control scheme picked due to the massive slowdown present with the touchscreen drivers, or a gameplay thing? If the latter, I think some people would still prefer a pen-based game.

256x256 though, I remember back when this was gigantic for a PC game.

By the way, how is lighting done/if there's lighting at all? Looking closely at the screenshots it looks a bit strange, with explosions that leave the surrondings reletively dark. (then again, it's hard to say from 5 screenshots)
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Postby Dihnekis » Jul 2, 2003 @ 9:53pm

wow, this game looks great... when can we expect a demo release, or even beta testing? also, any plans for multiplayer over the internet?
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Postby lightman_guest » Jul 2, 2003 @ 11:22pm

Looks nice, although I figure that in such a game, gameplay will/should be the main thing ...

Any word on the average fps?
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Postby Maf54 » Jul 2, 2003 @ 11:43pm

evil monkey wrote:n00b


Look whos talking Mr. Anonymous. :roll:
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Postby goro » Jul 3, 2003 @ 12:12am

sponge wrote:
Was the control scheme picked due to the massive slowdown present with the touchscreen drivers, or a gameplay thing? If the latter, I think some people would still prefer a pen-based game.

By the way, how is lighting done/if there's lighting at all? Looking closely at the screenshots it looks a bit strange, with explosions that leave the surrondings reletively dark. (then again, it's hard to say from 5 screenshots)


We wanted to have a 3d shooter game that you can hold in your hand, using only buttons. I am quite sure, that later on we will release an update of it having alternative controls, as 3d games are very important to us and trying/using different control methods is cruicial.

Light:
First we used gourad shading using dynamic lights, but later on we decided to spend the valuable CPU time on other visual enhancements. (eg. alpha sprites/particle system, because these features improve the gameplay more)
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Postby goro » Jul 3, 2003 @ 12:14am

Fett56 wrote:wow, this game looks great... when can we expect a demo release, or even beta testing? also, any plans for multiplayer over the internet?


A demo will be released about 16th of july.
About multiplayer over internet/blutooth: it will be in the next version.

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Postby goro » Jul 3, 2003 @ 12:22am

lightman_guest wrote:Looks nice, although I figure that in such a game, gameplay will/should be the main thing ...

Any word on the average fps?

Anthelion has an own handheld optimized scripting system to describe missions, so they will be more complex than "lets go out, and kick some ass."

About FPS:
Average FPS (on both 200 and 400mhz PPC) is 25.
We will keep this FPS to have smooth gameplay. (because that is the main thing (just as you wrote))
:D
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Postby sponge » Jul 3, 2003 @ 12:24am

Sounds cool. Glad to see your staying and answering questions as they pop up. (OT, but Valve is the same way, you can e-mail Gabe or anyone else with questions on HalfLife2, and he'll generally respond.)
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Postby goro » Jul 3, 2003 @ 1:51pm

sponge wrote:Sounds cool. Glad to see your staying and answering questions as they pop up. (OT, but Valve is the same way, you can e-mail Gabe or anyone else with questions on HalfLife2, and he'll generally respond.)

Thanks!
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Postby Del » Jul 3, 2003 @ 2:32pm

goro wrote:
About FPS:
Average FPS (on both 200 and 400mhz PPC) is 25.
We will keep this FPS to have smooth gameplay. (because that is the main thing (just as you wrote))
:D


Ummm , have any of you been able to test it on a 2215 yet ? :twisted:
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Postby Guest » Jul 3, 2003 @ 3:15pm

what processors will it support?
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Postby Del » Jul 3, 2003 @ 5:21pm

Anonymous wrote:what processors will it support?


SH3 only ! 8O
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Discuss Anthelion - The 3D space shooter game by PDAmill

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