Again, I have produced a small demo of the Tengu Engine as my own way of experimenting with what may be possible as it progresses along its development path. While work is already under way on the hardware renderer, it still has not been integrated into the main code so this demo here still uses SDL for all of the rendering. What it shows is a top down perspective using a destroyed space ship tile set I made recently. There are ray traced shadows as well as what I refer to as gradients, or distance based mask pattern selection, to give the illusion of light or visibility falloff, which is a technique somewhat similar to dithering I suppose.
Tag Archives: Tengu
Laying Out The Plan
I have been working on some tiles for this project today to help me define a more solid overall look of the game. The task for today will be to update the engine to support custom maps and these nice tiles. The water rendering is also coming along so I am hoping I can have these things integrated by tomorrow.
Also, something that I have rarely seen in a platform game is genuine AI companions that can join the player on their journey. I guess this is in part due to the fact that it can be hard to create an AI that can navigate and jump between platforms properly, however I have devised what could be a great solution to this problem.