thought I´d create a thread about this project after showing already some screens in the What are you working on thread.
about:
Team project (3 memebers) with the main topic colors. The 3 of us decided to make a game concept or prototype that has a environment and theme build upon the theme colors. What I will post here however is more focused on what I did on this project,- because that´s what I can tell best about.
my task:
- engine programming (flash as3)
- tool pipeline (maxscript)
- and various environment and character modeling, texturing, rendering
... and lots of other stuff that needs to be done in order create a demo at the end
before I start with updates now and then,- first some summary of what I did so far and what I have:
1. technology- or engine:
is basicly a set of camera mapping techiques in Flash with a simplified 3d rendering model. Controls will be just like in old Adventure games requiring only a mouseclick to move/ activate or do whatever, screens are most likely static with only the polygon objects in the engine moving.
All this is done using maxscript and Actionscript (flash scripting) together:
for that a important task was to copy the camera model from 3dsmax to my engine so that a single object still looks like it exists in the background rendering:
a demo:
http://www.renderhjs.net/bbs/flashkit/color_dune/demo7/
with some more tricky stuff its thus possible to blend rendering and realtime stuff together like:
here is another demo with a possible poly count for a characer beeing 300 triangles:
http://www.renderhjs.net/bbs/flashkit/color_dune/demo_chardesign2/2. environment
the earth or planet the main character lives on is called Suvat. It´s a planet where 1 side of it has the whole day night,- and the other part the whole day light because the sun doesn´t rotate around the planet but booth planet and sun rotate around a gravity center.
The game starts on the night side of the planet- since the other part is considered to be hazardous. So it´s like night all time at first in the game.
I started already with the first village where it starts,- named 'Rheta'
the pink path is a maxspline which will be read as vector path in the engine to enable pathfinding (walking automaticly around corners, obstacles,...) and to limit the area one can click/ walk to.
This is what it looks at the moment like:
and
some detail:
(the renderer is mental ray within 3dsmax9)
Replies
Characters are beeing refined atm. but this was my first sketchy attempt,- to test out what can be done with 300 triangles and to test out some cellshaded anime alike style:
the low poly mesh (300 triangles)
but like I said,- it´s most like that this will change since the other members didn´t liked my design.
4. misc
this is my last logo draft for the project:
cure or curing because colors are a special way of curing a sick character in the game.
this is quite a lot for the first post so I hope you bear a little bit with me
I know English isn't your first language, but if some of these images are for a presentation or in-game use in the end, targeted at an English-speaking audience, then you should check the spelling and capitalisation on your Suvat planet text labels... you have some words with capital letters, and some without, for no good reason ... and it should be spelt "Red Forest" and "Unknown Civilisation"
are you finished with the climate-project?
and i love the logo and the girl
thx alot guys,- even though I didn´t replied till now your comments really pleased me
alot has happend meanwhile, not just rendering and modeling wise, the biggest update however occoured this night with a neat engine update:
online demo
you basicly click on walkable areas and the character moves to it, that´s it for now
some additional guide:
- a yellow crosshair indicates walkable areas, so if you see it in the cursor you can walk there
- hit the [d] key for debugging and pathfinding info (switches 3 modes)
- the keys 1,2,3 switch between the 3 cameras
the texture of the female character is dramaticly compressed in this demo (I wanted to keep this demo below 400 KB [358 KB right now everything including htm files] because she has a PNG file as texture [with alpha channel] ). The next time it will look better.
No clipping objects are included this time,- just the character so dont wonder why she doesn´t disappear or gets clipped at all when moving behind objects- it´s just a flat rendering picture.
it's based on flash, flash isn't much of a 3d accelerated environment, so i guess thats why the polycount is that low...
and as for the day night thingy, see it as given, it's part of the story doesn't have to be overcomplicated
id like to see that. also the presentation of the planet and stuff can be
polished easily by being consistant. go for serifs there maybe.
are u goin to put more shading into the character textures so they
match the light situation a bit more? or are u going to leave it unshaded
i love the style on the girlie model, really unique.
Game looks great already. You have very nice backgrounds, but I prefer first girl model though.
Are you going to make full game, or just a technical demo/preview? I'd love to play final version, will it be available when you'll finish?
Thanks for technical details. Great work!
Regardless, it looks awesome and it is certainly something to be proud of!
keep it up! I love seeing this stuff!
What do you use for animation? Key frames, or you have skeleton in the model?
[ame]http://www.youtube.com/watch?v=71Xw3wVcQ88[/ame]
that covers basically all the engine stages and the final demos I showed here at my university but did not uploaded for technical reasons. You can see some other levels, a 3dsmax viewport capture of my level and some technical views showcasing the pathfinding and depth sorting.
Just letting you know that here on Safari the online demo does not have the proper look - the girl gets shaded instead of being self illum.
i think it looks fantastic, im pretty surprised at the detail you've got going
I had roughly the same discussion with a guy from Ubisoft the same day but my honestly I do not really want to end up in such a position because the stuff those big companies produce in their web/flash labs is nothing outstanding, in fact its just as boring as the other micro games on the net that I hate so much.
What I want is to work with is a strong and experienced team (not just some webdesigners, anyone can call himself that these days) but actually real animators, modeling artists, concept artists ect. from the gaming industry. In my eyes thus big flash games produced by known or good industry game companies is yet to early - at least for a person like me that does not want to start with a web team something like this.
so depending on who will hire me at the end of this year the answer to your original question might be yes or no.
This game looks great! the visuals are so good. But honestly it doesnt look fun at all. like it feels really confined, like 2 steps, wall, 2 steps - oops bump, ok 2 steps no wait this way not that way ect.
I think since you have the look so totally dialed that you should focus on fun more. more interactive fun. especially for a game that is brought to you - on the web. if i load this game in my browser, i can easily just tab back to my gmail account or polycount fast you know... not like when I install a game, im a bit more committed to it. browser games need to be more fun immediately.
my thougts. thanks tho, your work is so visually great!
Does look really fun though, like one of the last sierra-esque games, (monkey island, ect)
it all comes to you, what you want to make and how you want to make a living off it. in sweden its realy eazy to start a company atm. Its eazy to get budget for it to. if u find somebody that sees interest in ur game, u can get them hooked. they just want monthly / every 3 months revisions of how far u are getting , to see that their investment is flourishing. I dont know how it works where you are but id rather say u find ur self some team members by ur self that u know will give it their all and start a own company. Its a far better choice imho. but then again its all upp to you.