Theme: 1950's B-Movie - Invaders From Beyond!
Our setting is 1940s-50s Americana. Our character is a kid that's fallen asleep watching science fiction movies and, upon waking up in the middle of the night from a loud bang that shakes the house, he's discovered that aliens have landed and are invading - Infact, one's crash landed in his garden.
Invaders From Beyond! Soundtrack:
We aim to challenge ourselves by:
- Wrestling with UDK
- Creating the scene with a non-photoreal, handcrafted visual style (Ack!)
- Using high modularity, both with meshes and materials
- Completing the project without wearing a single pair of pants (*fistpump*)
- Attempting to inject as much charm and character into the scene design as possible
- Adding a twist to the regular "beat em up" level design - This could be the most important part of our entry
- Trying to make it look awesome
Update: Building modular world peices.
Latest Image:
Replies
Wasn't part of the contest that you should avoid trying to do that though, considering how they're "tired" themes.
Best of luck.
First post updated. Images soon.
Fortunately, we're both in the same GMT timezone despite being in different countries, so we can tandem no pants. Otherwise, we might have to tag team the no pants directive, which would have complicaed things.
Added some more stuff to the first post. Actual game-art images to come, once I've laid out the modular placeholder bits for our scene inside of UDK, to make sure it all fits together and works.
no7 is probably the most important ^^
As far as story, our setting is 1940s-50s Americana. Our character is a kid that's fallen asleep watching science fiction movies and, upon waking up in the middle of the night from a loud bang that shakes the house, he's discovered that aliens have landed and are invading - Infact, one's crash landed in his garden.
We have a little twist to this, but we want to hold on to that until the end :P
Stylewise, we're aiming for a NPR look, with design sensibilities similar to The Iron Giant mixed with Zombies Ate My Neighbours.
I've thrown an image together with the level layout we're going to be aiming for, as well as some of the ref we've collected - Only showing 3 of the main interior areas so far because it's boring as hell collating the ref together.
gl guys
*puts EricV's name on the list*
Kinda getting a Limbo vibe from the description.
Should have some work to show today. Y'know...Actual game art :P
I WANT WHITE BOX LAYOUTS DAMNIT!
*foam at mouth*
Cheers for the comments, guys. Just to note, Pedro's off on an American adventure for almost a week, so it's just me - and I've been working slow :P
I *think* this is the whole set of modular world blocks we'll be needing. I'll throw them into UDK next, and try to construct our scene to make sure I'm not missing anything.
Thanks!
Haha, yeah James. Maybe you've found out our secret twist?
Guys. For your attention - Click me! - Need UDK help, fixing the problem I'm having with the modular floor tiles and lightmaps.
Any help would be appreciated!
From what I can tell you need to play around with you light setting in your scene. Try messing with the 'Shadow Filter Quality' or turning on 'Use Direct Light Map' in you light properties. What type of lights are you using in your scene? Is it just point lights right now or are you using dynamic lights?
WIP shot of me trying to find a colourscheme for the living room area:
Looks like someone's pissed on the carpet GIMME THE FOCKEN MONEY LEBOWSKI!
Yep! Number 3 of the OP:
Word. I haven't textured the windows yet because I wasn't sure what I wanted to do with them. The "lintel" isn't a lintel as such, but was going to be something I could attached the curtain rail to. Didn't like the idea of putting it straight onto the paper, as it'd be a bit messy without having a flat BG to fix them to.
Square windows - Of course you can have square windows. Not all of our windows are square, though. We only have them square to lift the bottom up a bit, so a counter-top will fit beneath them. And yeah, we'll be keeping them as I quite like them
Although that might change.
Good point, yes. I'm weighing up whether I should redo the wallpaper pattern completely, against letting it sit and seeing how it looks when it's screencapped at full screen resolution, with the cameras tuned to a workable distance.
We're aiming at getting a fully working camera and controllable player worked out, so that's still yet to be looked at.
But aye. Looking at some of the wallpaper textures I still need to make, I think the "messy" orange one might look a bit weak.
Ramble over! Thanks for your comments, guys.
and this
but it looks more like a 3rd person shooter or something right now
i guess its because the foreground and the background are missing, its just one big room
I want pics of the no pants as proof that you are a man of your word.
I still haven't gotten around to finalising the windows - still trying to get the walls and floors textured nicely. I am leaning towards having bigger windows now, yeah. I especially like the ones in the second image that Shep posted, that're almost floor to ceiling
Andy - You want MORE of those photos? I told you it was a one off thing :S And I was drunk...
More images soon.
Adam - Yep We have a really open area when it moves to the back yard, which should have some cool shit happening in the background. I still haven't worked on the windows, yet, though :P
As nice an idea that is, there's a reason we won't be doing that - It's part of the twist we want to work into it Would be a cracking suggestion if we were going in a straight line, though. It'll make sense soon enough.
There will be wires though. Oh yes, there will be wires!