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.
- New engine, first test
- New engine, second test
Movies - 1st April 2009
Things are coming together now. Level fogging and (optional) smooth motion.
- 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.
- Portcullis and Camp Fire test
Movies - 21st March 2009
Here is a video of the new fireball launcher and effects (lens and smoke)
- 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.
- 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 :
- Single Light Shadow Test
- 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