With my first game
The Creature of Kapu Cave out the door and my second almost wrapped up, I decided it was time I should show some of this stuff off. I should probably mention that it is a point and click mystery adventure game. Think myst style of play but not as brain numbing. All of this is pre-rendered and not real time. Even though I build everything to low poly specs so it would render quickly, it was still higher poly than what you would see in most games.
The entrance to the cave. I think the entire scene came in under 20k polys, that includes the next shot which is just inside the volcano.
This puzzle blocks your entrance into the cave. Once you place a ring in the nose an animation plays of the eyes opening, looking down at you, and the teeth separate and you can spin them around. When you get the right order an animation plays of the teeth moving out of the way and the doors opening. Lots of opacity maps for all the webbing.
A close up of one of the tiki's off to the right side of the big face.
Same Tiki with a reskin for the lava area jumping puzzle (below).
I stuck a camera to a bi-ped and used footsteps to animate the camera jumping from one area to the next. After a few jumps the player can attempt to jump to a far ledge, fall in the lava and die, or push the tongue on the fire tiki above to slide out a platform.
A render of the same tiki minus the tongue and a few changes mostly to the texture. This version was used for the end game room (shown below). Recycle, its not just nice, its the law! =P
After snooping around this room an earth quake is triggered. the floor slips into a game board and the main character has to give orders from above to the "pawn" to get to the exit before the "bad guys get to theirs". Very Scooby Doo, and the animation took a crazy long time to do, so much junk moving around. So many last min changes... /shudder
A water pot area for a sound puzzle. Different visual and audio clue are given to the player as they walk along an area. Only the audio clues matter and the correct order needs to be pressed into the turtle (below) so the floor drops out and the player slides into the next area.
Push the turtle shell pieces in the correct order or face TEH DARTZ O' DEAHTH!!1one. Yeah dart to the neck, didn't see that one coming did you... Two guesses where the darks come from.
I learned a lot on this game and while there is a bunch of this I would love to go back over and make better at some point you have to move on.
Replies
They only thing I see that could have made a good difference is a higher res terrain/cave wall texture.
But I dig the modeling and lighting overall.
and good job aswell, some of that stuff looks excellent.
The cobwebs and statues all look great, I really like them.
The last image seems a tad too desaturated and bland, some slightly more interesting lighting would have fixed that, I reckon.
Agreed with Monster on the cavern/rock textures - not only are they a bit too low-res, but they're very repetitive too - this is most obvious in the exterior shot, and the red glowing chasm interior. A quick Mix material with some different textures blended with a mask would have probably made the rock seem a lot more convincing and less monotonous.
Overall good stuff though, keep it up!
- Jesse
Nice stuff
Look forward to next one.
r.
Nice work m8, great consistent pixel density and the overal ambience works really well. Those statues have a great atmospheric aged bronze quality to them, great to see such continuity between all the assets but thats what comes from either having fewer people working on them or people who can work well together.
Look forward to next one.
r.
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what exactly is meant by "consistent pixel density"?
r.
Looking good, can't wait to see the stuff from your next one too.
Good work. I think for when it comes time to put these up on your site, you should think of a more consistent way to present them, right now it feels a little random.