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ThirtyMinutes
#192444
07/06/04 22:52
07/06/04 22:52
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Joined: Jan 2002
Posts: 692 berlin
OP
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ThirtyMinutes
So here's a demo level of a, let's say, psychological game The story: the player, a psychoanalytic, is persecuted by somebody who seems to be one of his patients. The pervert thing about it is the fact that this BIG BAD UNWNOWN is detemined to kill you in thirty minutes, as if life was a game.) I don't know if this demo is super-impressive, just, that the basic thing is hidden and not visible. Behind the scene there is a very complex AI engine working which emerged from SmartTalking nodes. So we cared about the visual, but in this stage this was not the core thing. In spite of an extensive jpg and ogg compression, the demo is quite huge (38 MB), so be aware of that. http://www.superfluxus.de/ThirtyMinutes.zipOne of the reasons to publish in such a premature state was that I am loking for some really gifted modellers and animation specialists. I have dealt with biovison and have seen that this would be absolutely great in conjunction with the node architecture of the SmartTalkingNodes engine. If you feel capable of doing some really stunning thing, don't be shy to contact me.
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Re: ThirtyMinutes
[Re: MB]
#192486
09/16/04 23:42
09/16/04 23:42
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Joined: Aug 2002
Posts: 673 Las Cruces, NM
JimFox
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Joined: Aug 2002
Posts: 673
Las Cruces, NM
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I see the point of previous posts about lighting. IMHO, though, not every game has to have dark, moody lighting to be good. I think that dark "look" is a bit overdone. Surely there is room for a game where you can see where you are. So, yes, it can be improved. But, darn, it looks pretty good to me, overall. Regards,
Jim
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Re: ThirtyMinutes
[Re: b_102373]
#192491
09/22/04 06:35
09/22/04 06:35
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Joined: Jan 2002
Posts: 692 berlin
MB
OP
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Joined: Jan 2002
Posts: 692
berlin
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I am leaving my underground and getting outside. Geat feeling: that there's no need to care about lights and illumination, but only sky above and nothing else. No, that's not true. What happened was, that I confronted some severe frame rate considerations. So - going into complex geometry like these few (still unfinished) buildings, sucks framefrate and makes you wonder, what ways there may be to circumvent these problems. I really like the engine, but would love to see it running much faster. @cumpterprogramer: Yes, all this is extremely time-consuming, but programming is worse and you don't see anything. What I found painful as well as extremely satisfying, was doing archiect's work: rebuilding these edifices, texturing them, things like that. It looks really habitable after a while. Hope I can post a little scenery soon.
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