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ThirtyMinutes #192444
07/06/04 22:52
07/06/04 22:52
Joined: Jan 2002
Posts: 692
berlin
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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.zip

One 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.
64 Comments
Re: ThirtyMinutes [Re: JR] #192484
09/16/04 00:41
09/16/04 00:41
Joined: Jan 2002
Posts: 692
berlin
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MB  Offline OP
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berlin
thanks for the nice comments so far, which I take as a kind of moral support. For sure, you can always improve things - illumination, material and so forth. I didn't take much about it in the current state. You won't see any shader effects for example. So in this state everything is about geometry, modelling and texturing. Nothing special at all.

I am desperately awaiting the 6.303 version, which will allow the use of *.fx files - this will be the moment to tune up the visual quality.

Re: ThirtyMinutes [Re: MB] #192485
09/16/04 02:41
09/16/04 02:41
Joined: Mar 2003
Posts: 4,427
Japan
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A.Russell Offline
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A.Russell  Offline
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Japan


The texturing, modeling and level design looks beautiful. In some places the lighting doesn't make much sense. This is most noticable in the cinema, where the light fittings down the sides are dark and the room looks like it is lit by a couple of large invisible lights sources in the middle of the room.

Despite that, it still looks awesome.

Re: ThirtyMinutes [Re: MB] #192486
09/16/04 23:42
09/16/04 23:42
Joined: Aug 2002
Posts: 673
Las Cruces, NM
JimFox Offline
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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
Re: ThirtyMinutes [Re: JimFox] #192487
09/17/04 01:52
09/17/04 01:52
Joined: Sep 2004
Posts: 2
Rutgers University, NJ
J
JR Offline
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JR  Offline
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Rutgers University, NJ
Agreed, but I'd have to say that dark, moody lighting is the only viable option for a demo like ThirtyMinutes. Cheers,

John

Re: ThirtyMinutes [Re: JimFox] #192488
09/17/04 01:55
09/17/04 01:55
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A.Russell Offline
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Japan


It's not the brightness I was refering too. It was the logic behind the light sources. The light fixtures are dark in the cinema and it appears to be lit from the middle of the room. I think it would be good with lights coming from the light fixtures and really long range, slightly dimmer lights in the centre for ambience.

You can see it in the other shots too. Like the dabbs of light on the stairs that don't seem to come from anywhere.

Re: ThirtyMinutes [Re: A.Russell] #192489
09/17/04 11:26
09/17/04 11:26
Joined: Sep 2003
Posts: 363
Ottawa
MathewAllen Offline
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MathewAllen  Offline
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Posts: 363
Ottawa
the game looks frigging beautiful but i cant even figure out how to get out of the first room, it jsut happens some times.

Re: ThirtyMinutes [Re: MathewAllen] #192490
09/21/04 16:35
09/21/04 16:35
Joined: Dec 2002
Posts: 1,866
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b_102373 Offline
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b_102373  Offline
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B

Joined: Dec 2002
Posts: 1,866
Very good work. Congratulations on great levels. How long have you been working on this game for?

Jeremy

Re: ThirtyMinutes [Re: b_102373] #192491
09/22/04 06:35
09/22/04 06:35
Joined: Jan 2002
Posts: 692
berlin
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berlin
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.

Re: ThirtyMinutes [Re: MB] #192492
09/23/04 07:54
09/23/04 07:54
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
Quote:

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.




Maybe, this could help you: Lutz Tewe's culling system

Re: ThirtyMinutes [Re: MB] #192493
09/23/04 18:33
09/23/04 18:33
Joined: Mar 2003
Posts: 4,427
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A.Russell Offline
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Japan

You could use a LOD system so that the isides of the buildings are not created until the player is really close to them. Even one floor at a time.

Your use or colour and texture is beautiful.

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