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Re: Early Game Play Prototype
[Re: ratchet]
#296776
11/02/09 22:02
11/02/09 22:02
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
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@Ratchet: That sounds excellent to me I really need to get focused on key gameplay too, this exploration of the tile system has shown me enough to know this is a logical way to go ahead when making this type of title. I have enough parts to create a level now and really can focus on the game play: In no particular order... - Core Gameplay! - - Cool special attacks / moves / telepathy - - Better Animations for the player - - Path Finding - - Better State Manager Ai - - Pickups & Stuff - - OSD & GUI - - Multiplay for 4 people This is enough to keep me going pretty much through to the new year, so I had best get my eye on the prize Thanks everyone for the tips, exploring this tile system has given me a clear path forward. Much appriciate everyones input.
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Re: Early Game Play Prototype
[Re: indiGLOW]
#296788
11/02/09 22:52
11/02/09 22:52
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Real lights are expensive if you don't use an AAA engine using very otpimised deferred lightning ! Forget about "AAA". My shader contest entry (which you should still be able to download) could easily render more than 100 lights at a time with little effect on the frame-rate, depending on how much screen-space is covered by each. It uses deferred lighting, and is free for anyone to use. I have no idea how compatible it would be with A6, though. Mine only works on machines with MRT support (which apparently most people on this forum have), but I think Boh_Havoc's deferred shading doesn't necessarily need MRTs (though without MRTs there're quite a few passes that will probably eat into your max vertex limit). If you can get your hands on a deferred lighting solution that works with A6 you'll be set -- you obviously like to use dynamic lights to spice things up, and who wouldn't? GTA4 used deferred shading so that every pickup (weapon, cash) was casting light, as well as all the cars' brake-lights and headlights, and all the streetlights. Then again, if you don't use too many at a time (even though lots were used, there never seemed to be more than a few visible at any one time in your vid), even a standard per-pixel shader should look seamless in your scenario. I just can't remember how A6 shaders interact with dynamic lights The new video looks much better than the first one, as it looked like there was a little more to the combat than just mash-mash this time. I also really liked the aliens in the glass tubes on the walls Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Early Game Play Prototype
[Re: JibbSmart]
#297805
11/10/09 00:35
11/10/09 00:35
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
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I've been working on my npc models and have now got to a reasonable stage as I thought it was worth sharing: I am still reworking the arms and then I will do some detail work on the torso textures to add details like the head. However, I just ha to get him added to the game to get an idea for how it would look. The screenshots show the target LOD0 mesh, around 2.5k although the one exported into game at present is considerably less polies. Let me know what you think: http://www.youtube.com/watch?v=iAcgfBiCTi0
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Re: Early Game Play Prototype
[Re: Damocles_]
#297815
11/10/09 02:08
11/10/09 02:08
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indiGLOW
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Nice Ideas, I will keep working at it Thanks
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Re: Early Game Play Prototype
[Re: indiGLOW]
#297983
11/11/09 02:46
11/11/09 02:46
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
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I took some feedback onboard and rebuilt the models arms and removed the feet, to really add to the look as he hovers. I still plan on improving some of the texture detail for the cloak but the distance these models will be viewed from during game, brighter strong colours help to identify the different enemies... I am adding the final few animations, but the model is fully rigged now so that I can export bones instead of mesh animations and hopefully I can then start to blend some of these together to create a better flow and feel for their movement. Wish me luck, comments welcome as always FYI: The model is made from 758 polies or 1,432 tris which ever you prefer
Last edited by indiGLOW; 11/11/09 02:47.
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Re: Early Game Play Prototype
[Re: indiGLOW]
#298012
11/11/09 11:06
11/11/09 11:06
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Joined: Feb 2009
Posts: 2,154
Damocles_
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good, much better with the thinner fingers, and the hovering look. The shoulderpads could also be bigger and more spiked up, so they are more in balance with the collar. And the chest should get some ornaments, to make him look more "wirzardy".
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Re: Early Game Play Prototype
[Re: Damocles_]
#298020
11/11/09 11:30
11/11/09 11:30
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Joined: Apr 2008
Posts: 2,488
ratchet
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Cool character ! The feet : tt's a matter of taste I like the feet, caus it show even more it's an Alien. Without it , it becomes to look like a traditionnal mage from a medieval RPG : less original, and we've already seen 2000 times magician medieval RPG. And it's more alien psychic powers than mage aven if he can lauch fire. Here is my PERSONNAL advice (take it or not ) : Bring on some originality : it's an alien game no ? -Big feet ; another head on the torso, 3 legs, 4 or 5 arms, alien tail, no legs like snakes, floating in air etc .... -Effects : put something original for an alien : a flying orb above is head or a power effect belt, or power balls turning slowly around him etc ... bring on your imagination, don't go traditionnal. -Don't make too standard things , make it alien an original !
Last edited by ratchet; 11/11/09 11:35.
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Re: Early Game Play Prototype
[Re: ratchet]
#298024
11/11/09 12:14
11/11/09 12:14
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
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Thanks both for your comments, I certainly know what image I am going for here. I am planning on creating a nice set of Alien Symbols and really trying to push something sci-fi and refreshing into the RPG genre, so I really want to make this stand out. That said, I am happy for the Telepaths to have hidden feet and float around in the game while the other classes, especially meleé will have a much more alien feel and will show the feet and other 'special' features off more TBH: I am no artist and at best I only plan on giving enough depth to the art that a good artist and team could create much more appealing characters than I ever can. Still it pays to keep your hand in Over the next few weeks I hope to develop at least 1 more class for the Aliens and then I will revisit the player model. I am really pleased with my new Telepath Alien and should be able to produce the other classes quicker now. Although I do want to create some other more interesting archetypes... Please feel free to throw ideas, sketches or refrences my way Thanks for the comments and support guys
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