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    [GAME] Boiled


    Hello everyone!

    The progress on 'Boiled' is slow but steady. Due to Covid, works been a bit more, shall we say, unpredictable. I am slowly building up the project, but I've had a bit more time as of late, so I have dedicated more time to the project. That being said, here's a progress of the game. There is no battle system in place yet (it's coming), and things like the dialog box is still a place holder, but the pieces are slowly coming together. The day and night sequence is working nicely, interaction with the water and environment is at a place I'm happy with (for now), the scope of the world is something that I'm happy with as well.

    The Story
    The game will start out with you, a living being of energy, crash landing on the planet in a meteor one night. The moon has exploded a long time ago, and there are shards of meteors that impact the land from time to time, you being in one of them. At the start, an MPC will approach the crash site. As he reaches in to get a better look, he will come in contact with you, and immediately you will take over his body. From that moment forward, it will be up to you to explore the land, find out what you're doing there, and what your purpose is. You will be new to the world, but it's what you will now call home.

    The latest video can be seen here: This is a short version with various shots.

    The longer un-cut video can be seen here: This is still a WIP, so you will see various things in this version such as incomplete distance landscapes, a few mis-matching terrain LOD's, and some oddities like the terrains LOD material not quite matching the final version in the levels once they load. This is due to changes, and the lack of LOD updates at this time, so please look beyond those details.

    Hope you enjoy!
    Last edited by C Albeluhn; 05-15-2020, 12:08 AM.

    Hello everyone!

    So I have a video that I put together showing the different environments and aspects of the project so far. This is very early stages, so there are no enemies yet. I wanted to focus on the feeling on being in the world and interacting with it, so the grass and terrain reacts to the player. There is also a 'time of day' implemented which I show at the end of the video (A quick timelapse)

    Hope you all enjoy!

    Last edited by C Albeluhn; 05-22-2019, 01:57 PM.


      I'm liking this, especially the art style! Very colorful and reminds me a bit of Banjo-Kazooie.


        That's a great video indeed.


          Hello again everyone!
          I'm glad some of you really like the look and feel of the project so far (even though it's in its very early stages) and have even reached out to me about being a part of it. I'll more than likely need some help to complete this project, but like everything in life, it all comes down to finances. But I hope I can work with some of you in the future!

          Until something like that happens, I've continued working on the project. I have worked heavily on the look of the game. I wanted to get the lighting and post processing looking and feeling more of how I envision it in my head. On top of the lighting, I also have been working on a weather system that has rain, splash interaction particles, automatic material changes so everything appears wet, ripples that animate on the top of assets and water that runs down the sides, and an atmosphere change that tweaks the fog, lighting and skybox. I have also included a new railing model to help guide the player and keep you on path (along with adding some nice complexity to the scene), and added to the bridge blueprint so they now have dynamically reactive ropes that move with the bridge when you walk over it (the models are placeholders on the bridge. The spheres will become knots, and the ropes will be textured accordingly). I have also put in a place holder for the exterior of the environment which isn't final, but it's there to give a sense of depth and scale. I have also done a number of performance boost along with fixes to some crashes. The lighting has also been updated so that there are dynamic shadows on the terrain that give the feel of clouds overhead. The skybox material doesn't match this effect yet though, so the illusion is currently broken when you look up. You'll also notice the material tweak to the lava, so it shows a bit more depth, and fades out at the edges.

          Anyways, I hope you enjoy the update!


            More polish have been done on the project. The clouds are in, and working dynamically with shadows casting on the ground and water. The lighting was also updated, trees and bushes were put in, fences were created, rope details on the bridges were updated which interact dynamically when you walk over the bridge, and a house to top off the update. There have been a lot of tweaks, but I'm happy with how it's looking so far. Hope you guys enjoy!


              Awesome! How you did the clouds?


                Thanks Kanc! The clouds are actually relatively simple. I put a plane in the sky that is tessellated and displaced downward to make the edges of the clouds more apparent when seen on an angle, I created a material that is driven by wind speed and wind direction to control which direction it moves and how fast, then I have a 'storm strength' variable that drives the intensity of the clouds including colour and size.The same 'storm strength' variable is controlling the light sources light function, so when the cloud sizes increase, the cloud shadows increase in size as well.

                I provided the cloud material here in case you want to duplicate the logic for anything.The first image is the cloud material itself, while the other is the cloud 'cloudshadows_matfunction' that's on the lower left hand side of the screenshot.


