Welcome to www.entombed.co.uk

I am attempting to write a 'classic' dungeon master style RPG using Direct X9. I am not a game developer, this is just a hobby. This project started on 20 Feb 2004 (on and off since then).



Movies - 30th January 2010


I have had to move from MDX to SlimDX, so I have been busy rewriting the engine. This video shows the game as an FPS just so I can check stuff. Hope you like it.
  1. New engine, first test
  2. New engine, second test


Movies - 1st April 2009


Things are coming together now. Level fogging and (optional) smooth motion.
  1. New fog and smooth motion

Movies - 27st March 2009


Here is a video of a new door type (portcullis) and a new addition to the campfire.
  1. Portcullis and Camp Fire test

Movies - 21st March 2009


Here is a video of the new fireball launcher and effects (lens and smoke)
  1. Fireball Launcher and Effects

Movies - 11th March 2009


New demo coming soon which will be Vista compliant and have a couple of the levels from the original DM in it. Here is a video of the fireball effect with deferred lighting.
  1. Deferred Lighting and Fireball test


Movie - 11th February 2009


Multiple lights and shadows are now complete.


Multiple Lights And Shadows


Movies - 10th February 2009


Update: The project isn't dead! Here are a couple of examples of lighting that has been added :
  1. Single Light Shadow Test
  2. Shadows and Self Shadow Demo


ENTOMBED ALPHA DEMO RELEASED - 3rd March 2007


Well here we go, please download the first alpha demo of Entombed. There are 3 levels to test and you can get support by emailing me on dm@entombed.co.uk.
Its a free large file sharing site, so its not perfect.

ABOUT THE DEMO - THIS IS *NOT* A FINISHED GAME. THE AIM OF THE DEMO IS TO GET INITIAL THOUGHTS, PERFORMANCE FEEDBACK AND BUG REPORTS. THERE IS STILL A FAIR BIT LEFT TO DO ON THE GAME, BUT THERE IS ENOUGH FOR AN ALPHA DEMO.

IMPORTANT : Please ensure you have the latest DirectX 9 drivers, Microsoft .Net 1.1 and Ageia PhysX drivers installed before trying to run the demo.

Download



Movie - 8th January 2007


The project is moving forward now, I have just managed to get the collision detection working for the skinned creatures meshes. I never ever want to do that again ... very difficult. I am now looking into the dungeon items and players, so the body of the game can start to come alive.

Video & Images - Collision on skinned mesh and items in character sheets



Movies - 29th December 2006 *** UPDATED


Little videos of the game to show off some new features.

Video 1 - General gameplay

Video 2 - Animation controller test

Video 3 - Physics Test, items moving between levels



Screenshots - 23rd February 2006


New interface design.



Screenshots - 23rd February 2006


New vs/ps for walls, improved brick work with relief/parrallax occulsion mapping. If you compare the the screens below with earlier posts the bricks are much more convincing with the same number of vertices.



Screenshots - 18th February 2006


I have now incorporated a rigid body physics engine into the game, here are 3 new screenshots to give you an idea. Just need to replace the boxes and spheres with swords, armour, helmets, etc.



Screenshots - 25th January 2006


Bit of a break from coding this game due to setting up my own business. Well its back on and as you can see I now have some creatures walking around. There is also a new water effect which I will post up about in the near future.



Screenshots - 9th April 2004


Finished refracting water effect (inspired by FarCry's but not as good). Big shout to cowsmanaut and linflas from dungeon-master.com for the portrait graphics.



Screenshots - 19th March 2004


Layered fog added. Optimisations to ps, vs and textures (dropped to 16 bit from 32bit, halved the size of bump maps) allow for larger draw distances.


More screen shots can be found by following the links below, enjoy

Screenshots - 15th March 2004

Screenshots - 9th March 2004

Screenshots - 1st March 2004