Gentlemen!
For the last month or so (Excluding a large sum of slacking off), I've been working on stuff for this game project. It's an action-based Metroidvania called
Umber Throne
The story follows
Sir Abelard who, under the orders of his liege,
King Atlas, travels to the dead Kingdom of
Lord Faustus to destroy the artefact said to be the cause of its demise:
The Umber Throne.
Joining him in his quest is
Magister Magnus, who acts as mission control aboard the Celestus; An Aether Galleon under the command of
Captain Balzac who's aiding them as well.
The world of
Umber Throne exists within an immense void known as the
Empyrean Expanse. Within this void float an immeasurable number of
Realms, which have the appearance of floating chunks of earth. Upon each
Realm sits a
Kingdom and within each
Kingdom sits a King.
The state of a
Realm is tied to that of its
King. If he is sickly and weak, the
Kingdom is rather barren and in shambles. If he is mighty and thriving, his
Kingdom will be the same.
Every
Kingdom is connected by a sort of 'highway' of light known as the
Aether Streams. To date, most
Kingdoms have created special
Aether Galleons which can travel upon these
Streams allowing them to interact with others.
And now for some characters and stuff:
Good guys!
Sir Abelard
Atlas' Paladin and the main character. He's all about honor, courage, and avoiding the consumption of cheese.
Magister Magnus
Atlas' Magister and 'brother' of Abe. He tends to ramble and drink tea.
King Atlas
One of the oldest Kings to ever live. Also the strongest. Ever. He's famous for having single-handedly lifted and moved his very castle to the entrance of his Realm, so that invaders would have to go through him in order to reach his people.
Captain Balzac
A salty old sailer (Though not that old in comparison with our heroes) from the Realm of Barbadossa.
...And others
Bad Guys!
Lord Faustus
[still working]
The master of the castle in which you're intruding. He seems to be under the impression that the Umber Throne had allowed him to ascend from his mortal form. Actually a ghost.
Magistra Mallea
Faustus' Magister unit. She's very proactive in her attempts to kill you, although she's always 'too busy' to do it herself. Also a ghost.
...And others
Who-Knows Guys!
Mephisto
He's hanging around Faustus' castle for some reason, challenging you to find certain items that he's scattered about.
Ninja5
A rather enigmatic ninja who's always attempting to catch Abe off-guard.
Enemy stuff!
Gols!
The Gol are a species of creatures also called World Eaters. In our world, Time is the main source of decay; But in UT, it's these things. They always appear in underused places and devour everything, slowly but surely.
Just one thus far:
Other stuff!
Here's the game as of the last milestone:
[ame]
http://www.youtube.com/watch?v=yYCjZBk92yw[/ame]
Still much to do!
Replies
- BoBo
Be unique! You have the freedom to do so.
I had similar thoughts about the hatching and such, but wasn't sure how to do it. Do you guys think I should just paint the lines into the textures themselves or attempt some sort of fancy shader?
http://area.autodesk.com/blogs/duncan/crosshatch_shading
http://forum.mentalimages.com/showthread.php?7091-Stylistic-CGFX-Shader
Here's an attempt at the hatching. I'm not really skilled enough with UV mapping to make the density equal across the whole thing, so it's a bit off:
(Combining the hatching and normal painting?)
And yeah, It's just me for now (Still need a musician). I'm using Unity.
what engine are you using? we might be able to help.
-Three sets of perpendicular white lines at pure white, adding fewer as it reaches gray
-No lines where it's pure gray
-And three sets of black lines where it's pure black, adding fewer as it reaches gray.
Perhaps something like this for the... Mask?
(That would be a mask, right?)
(P.S. It was done quickly, so it sucks.)
Axe is done, too:
Also began working on counter attacking:
[ame]http://www.youtube.com/watch?v=GrjUwA8HNRA[/ame]
I feel like you have too much white crosshatching, and not enough black....most noticeably on the stockier guy with the axe.
Also, do you plan on having dynamic lights in your scene? It might look odd since light could hit in spots that are meant to be dark, and look odd. Maybe in practice it wouldn't really matter.
On the subject...there was an article on kotaku today with an image of the walking dead game. They appear to take on a shader approach to hatching...looks pretty neat:
The game is looking neat, your concepts are awesome..I like what you are doing so far. Good stuff.
Just about finished with this logo:
You might also be able to set it up with an incandescence map that carries the colour that doesn't get covered by the crosshatch, and the diff map would have the colour that does get hatched out. This is assuming that Unity's materials work somewhat similar to Maya's.
The incandescence is an interesting idea, though I'm unsure how I'd go about it.
Anyway, I've modified Abe's texture with some hatching:
It's a tad messy up close, but you'll never be at that distance.
Like how he looks close up.