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Games [WIP] Sanctuary (on Steam) - Inspired by Total Annihilations, Supcom, Zero-k games (DOTS, HDRP)

Discussion in 'Projects In Progress' started by Antypodish, May 6, 2022.

  1. Antypodish

    Antypodish

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    Some little unit showcase



    And some art

    upload_2022-10-14_4-36-24.png

    upload_2022-10-14_4-37-2.png
     
  2. Antypodish

    Antypodish

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    We are experimenting with new props like trees, and rocks and our new rendering pipeline for many thousands of these props on the RTS maps.

    Which results in much more pleasant look than previous approach.

    unknown_24-1.png

    unknown_26.png

    unknown_22.png

    unknown_25.png

    unknown_28.png
     
  3. Arnold_2013

    Arnold_2013

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    Even without the props sanctuary's terrain is looking really great. Is this just HDRP + PBR textures + High detail heightmaps? Or are you using special tricks? (like decals, or detail/distance noise, assetstore stuff like microsplat or gaia?)
     
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  4. Antypodish

    Antypodish

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    We do not use any assets like Gaia.
    It isn't sustainable solution for us. We need to be able dynamically crate and remove props at the runtime.

    We developed our inhous DOTS +HDRP solution. We also have our custom shaders and impostors.

    We have height maps and decals for terrains.

    We also have some tricks in our arm sleavs. :)
     
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  5. Antypodish

    Antypodish

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    Our community fans making some maps, using our map editor.











     
  6. Antypodish

    Antypodish

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    Another audio track

    Sanctuary OST - IVY

     
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  7. warthos3399

    warthos3399

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    @Antypodish, what i like most about this project is seeing the teams efforts (audio, models, animation, concept, etc.), as working with a team can be a great thing, and your showing that :)
     
  8. Antypodish

    Antypodish

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    Thx for the kind of word @warthos3399. ;)
    Indeed, having great team is such crucial.
    We have range of brilliant minds, from C# DOTS, lua. web devs, audio composer, 3D to 2D artists.
    And not to miss social media marketer, community (including patreons) and community managers, and founders themselves. I probably missed some :oops::p

    Combined, many decades in game dev, software and engineering fields.
     
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  9. Antypodish

    Antypodish

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    Our Monthly update video with StealSpeaks for the month of October 2022 is out!

    Shattered Sun Dev Progress StealSpeaks Interview with tatsu, Antypodish & our gusest KxXxxx
    (Hallowing edition)

     
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  10. Billy4184

    Billy4184

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    Amazing work!
     
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  11. Antypodish

    Antypodish

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    Many thx :)

    We got some examples of wapoints work with raycast



    upload_2022-11-21_17-36-22.png

    upload_2022-11-21_17-34-31.png
     
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  12. Antypodish

    Antypodish

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  13. warthos3399

    warthos3399

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    Love it bro, good for you guys, best of luck!
     
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  14. Antypodish

    Antypodish

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  15. warthos3399

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    The last SS is gripping and draws attention, like the shadow and texture work. :)
     
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  16. Antypodish

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    I love that model factor too:)
    We have tested some animations in the past. Something to spend hrs to lock eyes on :D
     
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  17. Antypodish

    Antypodish

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    We have released YT full trailer, which also is on Steam :)

     
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  18. eizenhorn

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    Well, nothing hard in performant grass for RTS :) In ours we have chunked grass renderers, where geometry of grass calculated in compute shader and then
    Graphics.DrawProceduralIndirect
    where shader uses populated by compute shader buffer of triangles, it's fastest grass rendering approach. And compute shader just doing culling on generation depends on distance from camera, not just clipping but fading height of grass blade over distance and just not calculating anything (early our) after some range from camera. And additional culling happens by default based on grass chunk bounds. Latest step of improvement - generate grass blades not by distance from camera (simplest approach but still even at our scale - that's enough) but do frustum culling on generation in compute shader and also utilise depth buffer and do depth culling.

    upload_2022-12-16_11-28-47.png
    upload_2022-12-16_11-28-10.png
    upload_2022-12-16_11-28-19.png
    upload_2022-12-16_11-28-28.png
    upload_2022-12-16_11-28-36.png

    There is one of many examples
    https://github.com/ellioman/Indirect-Rendering-With-Compute-Shaders
     
    Last edited: Dec 16, 2022
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  19. Antypodish

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    I am really glad to see you, poping into this thread @eizenhorn.

