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What do you think?

Se ve bastante prometedor, espero en un futuro poder jugarlo che :D

Keep grinding, bring this project to life !

Puzzle / platformer game, which combines classic 2D puzzle / platforming with software ray-tracing algorithm.

Explore and advance in the strange minimalistic world where the only "entity" you can communicate with is accessible through strange Terminals. To move forward in game and find more what's behind the curtain, you'll have to solve various puzzles, but there will be also some serious platforming parts. 

Game geometry is minimalistic, however make no mistake. Every pixel of the game is shaded with ray-tracing algorithm. Every object and every light is taken into account correctly when computing shadows and pixel colors.

Ray-tracing is done on CPU, it means, no special GPU is needed. Game is perfectly scalable with resolution so you'll be able to play it even on most potato computers, but in high resolutions you can make sweat even the most powerful CPUs out there and ask >> "Can it run RTG?"

RTG webpage

RTG devlog on TIGSource forums


First 3 tutorial levels from early stages of development of the game.

dl005_first3levels.gif

Carriable light tutorial level.

dl006_portablelight.gif

Example of puzzle level.

rtg013_proto1.gif

#puzzle #platformer #raytracing #scifi #arcade



all-ages
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RTG - The Ray-Traced Game: arcade/puzzle game in development which uses 'software ray-tracing' technology for rendering:
https://gamejolt.com/games/rtg/560109
Example of new level where player has to juggle around with boxes to solve puzzle ( spoiler-free :0) ) ...

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Recently, I implemented "carriable boxes". This will open lot of puzzle possibilities. Those boxes need to collide and interact with environment also if they are carried by player. This is a test level where I tested lot of edge cases of such collisions.

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Hi All! New animation from 'RTG - The Ray-Traced Game' - puzzle/platformer in development which uses software based ray-tracing technology. In animation, I'm playing with switches, which are moving platforms on the left. Follow RTG if you like it!

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New animations from RTG - The Ray-Traced Game. Currently I'm focusing on creating actual puzzle levels. The game has now 14 levels combining several mechanics (lights, doors, moving platforms, elevators). This is the most recent level I made (L014).

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New animations from RTG - The Ray-Traced Game. Currently I'm focusing on creating actual puzzle levels. The game has now 14 levels combining several mechanics (lights, doors, moving platforms, elevators). This animation shows a bit of floor reflection.

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New animations from RTG - The Ray-Traced Game. Currently I'm focusing on creating actual puzzle levels. The game has now 14 levels combining several mechanics (lights, doors, moving platforms, elevators). This is a shot from the first non-tutorial level.

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RTG quick devlog : game builds are finally more consistent (main menu, saving progress, options, etc..) plus implemented 'moving platforms'. Providing you short animation as always. :)

Something from RTG archive. Test level for testing camera code. Prior to this, camera was firmly fixed on player, so I added a bit of camera trailing behind and dampening. It's happening in fraction of second, but the result is way more "fluent feel".

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I want to put some consistency to game builds (as until now levels where run only from editor), so I prepared simple main menu. I kind a like it, so I'll keep it. Nice is that you can directly benchmark your CPU RT performance there.

RTG aka The-Ray Traced Game v0.1.3 - First 'level building' elements (prefabs)