QuakeCon is now over, and we’re all back catching up on sleep, and coming down from our energy drink highs (right, The Doom Freak?). It was a lot of fun, and I got to meet a lot of people in person that I had only known over Skulltag, like Catman, The Doom Freak, Firewolf, Rivecoder, and Jehar. Granted, the first day kind of sucked due to waiting in line from 9am to midnight, but it was a lot of fun from that point on.
The response to Project Vega was very positive. We had a lot of people walking by as it was being played say things like “Whoa, what’s that?” and appeared to be genuinely impressed by what we all had done so far. Several of them even sat down and played, and had a good time. I can’t speak for the Skulltaggers who played it more in depth, but they seemed to like it as well. You’ll have to ask them what they think
I’ll post more later (since I’m still pretty exhausted), but Firewolf shot some footage of it on the first day (after the infamous 15 hour line), and has posted it up on YouTube. Watch… and enjoy!




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Looks awesome so far guys!! But that fool playing it was sort of annoying
I was intently watching *just* the monitor in the video (w/ desktop zoom). I thought “Woah! They have High Dynamic Range Lighting??” but then I realized it was just the video camera adjusting to the brightness of the screen’s display…
The cam’s light level adjuster Kind of gives us a preview of what Vega would look like with HDR. Can’t wait to see more!
I could definitely pull off that exposure-adjusting HDR effect. I know how. Might be worth trying!
You should totally do HDR lighting if possible… your designers will worship you… it gives them so much more range and control over the lighting! They can play off of the shadows, or brightness too… it adds so much depth and atmosphere if done right (Halo3 has it, but you’d barely notice the “eye” adjusts so quickly–under emphasized)
When the player is in full sun outdoors, looking across the way into a shaded area, it’s hard to tell what’s there… but as you step into the shadows and the darkness brightens — as your “eyes” adjust, it seems so much more real, and gives you a much deeper sense of the darkness — esp when you watch a player turn around see him squinting in RL at the sun in your game… ah.. it’ll make you smile 8]
Yeah, but we’re not going for realism. I’m not so sure it would fit well in a cel-shaded universe.
Sounds interesting, actually. In truth I don’t read up much on a lot of these new fangled visual effects, so I never would have thought to make a suggestion like that. Though Carn does make a point, it’s hard to say how well it would fit in a cel-shaded game, if at all.
Definitely something to keep in mind and possibly try though!