Category Lemma
New trailer!
Gearing up for Midwest Game Developers Summit this weekend. Tune in next week for my first expo post-mortem.
In the mean time, the old trailer was looking woefully outdated, so here's a brand new one!
Screenshot Saturday 178
Small update. This week was bug fixes and more improvements to the level editor (more on that here).
In other news, we were grateful to get some coverage from Monday Night Indie! Unfortunately the stream highlighted some pretty major issues with the tutorial, so...
Brand new level design!
That's it for this week. Thanks for reading.
Screenshot Saturday 177
Our animator Antonio has been hard at work on new animations. Check it out!
Guys, the level editor is really close to being done. Here's some cool features:
You can link entities together. For example, you can have a door open when the player enters a trigger volume. Or have a light turn on. Or both.
The UI now displays buttons for all available commands at any given moment, and their keyboard shortcuts. Different commands are available depending on what mode you're in, and what entities are selected.
Screenshot Saturday 174
First, a couple project updates. I pre-ordered an Oculus DK2! Come August, Lemma will have Oculus VR support. Huzzah!
I also got a sign for our booth at the Midwest Game Developer summit . Got it from eSigns, whom I highly recommend! Insanely cheap, fast, and high quality.
I am currently scrambling madly to complete a build for the Indie Megabooth submission deadline on Sunday. Stuff that's done:
Screenshot Saturday 173
Last week was a huge update, so this week is a bit smaller.
First, we're hard at work on the animations. Here are some early WIP animations:
There are also a ton of new player sounds to accompany those animations, but those aren't very screenshotable. :)
I also vastly improved the god ray effect from last week, so everything is much smoother. Here's another 4K screenshot of it:
Screenshot Saturday 172
Big update this week!
First, I updated the logo. I rotated the cubes 45 degrees to try and convey a better sense of speed and movement. What do you think?
Next, I added support for 4K screenshots. Now I can hit Alt-S and my renderer resizes all of its buffers to 4096x2304 (biggest 16:9 resolution supported by XNA), renders the scene, saves it to a PNG, then resizes everything back to normal.
Screenshot Saturday 170
Hello and welcome to another week of Lemma development progress updates!
This time I did a lot more work on the player character. I spent a ton of time in GIMP working on the texture map. I didn't skimp on memory space, it's a full 4096x4096. The GIMP file is over 150MB.
I also split the model into three distinct materials: a shiny one for the chest, neck, and pants, a less shiny one for the hands, and a completely dull one for the hoodie. I stored the mappings for these materials in the texture's alpha channel.
Screenshot Saturday 169
This week I finally implemented SSAO! It's pretty basic, but it works.
Check out the effect source code here.
It's a big deal for me because I tried it once before and it came out like this:
I'm also still working on the player model. I think it's close to being in a usable state. What do you think? Is that a ponytail, or a brain slug?
Screenshot Saturday 168
This week was a ton of performance optimizations and graphics upgrades.
Cascading shadow maps! Basically that means all the shadows are much sharper. It was surprisingly easy to implement and barely impacts performance.
Here's a screenshot showing off the new shadows, plus a new character modeling experiment. Just testing things out for now. What do you think?
Turns out, Blender has something called Rigify that can automatically generate an absolutely kick butt IK rig for your character, complete with blend weights for skinning. It's not perfect, especially when there are separate disconnected pieces (eyeballs, for example), but the few problem areas are easy to correct manually. Here's the character animated with the default calculated weights. I haven't touched them at all yet:
Screenshot Saturday 167
With the Kickstarter finished, it's back to our regularly scheduled programming!
I am in the middle of a major graphics engine upgrade. This whole time I've been using fake HDR. Basically I divide every color by 2 when storing it in a texture, then multiply it by 2 whenever I read it from the texture. It works but you end up with lower color fidelity.
Now everything is done in full 64-bit floating point textures. Here's an exaggerated before/after shot so you can see the difference. Notice the color banding on the left.