    Thank you very much for the detailed description about the grass. Compute shader may be indeed the best approach. I will forward your post to our shader magjcian.

    Sinceb in Diplomacy Is Not An Option you have procedurally generated maps, do you use some form of generated hightmap, based on noise, to automatically define, where grass should be?

    One thing I will need to ask my team, is the fact we have units which leaves land tracks. Wondering, if having grass over them, would not break visual aspect. Having grass being flattened where tracks were left maybe interesting, but also not sure about the performance side.

    Either way, thx for the grat input.
     
  20. eizenhorn

    eizenhorn

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    Your tracks is already sampled to texture (or bunch or texture chunks) and you always can calculate grass blade world position and sample required tracks map and use that information to check if blade should be flattened.

    About grass in our case, for ground I wrote triplanar shader and blending use perline noise function directly in shader, and compute shader responsible for grass generation can sample world pos and get result from the same utility function, eventually our triplanar shader blends two textures for “ground” level by perlin generated in utility function, and as result grass appears only in places where we see one of our blended ground textures, this is why when you zoom out you still see “outline” area of grass which is just a texture but without grass itself.
     
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  21. Antypodish

    Antypodish

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    Our fan made list of units so far, for each of 3 factions.





     
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  22. Antypodish

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    Hi everyone in 2023!
    Thx for supporting Sanctuary project up to date.
    Our team continue to work on Sanctuary.
    We are having some Kickstarter planning this year. However date to be yet announced. :cool:

    Today on the plate I would like to present another pieace of our soundtrack:

    Sanctuary OST - Duty Bound

     
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  23. warthos3399

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    Love it, sounds really good :)
     
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  24. Antypodish

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    Thx, I will forward your kind words to our music composer :)
     
  25. Antypodish

    Antypodish

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    Our mapper Kiliax is continue work on maps.
    Here is some progress.



    upload_2023-1-19_19-20-21.png

    upload_2023-1-19_19-21-44.png

    upload_2023-1-19_19-23-28.png

     
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  26. warthos3399

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    Looks really good, love the textures...
     
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  27. Antypodish

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  28. warthos3399

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    Im interested in the 100,000 imposter trees, what did you use for imposters?.
     
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  29. Antypodish

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    We have custom solution for that, from our shader magician :)
    We have correct lighting and shadows, but nanite has advantage over our solution which is overdrawing reduction.

    We have instancing on CPU side and pushing things for rendering to GPU.
    We leverage our performance of trees with DOTS. Specially culling.

    Some of our earlier tests of trees. Can you spot impostors? :D



    upload_2023-1-31_23-54-3.png
     
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  30. warthos3399

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    I love it, nice idea, DOTS for culling :)
     
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  31. Antypodish

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    January behind the scene interview, with our devs and StealSpeak.

     
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  32. Antypodish

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    Here is another track of ours.

    Sanctuary: Shattered Sun OST - Enemy Sighted

     
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  33. Antypodish

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    We have recently released an interview with Brad Rebh, formal Lead Designer of Supreme Commander : Forged Alliance :)

     
  34. vintage-retro-indie_78

    vintage-retro-indie_78

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    this looks amazing, it's a legit AAA - title, could be on both Xbox, and Playstation . . .
     
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  35. Antypodish

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    Thank you for a kind words.
    Yet we are just a small team, less than 20 at this time. So far from AAA quality.

    Regarding console platforms, it is far too early for us to even consider them.
    There are few show stoppers for consoles.

    First, competitive RTS doesn't work on consoles. You need access to keyboard, where you got fast access to shortcuts, while playing.

    Second, it is modding support. Consoles are utterly awful for that reason. Which separates Desktop and Consoles community.

    You can see the effect in case of minecraft as an example.
     
  36. vintage-retro-indie_78

    vintage-retro-indie_78

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    well, it's an amazing graphics // think you deserve a hit - title, also it looks fun, it's more rare to see amazing graphics, and also fun - stuff . . .
     
