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Klank’s Story is a 2D story-oriented adventure/puzzle game filled with pop culture references, countless creatures, nasty Ogres and hidden gems. Run, jump, climb and swing as you find magic-imbued gems, solve puzzles and evade or tackle enemies while you explore the vast lands of Oni World. Stroll around the ruins of previous civilisations, trudge through the swamps and black bayous or talk to the locals to discover hidden secrets. Welcome to Oni World, we hope you never leave.

Post news Report RSS DevLog update #4 and #5

It's been almost 2 weeks since our last update, but not to worry - we've been busy! Lloyd has been hard at work on drawing nearly 100 assets for me to play with. I've also been looking into and working on finally animating Klank. I've been mainly optimizing and bug fixing, as well as working on the editor again.

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DevLog update #4
It's been almost 2 weeks since our last update, but not to worry - we've been busy! Lloyd has been hard at work on drawing nearly 100 assets for me to play with. I've also been looking into and working on finally animating Klank. I've been mainly optimizing and bug fixing, as well as working on the editor again. Also, I figured I'd give you guys something to play with. So here's that fluid example I was working on a few posts back:

Dropbox.com
NOTE: You need Adobe Air to run it, klank's story will be in a native format though. Any advice/feedback on the feel/control is appreciated. Controls:

  • Arrow left - Move left
  • Arrow right - Move right
  • Arrow up - Jump
  • I - Spawn in a girder thingy
  • O - Spawn in a warden head
  • P - Pause

DevLog update #5
In the last short development update, we mentioned that we were working on optimising the engine. One of these optimisations was the lighting engine. I haven't shown much of the lighting engine yet, but it was already pretty cool. The only issue however was the fact that it used the the display list and blend modes, which was alright but wasn't the most efficient. We also had to create light textures and store them as PNGs instead of dynamically generating them, but now all that has changed.

Last night I started work on a deferred rendering pipeline using AGAL. This means our lighting engine is much faster, more efficient and runs entirely on the GPU. We can do all sorts of fancy effects all combined into one shader, instead of using different render targets and filters which we were doing previously. It's now possible for us to add normal/bump mapping, specular lighting and loads more - including god rays and HDR effects. Here's a scene with and without lighting:

No lighting

With lighting

But there's still something missing. I've also been working on atmospheric effects. It's a subtle change, but it can make a massive difference to a scene:

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