Now have a functioning fetch quest with modular components. You essentially have a character who begins an event, an object with the same interface, destroying the actor changes the event stage...so...you can have multiple things to collect, kill, etc. and quest completion once you turn it in to the quest giver.
This is looking great guys, really impressive work. Thank you for sharing too, this is just the inspiration I needed before going into the holiday break to get me back into my work. Looking forward to more updates!
So cool! i've been following the posts on twitter. Will you be having any Podcast episodes about this? I'd love to hear about what you're learning during the process of developing this game, and i'm almost positive others would too.
Unified the stone, hdri cube maps, puddles and some simple lighting. More ground work soon. This was just a simple test to see how the models would light and work with the rough cobblestones etc which is why it is jammed into the ground at the moment... eventually those statues will be embedded in the alcoves of a set of fantasy ruins with overgrowth etc.
Ground material for our handcrafted terrain now has multiple layers of blending. Textures are temp for testing. We now have as an example, Cobbles, Dirt, moss/grass and puddles that work on top of them all.
Next on my list is probably the following. Stylized Textures (DIrt, Moss/Grass) Sketches for temple and then proxy models.
Updated proportions for the goblin body, about ready to get him all baked down and game ready - then will most likely start figuring out the enemy gear randomization system.
More detailing, about to move on from this guy as I'm getting a bit carried away.
@lotet - At the moment, it's 2x2048 but will get halved. The plan is to have the head and body shared among a mob of enemies, then varying pieces of armor to give a more random feel to the group in combat. Those accessories will share another map that will most likely be something like 1 map = 4 armor sets. Polycount wise he's at about 15k right now, probably will go up to 20 - 25k for a fully decked out one then do 3 or so LODs to drop that down in the distance.
It's been a joy and an inspiration watching this come together. keep it up guys.
Now that you've been doing this for some time, I'd love to hear a retrospective if you're up for it. Have goals for this project changed? Has it become more like regular work? Has this project affected the way you do your dayjobs at all?
Only speaking for myself, the balance has been really interesting. We're both pretty busy with our day jobs, and clearly happy with them (Jamie is an AD, I'm a lead), but I think creating our own thing has been something we've wanted to do for a very long time. Personally, it's really hard to match that since you have unlimited creative freedom, control, and the reward for learning new skills. On one hand, it has made me think of different disciplines in a new light as I've had to figure things out on my own - specifically scripting and a new appreciation for the amount of thought that goes into something simple...On the other hand, I'd be lying if I said I didn't think about our own project while at work.
For actual scope and feeling like a job, we've been pretty low key about it and just figuring out things as we go along. There are a few big key points that are constant, which we can get into later, but at the moment I think its more figuring out what we can do to piece something together and call it our own...then build from there. It's really easy to get carried away, though, as the options of what we could try to do is pretty much endless...but at the same time, don't want to shy away from what we think is cool. Like, at this rate, we could have just made a match 3 game or something but the purpose of this "adventure" was to do what we really wanted.
thanks for the insight! it's cool to hear about the dynamics of this. excited about where it's going and totally understand the need to keep everything tight and find the look first. Going to be really interested to find out the decisions you guys make at that stage.
Is writing going to help you guys find the look? I mean, I know anything formal is probably far off atm. but is there a story in mind yet or are things still fluid?
@Polygoblin We have some simple ideas so far. An overall premise and such. And a relatively high level starting "story" I guess. We have just enough to help us figure out the basics of the game idea and also enough to plan a little demo. It will have to expand later for sure but right now we are keeping things open enough to change as we find our own limitations.
To your earlier questions. I don't think it's become a job yet though I think doing things that I don't do at work now are way more exciting to try out. I think the real danger of side projects like these, for me, is that you can end up being too critical and trying to make things perfect right away without really solidifying what we are actually aiming for. At least I find this about myself anyways. Doing a thing. Post it... hate it the next day even thought it's a prototype. . All that self critical stuff. Like trying to make something seem stylized...it either comes out looking not quite real. But not enough in the stylized spectrum to really work as intended.
I do do think it actually makes me better at the day job though because it's a break from the normal and stretches my comfort zone. And that's always a good thing. And I find that there is more desire To do well and then come home and try new things
Starting to build up some wall materials. I think I am going to try to make some ruins that had a painted plaster wall and stone trim work. Here is the plaster material base tests. Next up will be some trims and such. I think.. O_O Unless i get distrac...... OoooOOoh Chocolate.
