I'll keep adding and editing the first page until I either finish it, get a cool job as a rockstar or give up and cry.
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(I hope)
Short introduction:
Some have seen the occasional asset in the what are you working on thread and I decided to put it all under one roof.
Everything is still kind of free floating so I've taken a step back from the art and a step forward into the planning. I'ma gonna do it all proper like! (And see how well it goes instead of placing out assets willy-nilly.)
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The design / gameplay in general:
It will be a Harvest (Get provisions) / Survival (Hide from third enemy/timer-event) / King of the hill (hold an object) level. There will be a timer running the show probably.
When the game starts it counts down from 10. When the timer reaches 0 the doors open and the team rushes out to get supplies randomly spawned across the map (In the center of a map there will be a king of the hill mechanic. The team owning that area will gain points as long as they hold it. This way they won't have to run around the map and collect the spawned ones although it might be wise to do both).
Every now and then an airhorn sounds off and the teams drop their weapons and have to rush back to their individual building. Those left outside will be killed and for every person killed the other team gains a point.
Repeat.
The gun shops will be host to the best weapons / powerups in the game. So the team has to decide where to run first. Steal the king of the hill-object or get weapons before they go or split their forces.
Potentially it might be that the more gun shoppes the team has, the better weapons they start with at the beginning of a round. Something that will help when they've dropped their weapons after the first "round".
Also , the teams might sacrifice a few people (points to the other team) by making sure that they get a gun shop or hold the KOTH-object a bit extra before the next round.
Of course alot of this will be tested. Two potential layouts. No fluff. Will of course have to add some extra stuff to the maps as i go. At the moment i just want to show off the spawn/king of the hill-mechanic.
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The art:
Some taste samples. I will be reusing props for both areas. Just colored differently. I CAN ONLY DO SO MUCH CAPTAIN!!!
Replies
I'll be keeping and eye on this one :=
3Dlee. I wanted to keep a very clean colorful look on the assets so I won't go crazy on the grunge and tear. I'm still experimenting a bit with it. I want to try and pull it in a "dark colorful" direction. Not grimy, rusty though.
Looks cool and looking forward to more! Are those cubemap reflections?
I say do it on Source.
It sounds like you want to do all the artwork anyway, so thats not a big deal. Right?
I don't really get your layout plans though, some circles don't seem to describe a lot of level layout...
Anyway. I got a small extra prop for you today. Nothing major or special. It was a quickie. Not going to obsess over it due to the big amount of props I got to do.... It's also the first blue prop! Woo!
I'm going with oval roundish-shapes for Fat Eddie's joint and pointy more "american" ones with Billy burger.
Xoliul: It is your shader right now yup! Thanks a bunch mate. It won't be in the end though. Sorry!
dur23: You got pm!
Interviewer/friend/whatever: Hey NotoriousPIG what're you working on?
NotoriousPIG: Oh this level I wanted to create, it has 3 different game modes and takes place in the 60's!
Interviewer/friend/whateveR: Oh wow that sounds awesome! Can I play it?
NotoriousPIG: No.
---FAIL---
The second they find out this is unplayable is the second they (we?) are uninterested in your 'design'. It's one thing to show something on paper, its an entirely other (and MUCH stronger) thing if they we can play.
I'm bringing this up, again, because I really hate seeing talented people waste their time.
I see your point, but allow me to play devils advocate here for a minute:
Screenshots are nice too, especially when it is unreal compared to source, there is no denying that it is a more powerful engine and in that respect, perhaps more ideal to show off art rather than a game concept per say. Though, showing both obviously never hurts.
Besides, those assets NotoriousPIG created does not fall perfectly in with the TF2 visual style, albeit strikingly close. In that respect, the characters could probably fall a bit out of tune with the evironment, not as much as giant space monsters, but still. :P
EDIT: So saying that showcasing the level in unreal would be a waste of time, is maybe slight exaggeration
Just my $0.02
But that is Swedes in a nutshell. That, and battleships that tip over
Sorry for the music. It snuck in there.
[ame]http://www.youtube.com/watch?v=re-kg1yxSGc[/ame]
Use this if youtube doesn't work. It's a direct link to my dropbox account so it will stream in a new window in your browser.
http://dl.dropbox.com/u/469564/SixtyAwesome/Vid/Sixties_Greybox_01.wmv
EDIT: Well it works in canada, america, portugal and sweden. Don't know what to do to make it work for you. Never used youtube before in that way.
Maybe this then. http://dl.dropbox.com/u/469564/SixtyAwesome/Vid/Sixties_Greybox_01.wmv
The art style is pretty cool, i'm looking forward for it the level placement is pretty interesting with the two bases not being directly one in front of the other, I'm wondering, you will open shorcuts trough the interiors of the other houses, or the only playable part will be the street?
Things I'm doing and have done
Tweaked and played with the layout. Still not happy.
Will start mocking up the backyards to the houses aswell and add garages.
Added sidewalks.
Trying to get a feel for the gun-shops.
Added watertowers and billboards.
So yeah. Im still trying out scales, layouts and stuff like that. Town is a bit to straight right now but it's easier to "balance" like this. Also it gets the small-town-vibe across.
http://sandiegorestaurants.typepad.com/san_diego_restaurant_revi/images/2008/04/24/studio_diner_031.jpg
http://inlinethumb48.webshots.com/42863/2068437830090996329S600x600Q85.jpg
Billy Burger is more american supercorp like Mcdonalds / Burger king.
http://pcmedia.gamespy.com/pc/image/article/779/779951/world-in-conflict-20070411062142759-000.jpg
or more specifically the X-Mas map:
Ah sounds fantastic, can't wait to see some progress..
Another video. Don't worry about the decal spinning around. I just made it to see how to get a decal rotate around. Turns out. It's pretty easy.
http://www.youtube.com/watch?v=M9C9vt3WRn0
Will do a weapon next. Just so I can do some more eye candy for you
Also, what's that song in the first vid?
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Autopsy: Jukeboxes are scary! But i'm gonna try to make one again. I failed last time (a long time ago)
Lotekk: Yikes! Thank you. It's "The garden" by The creepshows
Anyway. I've been in vacation mode over christmas and doing a few other things not directly related to this. Thinking of going into art school buuuut I dunno. Anyway. Here's the first building exterior I'm wrapping up. Very wip of course. Half of it is high poly.
I'll do finished exteriors first and basic interiors.
This might just be me...but the stars on the doors look like the Jewish star...the big one on the sign doesn't...but the doors look like you're going into a Jewish dinner, lol....now if that's what you're going for then that's cool....I don't think you are though.
Besides that it's looking pretty awesome!
I'll probably reuse the big sign for the door aswell though. The one with the hamburger in it.
Thanks Kevin. I'lll try to dazzle you tomorrow. I'm hoping to have finished the exterior by then.
I don't have much FPS-knowledge so we'll see how well the building holds up in first person view.
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Some playing around from me. I blame new years and hangover for not having finished the building... oh well. Stairs, doors, windows and polish to go.
Playing around with lights and post process and levels. Part udk, part photoshop. Haven't set up the shader yet so results are meh. Need to get some serious shader-voodoo-stuff going on.
Seriously nice materials on those props too.