my favorite screenshot at this point
This shows my favorite screenshot of the game at the moment.


Could I see some screenshots of your game in progress?


Screenshots 31 through 40





Screenshot #31: Tutorial level: the better-looking spring
Before, the springs were distorted and weren't circular, not even close. Since the discovery of a technique on how to make circles, I redid the springs and gave it a much better-looking texture. Yes, the spring part is that fine-looking. But, notice how bad the platform textures look?





Screenshot #32: Experimental level: the new platforms
These two objects, of the same size and basic color, show the differences in the textures of the platforms. Just look how much better the newer texture is compared to the old texture! What a difference! The texture is so fine, it seems like being just 8 quants above the object (1 foot) is more like being 70 quants above. The difference was so big that even I was amazed. This is basically what the final looks of the platforms are like.





Screenshot #33: Tutorial level: the roads finalized
This is what the roads look like finalized. As you head away from the beach, the roads just keep getting higher, but slowly. The intersections are all at the same level; if they weren't I'd run into more problems. This is from about 256 feet above the ground.





Screenshot #34: Tutorial level: the buildings from up close
Having 14,088 polygons, the buildings took a very long time to make. About 75% of my time was spent just building all those faces. However, the surprising thing about this is the fact that it took but 9 hours to process the skins (textures) compared to nearly 30 just to build the faces. When it came to testing it, the building's heights were abnormal and, with the sloping roads, wouldn't look natural. Because of it, I rejected the sloping roads idea, though it looked much nicer. The floor spacing is also accurate as well: about 12 feet. Also, note the frame rate. The buildings aren't the cause to it, it's the water. The water, strange as it may seem, actually had nearly 27,200 polygons, nearly twice that of the buildings.







Screenshot #35: Tutorial level: city from the main level
This is a view of the near-finished world from within the main level. This area is on some moving platforms.





Screenshot #36: Tutorial level: the city from standing on the roads
From close to human-eye level, this is what the city looks like from on the roads. Note the high resolution texture. The low frame rate, like screenshot number 34, is due to the water.





Screenshot #37: Tutorial level: the city from 50 feet above the ground
The city as viewed from the beach looks interesting as well. This is from 50 feet above the ground.





Screenshot #38: Tutorial level: city from the mayor's office
On top of the mayor's office buildings, standing higher than any other building, the views of the city are very nice. This is human-eye level as well.





Screenshot #39: Tutorial level: the city from on the beach shoreline
Standing from right on the shoreline of the beach, this is a view of the buildings looking upwards. This, too, is from human-eye level.





Screenshot #40: Tutorial level: underwater effects part 1
The technique, at this point, is flawed, though it does work quite well to a certain point. If you get up really close to something, you can see banding effects of the lighting getting lighter and lighter (as seen from the screenshot (look closely enough and you should see it)). Now, if you're 200 feet underwater, it'll be rather dark. The effect, as I had it, would cause the area to brighten up to full intensity when you got up really close to something.



9.1.2 George Game 13
9.1.2.1 Overview and development progress
9.1.2.1-1 What George Game 13 is
9.1.2.1-2 Screenshot gallery
9.1.2.1-3 Progress
9.1.2.1-4 FAQ
9.1.2.2 George Game 13 screenshot gallery: Screenshots 1-10 | 11-20 | 21-30 | 31-40 | 41-50 | 51-60 | 41-70 | 71-80

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