Instead of continuing to post in the request section updates to the Multivaders2 Project, Blake said it was cool for me to start a seperate thread here in P&P with some of the stuff, we'll update this thread here instead of in WAYWO or the requests section.
So far I think I'm one of the newer people on the team..
Updated: Nov 5th
Crew Quarters In Game
and here's the beds I recently finished up on in game. Still working on the laundry stuff
each bed is about 50 tris (a few hidden tris for each bed number alpha plane) with a 128x128 tex
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what texture sizes ya using, if I may ask?
it looks sweet so far, but I just thought I'd bring it up.
All the textures are generally 128x128 with a simple diffuse map. The props are between 100 - 500 tris each, depending on what they are.
Transfer of the older stuff from the request thread - click for bigger:
Stuff looks good! Reminds me of the Evil Genius game.
And some of the videos
[ame=http://www.youtube.com/watch?v=IYmUGKUMGTQ]Rigged door in-game opening and closing[/ame]
[ame=http://www.youtube.com/watch?v=W8M4DxNeInk]Sneak peak at the state of the game[/ame]
[ame=http://uk.youtube.com/watch?v=JwDd1m3X-TQ]NPCs animated and in-game[/ame]
Old WIP gameplay
Character picker
Map Editor
AI squad
The game is a multiplayer arcade-style shooter, with elements of RPG, action/adventure and simulation. You take part in mini 'stories' and complete missions (you can play online with friends) that rewards you with points that you can spend upgrading your character/weapons/etc. You'll also be able to use the built-in editor to create your own missions and share/play them with friends.
It's basically a big space-adventure-game-shooter sandbox that people can create their own stories and adventures in. The idea is to release the game with a bunch of example missions and then let people play with the editors and contribute to the game.
Keep posting content here, I'd love to see more as the project progresses.
It's a custom engine I've been working on for a while. Originally it was to be used for a survival horror title but with the masses of high-poly content required for such a game, I've put that on the backburner and have been working on Multivaders. The intentional low-poly, low-res and exaggerated style has made it a lot easier to get art done.
The current plan with the user generated content is like what you've said. The user can enter an edit mode where they can build a ship from components, then go inside and drag/drop rooms about to build an interior. They can then place characters and props around the ships, script it with a drag/drop scripting system I've been developing and create their own stories and missions. I'm hoping this will all be online so people can collaborate making content.
Art-inclined people with a little more time can also use the exporter tools to easily create new items/props/characters/rooms/environments in max/maya/blender/etc. and use them in their missions.
The initial plan is that once they've made their mission they can just have their friend join their server. The game automatically sends/receives the required files for the mission.
Probably a good idea. So few people these days are willing to compromise in order to produce a more viable product. Although I can appreciate slavish adherence to creative vision, there's always a point where you have to consider what is really best from a practical outlook. And I think it's really paying off for you here. Everyone seems to like the style. If its also a lot easier on your dev time and costs, I think its a win-win scenario. (not to mention that it will likely be kinder to the required system specs)
And it's great to hear about what you are planning with the on-line editing. Although I'm stoked to hear about the more in-depth and custom content features, the average user will get a lot more from the in-game pre-built elements editor. Giving players a way to build their own levels quickly and easily will generate a lot more user content. Let us know when this gets closer to beta. I'd love to try importing some of my own creations. (possibly some alien life form models to use as enemies)
It has definitely helped to work on something that is a little less stressful, asset-wise. Even this project has been crazy though and without our awesome artist carl, and other guys who have helped, we wouldn't have been able to get as far as we have.
I am hoping to pull together the basic functionality of the editor and tools ready in the near future and releasing that as a tech-demo of the
Getting some of the gameplay back into the main branch of the game today and also implementing a new combat system whereby the player has to drop to a 'combat stance' to aim/shoot/defend. Got some initial animations done and a prototype system in place.