This is what the spider web for my wall material is starting to look like. Ill post readable tutorial once i get the kinks ironed out.
Some base wall materials and trims with Moss painting and weathering/aging Painting This will be some foundation bits to go along with the colored plaster above. More decorative stuff to come!
Regarding pants or no pants - maybe. Might end up going with something similar to Kitana in MK - like a loin cloth type deal. Might do leather pants or or something more practical. As for the tits, you guys can calm down, like I said - it's a block out for us to do animation tests...shirt is literally an extract from the base model, I thought that was obvious.
nothing is built :P I was trying to do some stuff in 3d first and was having trouble concepting as I went. Thought i would start the proper way instead with a painting.
hey guys. We have decided to stop updating this thread and have started a twitter feed instead. if you wish to continue to follow the project you can see it here https://twitter.com/titanscursegame
Replies
Detailed this guy up, will be texturing him this weekend:
Texturing this guy up, almost done and ready to go into Unreal.
Basic skin shader and tones:
More detail:
Maybe, I'm hoping to do a catch up episode here soon where we talk about what projects we're working on - especially with Troy's company taking off.
More progress on the materials:
I'm super excited to see the combat system evolve.
a corset like this might suit your hero:
Here is a quick vertex painted height based puddle setup for the master ground material.
eventually those statues will be embedded in the alcoves of a set of fantasy ruins with overgrowth etc.
We now have as an example, Cobbles, Dirt, moss/grass and puddles that work on top of them all.
Next on my list is probably the following.
Stylized Textures (DIrt, Moss/Grass)
Sketches for temple and then proxy models.
More detailing, about to move on from this guy as I'm getting a bit carried away.
@lotet - At the moment, it's 2x2048 but will get halved. The plan is to have the head and body shared among a mob of enemies, then varying pieces of armor to give a more random feel to the group in combat. Those accessories will share another map that will most likely be something like 1 map = 4 armor sets. Polycount wise he's at about 15k right now, probably will go up to 20 - 25k for a fully decked out one then do 3 or so LODs to drop that down in the distance.
Now that you've been doing this for some time, I'd love to hear a retrospective if you're up for it. Have goals for this project changed? Has it become more like regular work? Has this project affected the way you do your dayjobs at all?
Only speaking for myself, the balance has been really interesting. We're both pretty busy with our day jobs, and clearly happy with them (Jamie is an AD, I'm a lead), but I think creating our own thing has been something we've wanted to do for a very long time. Personally, it's really hard to match that since you have unlimited creative freedom, control, and the reward for learning new skills. On one hand, it has made me think of different disciplines in a new light as I've had to figure things out on my own - specifically scripting and a new appreciation for the amount of thought that goes into something simple...On the other hand, I'd be lying if I said I didn't think about our own project while at work.
For actual scope and feeling like a job, we've been pretty low key about it and just figuring out things as we go along. There are a few big key points that are constant, which we can get into later, but at the moment I think its more figuring out what we can do to piece something together and call it our own...then build from there. It's really easy to get carried away, though, as the options of what we could try to do is pretty much endless...but at the same time, don't want to shy away from what we think is cool. Like, at this rate, we could have just made a match 3 game or something but the purpose of this "adventure" was to do what we really wanted.
Is writing going to help you guys find the look? I mean, I know anything formal is probably far off atm. but is there a story in mind yet or are things still fluid?
To your earlier questions. I don't think it's become a job yet though I think doing things that I don't do at work now are way more exciting to try out. I think the real danger of side projects like these, for me, is that you can end up being too critical and trying to make things perfect right away without really solidifying what we are actually aiming for. At least I find this about myself anyways. Doing a thing. Post it... hate it the next day even thought it's a prototype.
I do do think it actually makes me better at the day job though because it's a break from the normal and stretches my comfort zone. And that's always a good thing. And I find that there is more desire To do well and then come home and try new things
This is what the spider web for my wall material is starting to look like.
Ill post readable tutorial once i get the kinks ironed out.
nothing is built :P I was trying to do some stuff in 3d first and was having trouble concepting as I went. Thought i would start the proper way instead with a painting.
Thanks! but nope.. it's all 2D.
Quick question - on the first traversal test of your character running up the stairs, are the environment shadows dynamic or lightmapped?