Space Beast Terror Fright

Space Beast Terror Fright

Gidion Apr 22, 2015 @ 1:46pm
what engine does this game use?
Like i don't have a clue
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Showing 1-11 of 11 comments
Jack Boot Apr 22, 2015 @ 4:54pm 
It's custom I think.
nornware  [developer] Apr 24, 2015 @ 2:43am 
"There is no engine..." :)

It's all proprietary code except of course the stuff that interfaces with the operating system. The graphics API is Direct9.0c shader model 2.0, and we are still running on the OLD DirectSound3 interfaces from 1997-ish. We use XInput for access to the XBOX 360 controllers.
Gidion Apr 24, 2015 @ 3:58am 
Are planning or thinking to improve the engine? like chance Direct 9 to 11or 12?
nornware  [developer] Apr 24, 2015 @ 4:26am 
The game could use more dynamic lights, and perhaps a deferred rendering approach could help there. I don't have a ton of experience (or interest) in super high-end rendering stuff because it mainly complicates most everything about development, and also I like the game to run on as low-end hardware as possible. Hence the choice to stay on DX9.

If we do move forward to a newer API it will probably be OpenGL in order to ease cross-platform development. This also ties us less to Windows, but granted I love Microsofts toolchain (Visual Studio) and have no real complaints about any of that.

It's important to remember that newer APIs don't automatically mean "better graphics", it's just that they map to the feature sets of newer GPUs, which in turn ENABLE higher-end features / better graphics. Actually getting the "better graphics" into the game is a ton of work and potentially also RE-work on everyone's table (both art and code).

I do understand that it is tough sometimes on the consumer to see a game that they like that doesn't have next-gen graphics, especially if it is a shooter due to the fact that shooters have historically been the benchmark for high-end graphics.

I am personally more in the Blizzard Entertainment camp when it comes to graphical fidelity, in that it is better to be a bit behind the curve and invest in more solid design and gameplay. It seems to me that Valve is also in this camp.

With all of that said, nornware could really use another programmer, and that programmer should among other things be MUCH better than me at graphics programming... :)
Napalm Sushi Apr 24, 2015 @ 7:36am 
The thing is that, by any reasonable standard, SBTF actually looks good. No other game I've played better captures the vibe that this one is aiming for, and you've done an excellent job of playing to the strengths of your tools and hiding the rough edges. It honestly didn't occur to me for ages that the beast gibs were sprites, for example.
Jack Boot Apr 24, 2015 @ 8:43am 
The game looks fine to me. :)
Gidion Apr 24, 2015 @ 9:18am 
well the game does look fine and the levels look quite amazing , but i was wondering
nornware  [developer] Apr 24, 2015 @ 9:25am 
No worries, this is a good discussion. We think about this kind of stuff a lot. I will let Madeleine know you like the levels, she is very new to material creation and is doing a fantastic job! :)
MMNXXXXFFDMA May 7, 2015 @ 7:28pm 
A true MMO with a huge space hulk, teams of aliens and teams of marines... kinda like AO... yes Aliens Online....I did not play enough of that game........Kesmaiiiiiiii
Just don't make dx11 mandatory if you'll decide to go that way. Please. I don't want to buy new hardware >,,,,> And yeah, I missed most of the new AAA-titles because of that. No regrets though. They mostly suck.
nornware  [developer] May 9, 2015 @ 1:50am 
I read up on what's happening in API-land the other day, and there seem to be big changes on the horizon with Mantle leading to Vulkan and all that. It seems like DirectX 12 will be along those lines as well. It still seems to me that moving to OpenGL is the best choice.

As mentioned I like the idea of being able to run on as low spec hardware as possible, and we will definitely stick to that axiom.

In any case we have no current plans to change the renderer, we are prioritizing networked multiplayer and all things gameplay / game design related.
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Date Posted: Apr 22, 2015 @ 1:46pm
Posts: 11