[ame=http://uk.youtube.com/watch?v=e5sUqiXOJa0]Combat in-game[/ame]
The sounds are borrowed from various engines (except for the music, that's mine) but it's really starting to look like a game now. Higher quality xvid version of the video is available here.
Carl has also finished lots of the props around the deck and I have been working on blocking out the various rooms still needing to be created. Lots still to do though, need to get the netcode back in, space-flight system back in, rooms finished and make a start on some planet-based environments for the players to land on/explore/fight around.
I know what you mean. I've been playing with different ways of doing it and nothing has been perfect. The current system makes it easy to see what's behind a wall, and I think that cutaway style does match the game's visual look, but does look like the wall has been destroyed/crumbled. Transparent walls caused colours behind to look a little faded and washed out. I'd been toying with the idea of wireframe walls but testing this it either looked a bit ugly or it wasn't clear it was a wall.
This is the latest method I've been trying
Here's the medbay props and some guns.
That was just about what I was going to suggest. Maybe make the walls disappear if/when the obstruct the view of the player models or important items? Once the players are out of that room, the walls can reappear. So basically a "bubble of invisibility" surrounds the important characters/items/players, that any walls within range goes invisible.
Fantastic art and style-- am I to assume this is going to be on PC, or should we be looking for this on XBLive? I can't wait to play it!
Started working on the UI for the editor so that we can start properly building levels and creating/scripting missions. Designed it earlier:
and the final implementation in-game
[ame=http://uk.youtube.com/watch?v=KhxbgkfHSUA]In-game Editor[/ame]
Moar please, MUNCH MUNCH MOAR!
[ame=http://uk.youtube.com/watch?v=Y5Ai4kuXKn8]Co-op play combat[/ame]
Jeremy's props have been put into the quarters scene and lit, he's updated his initial screenshots with the pictures. I'm hoping to get most of the built-in editing tools done and ready within a week or so to let our artists create and play with art.
Basic top-downs of the dual-level engineering room
Began modelling and lighting the engineering room concepted in my previous post in preperation for the props to be finished. The room hosts the two-story high gravity-drive which powers the ship. The drive design/mesh itself was created by Carl - I've just modelled the environment around it. I wanted to make it feel like it was advanced alien equipment being interfaced by human technology. I need to work on the cables a little bit (maybe converter boxes they plug into). The room also features a workbench for the engineer where they can create and upgrade weapons.
http://www.ai-blog.net/archives/000152.html
I noticed that you guys did as well placed not to many nodes or mesh points I assume because of the performance?
there are a few interesting points in that article regarding advantages of the mesh or node methods.
I myself had a few performance issues with to big meshes, or node structures- in case you are interested:
http://board.flashkit.com/board/showpost.php?p=4054859&postcount=67
I've gotten Carl's engine in-game, continued modelling the room mesh and also began to work on textures for it.
[ame=http://uk.youtube.com/watch?v=bRB7lYhaN1w]Engines in-game[/ame]
XVID video of it in action building a ship from scratch here http://paradum.com/mv2/3/editor_latest.avi:
[ame]http://www.youtube.com/watch?v=xmfEjywFUNg[/ame]
Keep up the amazing progress!
Hopefully that should be exactly how it plays - sort of like a tv sci fi series with individual missions being episodes and building up a big story arc People can then make their own episodes or make their whole own series.
I've been working on getting the docking bay finished. I'm not completely happy with the lighting yet and I'm still working on the floor textures - I'm going to have a go at a more appropriate wall texture eventually, as well. There's also a few WIP props around.
The kickass space suit prop was made by dolemite here on the boards - he'll also be working on the bench and lockers (currently just blocked out above). Other props are the awesome work of Carl I've been modelling the actual environment parts such as walls/floors/ships/etc. and putting it all together and lighting everything.
Hopefully should get this finish in my lunch break today and I'll post another screenshot.
[ame]http://video.google.com/videoplay?docid=-5756220336426978408&hl=en[/ame]