                  Very clever! thanks for sharing the material. Is not something I want to do, just curious because looks really cool. But definitely I will take a look and try to get something (just a poor coder, art things are currently out of my scope)


                    Hello everyone!

                    I have been working hard on 'Boiled' over the past few months, and I have a lot of changes and progress done to it. I'm a one man team, so the work is slow. But putting in work every day feels like it's slowly paying off.

                    There is still a lot to get done. I am still in the process of polishing out the exact look and feel, optimizing as much as I can to achieve the best performance, but still adding more to the project to improve it everywhere I can.

                    The story is going to be tweaked a bit, so the cube character won't be used. But I have a tomatoe and carrot character created, so I'm using them to test with.

                    I'm currently maintaining an FPS of around 60 with my 1080. Hopefully I'll be able to get some raytracing functionality implemented into the project as well, but I'll have to wait for an RTX card for that. (One day!) For now, I think screen space reflections does a fine enough job.

                    Anyways, here are some screenshots of my project so far. There's still a long ways to go, and these will still be getting tweaked, but I'm happy with where things are headed.

                    Hope you enjoy!

                    Click image for larger version  Name:	08.jpg Views:	0 Size:	267.9 KB ID:	1681737Click image for larger version  Name:	03.jpg Views:	0 Size:	257.7 KB ID:	1681738Click image for larger version  Name:	07.jpg Views:	0 Size:	287.0 KB ID:	1681740Click image for larger version  Name:	05.jpg Views:	0 Size:	398.0 KB ID:	1681739Click image for larger version  Name:	02.jpg Views:	0 Size:	436.8 KB ID:	1681741
                    Last edited by C Albeluhn; 11-03-2019, 01:45 AM.


                      Hello Everyone!

                      I have been hard at work updating and improving my project. It's a bit slow unfortunately, but it's progressing (which makes me happy). There's still a long way to go, but I figured, why not share a quick update with the community. I have been tweaking the story, style, gameplay and controls to figure out a nice feel for the game. I'll try to update with a video next time so you can see everything in action, but for now, Images will have to do. I have changed the story quite a bit since I first posted, so I updated the starting post to this page. If you brows up there, you'll also see a bunch of updated images of the game.

                      It'll be a slow trek to get it done, but I can't wait till it's there!

                      Take care, and hope you enjoy the rest of your day!

                      - Chris


                        This looks beautiful! You mentioned in the opening post, that the goal is to grow in strength and find your place in the world. Did I understand correctly? Is this somehow reflected on the appearance and physique or the vegetable, kind of individual evolution or will the character stay the same?

                        – Markus
                        Have a happy day!
                        - Markus Lappalainen, Composer & Music Designer



                          The gameplay itself is still being flushed out as it's being pieced together. The details aren't quite there yet, but I do want to have a growth system of some kind. That can be abilities, weapons, discovering tools, or even the literal aging of the characters themselves. The 'aging' system I have in place will allow for me to change their age, so I can have the characters of the world perish after a long time, which adds a layer to things like picking the right body to possess. I do want to have weapons around the world as well, but in the form of broken kitchen utensils, so as you discover them in the enviornment, you can piece together new weapons (Encouraging exploration). As you explore the world, you will have two things to consider. Making your character stronger (the physical character), and making your energy stronger (the energy type creature that comes out of the meteor at the beginning). When you take down other energy based enemies that have possessed other characters in the world, you will absorb them and your energy will grow.

                          Of course, nothing is set in stone, and this is a bit more of a dynamic process than writing everything in stone before hand. We'll have to see how it grows I guess.


                            Hello everyone!

                            Here's a latest quick video I put together of me running through the world that I'm slowly building up. Hope you enjoy!

                            Last edited by C Albeluhn; 05-15-2020, 12:19 AM.


                              You can view a longer, un-cut version here. This shows everything, so not all aspects of the video will be interesting since I have to traverse the terrain. The video's 8 minutes long, so feel to skip around to see various areas quicker. However, this will illustrate nicely the setup I have for the opening menu, and how you fly right into the level. There will be a similar functionality where you can fly around the map to different areas seamlessly.

                              You will see some visual glitches in this version since the game isn't completed (obviously). Things like mismatching terrain and LOD geometry and materials. This is due to updating the shaders, but not getting around to updating the LOD's.

                              (I should mention, this video doesn't have any audio, so don't crank it. I haven't gotten around to setting up the audio yet... There are too many aspects to polish out before I tackle that. But hopefully soon!)

                              Hope you enjoy!
                              Last edited by C Albeluhn; 05-15-2020, 12:25 AM.