This is the summary of all the works I have done in Google Summer of Code 2018. Overall Description: Improvement for the Stark engine used in ResidualVM for the support of the game The Longest Journey with two main focuses: menus and characters' shadows. Pull Requests: Below are the main PR created and merged, ordered by the sequence of development. One may click the number of the PR to view it in detail on GitHub, which contains discussions between me and my mentor along the development. #1415 : Implementing the main menu. #1417 : Implementing the settings menu. #1422 : Implementing the save & load menu. #1442 : Implementing the video replay in the Diary menu. #1443 : Implementing the diary pages in the Diary menu. #1450 : Implementing the conversation log in the Diary menu. #1456 : Improving the debug console of the game. #1467 : Implementing the version info text and the Book of Secrets in the main menu.
Showing posts from August 5, 2018
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With the help of my mentor, I followed the logic in the original game and finally, now The Longest Journey in ResidualVM shall have shadows that are calculated based on actual lights in the scene! Below are some screenshots as demonstrations. For a better illustration, I temporarily rendered the shadow with solid green. As you can see, in location 39 00, the shadow of April will become longer and change its direction based on the lights. As I have said in the previous blog, the game computes the shadow in a way that is not the same as the reality. Well, with the help of my mentor on reading the disassembly, the truth behind the screen was revealed. Honestly speaking, after knowing this, I really don't think I can figure it out just by observing the game itself. So, in general, the game first calculated an overall direction from lights. The way to compute the directional vector from lights varies based on the type of the light, but basically, it is related to the