maandag 29 december 2014

BeastGameware Presents: Bowling Available now !

The game

We are proud to present that our Bowling game has now been released on the OUYA marketplace !

Fire up your OUYA and begin to dowload BeastGameware Presents: Bowling.

When you plan to use the online features in the game you will need an Exchange account.
You can create one ingame or on the website on your pc by going to:

Exchange Online Platform

And creating a new account.

Stay tuned on the devblog for more exciting information we have in store for you in 2015 !
Including new projects and updates !

Other information

The BeastGameware dev team will be taking three weeks of vacation to celebrate the new year.

This means that support will take longer than usual , but you can still send mails to
support@beastgameware.com !

Our support team will answers these questions/problems asap.

You can also contact us via our Twitter and Facebook page

go to

http://www.beastgameware.com

And click on those links !



dinsdag 23 december 2014

Release of Bowling has been pushed back

Hi

We wanted to inform you all that the release date of Bowling has been pushed back due to technical problems on our online platform servers.

We will be using the extra time to add a security title update to the game itself and resolve all the issues on the servers itself.

Thanks for your understanding.

vrijdag 19 december 2014

The Holiday season

Hi there BeastGameware enthusiasts and followers !

It is just a few days before the release of our first game on the OUYA gaming system,



BeastGameware Presents: Bowling™ will let players bowl right on their couch and let them get the highest score possible on the online scoreboard.

Players will able to download Bowling for free on their OUYA console on:

22 of december @ 1 PM CET

So get competitive !

The game uses our Exchange online platform for account connections and game scoreboard as well as game statistics.

We will open the Exchange platform an hour in advance to enable people to explorer the options on the website and already create their accounts through the website.

Bear in mind that you can also create an account through the game !

There will be post following the opening of Exchange platform with its various features available and also on the game itself.

Be sure to be following this blog and tell all of your friends about us because we will be revealing some exciting news to you very soon !

If you got problems with the game or Exchange platform be sure to email us at the following support email support@beastgameware.com our team is monitoring this email address very carefully.


donderdag 6 november 2014

BOWLO and site updates

We have been working on some new stuff at Beast Gameware. One of it is our new game project called BOWLO, aka Beast Gameware Bowling. It's a bowling game that is coming out for OUYA. If you like to take a sneak peak, you can go to our updated website: www.beastgameware.com, or you can watch the BOWLO game trailer here: 

maandag 1 september 2014

More info

For our gamedevelopment we use

Unity3d as the main engine , this will drive our game !

The BeastGameWare team

maandag 25 augustus 2014

New terrain system!

Hi folks!

Today we have some new info for you about our in-house terrain system.

This blog post will be about the blending of different textures between parts of each terrain tile and between each tile itself.



Our terrain is derived from a heightmap sculpt which then is converted into a mesh.
This mesh gets further sculpted inside Mudbox and then the final import is done to 3ds max.

From here on we create the roads and the rivers and other waterbodies.

Because the terrain consists of horse track trails and cliffsides it was impossible to use standard tiling textures.

We decided we would make the cliffs stand out and give them dedicated textures that wouldn't be distorted by uv-unwrapping like the standard heightmap terrain has.

This generates a problem.

Because the cliffsides polygons of certain terrain tiles are using non-tiling textures we need to correctly uv-map them on to it.

This creates a seam between the polygons from cliff and the polygons from the terrain.

To fix this problem we tried a few approaches:

1.
The use of "decal/duplicate polygons" , this means the terrain tile is one mesh and the trails and cliffs are created inside the terrain tile.
Where the 100% trail transitions into the terrain 100% polygons we create overlapping faces or decals.
In this way we can use vertex colors painted on these polygons whereas blue channel would be 100% trail tex and the red channel was then used for transparency to blend between the terrain.
This method "worked" but it came with certain flaws, the overlapping polygons would be darken out because of the destination colors of the terrain.



2.
The use of "MegaTextures"
This has a short answer , MegaTextures are nice but they are big memory eaters , not very handy to paint a mistake and certain tools are unavailable to us.
But it could also help in certain ways that we only have one mesh which means one object and the shader would only need to render the megatexture onto the tile which means only one draw call.

3.
The use of "Multi-uv's"

This is our final and currently working method.
Because of multiple uv's we could create it for the cliff/road and tiling terrain.
We still use vertex colors to specify texture channels but a little magic is done by our custom shaders for the game.
And the result is finally what we wanted it to be.
(The images still show non-smooth transitions because the mesh used for the test is not optimal nor does it display the game's world.







Stay tuned for the next blog post which will be our "in-depth terrain vegetation system".

Till then
The BeastGameWare Team