Well, here I go again!
Until last week were working hard to finish our project on time. And we did it. Now we have a stable release of Motocalipsis with all stuff done. Now this release runs at 30fps on our desktop machines and we plan to optimize GPU stuff and AI algorithms after the Presentation on October 9th.
We think that now it's time to show what we did and for that reason on this post you can see 10 screenshots. Hope you like the final result. You just have to clic the images to enarge it.
Screenshots
Our first approach (lightmaps) was not convincing enough so we start thinkin in alternative solution like Deferred Lighting. We had several problems because some of our shaders uses special render passes and had to fix that shaders before we get this awsome result.
Pathfinding is a big problem when you manage lots of characters and the colission avoidance between them becomes a real headache when a colision push one character out of the navmesh. We try several plugins until we found one that fits our needs. And now the characters know how to cross a bridge together without falling off.
And the following pictures show different particle effects, model and lights in order to show how our level looks like.