  37. vintage-retro-indie_78

    vintage-retro-indie_78

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    10 / 10, not sure you have also support for 4 vs 4 online stuff // spectator - mode, for people that also do commentary, and then others play, think seen it on the best-ever StarCraft . . .

    you have something amazing there, it could be an important RTS - classic . . . .
     
  38. Antypodish

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    We are planning for supporting on release up to 8 players.
    Hence any combination of P(s) vs P(s).
    We would like to support spec mode too. But it is too early in dev, to have any more details.

    We hope quietly too. But it is not our main priority.
    We have a team with very dedication and passion to this project. :)

    We have great artists magicians. :cool:
     
  39. Antypodish

    Antypodish

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  40. vintage-retro-indie_78

    vintage-retro-indie_78

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    This made me think of something, how different people are in video - game publishing, or goals . . .

    For me, it's mostly to tell a cool // heroic story, however for your title it's more to make a new idea // tribute, over some older game called ' Total Annihilation ', or ' Supreme Commander ', not sure the names are right, think that's a really cool idea, and the RTS - genre is very important, also what you're making here looks really good, or could be either fun, or have an amazing setting // lore - culture, or then various tactics // if-when responses . . . .

    Looks amazing, also latest video has a ton of nice details for the fans // multi - player hard core stuff . . . .

    10 / 10 review, at least from me at this point // super - cool graphics, also design . . . .

    No way to give negative feedback, or more criticism, need to at at least try the content, however as it is looks really promising, and might also support that Kickstarter . . . . :) :)
     
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  41. Antypodish

    Antypodish

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    Some of our WIP models, of Chosen faction.

    upload_2023-3-16_2-20-48.png

    upload_2023-3-16_2-21-56.png

    upload_2023-3-16_2-22-35.png

    upload_2023-3-16_2-23-23.png


     
  42. vintage-retro-indie_78

    vintage-retro-indie_78

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    these look amazing, have to admit you have an AAA - hit here, it might be a small e - sports gem . . .

    think if this also had 1 - 2 hours of cinematic story, perhaps like the StarCraft - stuff, it'd be mega - cool, anyway making high - quality both ' movies ', and also writing is quite difficult, even making a core video - game this good is a challenge, anyway think of writing a really interesting, or then far - out science fiction story, and it might make the content better, however it's tricky stuff, also need a really good writer . . . :) :eek:

    you have something really amazing here, the updates alone almost make it a wishlist ( 100 % ), and if there's e - sports it might be really cool to get season 1, season 2 units, or also updates . . . .
     
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  43. Antypodish

    Antypodish

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  44. vintage-retro-indie_78

    vintage-retro-indie_78

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    alright, it's also quite difficult, and requires pro mo - cap, or quite high - detailed 3D stuff . . .

    looking at the content so far, think either the 1. Final Fantasy - stuff, or then 2. Crysis - look could be quite nice for a few cinematics, either that sci - fi stuff, or more cyber - soldier against an army, anyway just got bit ideas, looking at the work already . . . :) :D
     
  45. vintage-retro-indie_78

    vintage-retro-indie_78

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    wow, read the lore, that's super - cool, it's something want to also learn more about, amazing setting, or idea . . .

    if could make one perhaps idea, maybe make a fourth group called the ' Rebels ', ' Scavenger - Lost ', or perhaps a more rag - tag force, and that has more ' improvised ', or more cheap equipment, that also have their own goals, it's of course amazing work, however think the half - militia, or more ' guerilla ' side is also cool, and could have specific units that make bit more sense that way . . .
     
  46. Antypodish

    Antypodish

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  47. Antypodish

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    Some of our WIP works:









     
    Last edited: Mar 23, 2023
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  48. vintage-retro-indie_78

    vintage-retro-indie_78

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    this looks amazing // almost a Matrix - quality title, think it's going to be quite a hit, at least the graphics, also animation is perhaps 10 rating, very cool stuff . . .
     
  49. Antypodish

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    Thx vintage, our artists does indeed some crazy magic with tools they have in hand.
    Animations obviously, takes extra time from our artists. But we steadily moving onwards :cool:
     
  50. Antypodish

    Antypodish

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    Our team another interview with youtuber StealSpeaks :)

    Sanctuary: Shattered Sun Dev Progress Interview w/nine2 & Special_Bread February 2023