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Blade Of Power [+demo] #272353
06/17/09 17:17
06/17/09 17:17
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Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
Senior Member
Blade Of Power [+demo]

Hello,

...and welcome to showcase of my first project with 3D Game Studio.
........................................................
Blade of Power in short:
Project >Blade Of Power< has started as a small fun-fiction adventure game based on a popular cartoon serie from the '80 He-Man and the Masters of the Universe. At the beginning, it combined full 3D environment with 2D animated characters. From there it evolved into a fully original first-person game with unique 3D characters and plot that combines adventure segments with action gameplay.
........................................................

Blade Of Power project is going through some deep design changes so none of the videos displayed on this page no longer represents the real development stage of the game, game levels or content... but they are still fun to watch smile

Walkthrough of the Kingdom of Artha: Castle (level 3 /sub-level 3 of 4):
http://www.youtube.com/watch?v=CdUCAIZDRhE

Blade Of Power game overview:
http://www.youtube.com/watch?v=eu_X4PUcY4s

Blade Of Power new sword battle system:
http://www.youtube.com/watch?v=Fr3aje5aux0

>New video<
Walkthrough of the Kingdom of Artha: Lower Wing (level 3 /sub-level 4 of 4):

http://www.youtube.com/watch?v=y5iIwd8Jy_k&fmt=22

........................................................

Blade Of Power demo that is available for download is, at this moment (26.04.2010), about 10 months old and it no longer represents the real development stage of the game, game levels or content.
Demo has been broke into four files for easier download. I hope you enjoy it smile

http://bladeofpower.weebly.com/demo.html

Btw when evaluating this demo you should keep in mind that...

-all character models, friendly & enemy, have been replaced or enhanced
-all music & most of the audio effect files have been replaced or enhanced
-laser battling is replaced with sword fighting
-enemy AI is replaced with David Lancester's Glorious Combat script adapted for first person sword fight

..unfortunately non of this updates is in the presentable form frown
........................................................
........................................................
Blade of Power team is:

Nikolic Pavle >Ganderoleg< / Story, gameplay, 2D & 3D art, animation and programing.
Gligorijevic Ivan >Dimme< / Story, music & audio effects.

...with very special credits & thanks to:
Andjelkovic Petar/ Story, additional level designer.
Urosevic Svetlana/ Design advisory and tester.
........................................................
For more information visit Blade of Power site at:

http://bladeofpower.weebly.com

Site contains over 100 screenshots, three videos & Blade Of Power demo.
........................................................

Thanx for checking out this post. Have fun.

Ganderoleg
90 Comments
Re: Blade Of Power [Re: sPlKe] #273584
06/23/09 15:28
06/23/09 15:28
Joined: Jan 2004
Posts: 439
G
Gamesaint762 Offline
Senior Member
Gamesaint762  Offline
Senior Member
G

Joined: Jan 2004
Posts: 439
@Ratchet,

I know exactly how long it takes to create game assets. I have been doing this for 9 years and 2 years professionally. I was just unclear as to what type of game it was. The repeating textures does get a little old but its just my opinion. No harm intended. Like I said looks like a solid game on the programming side. GS out.

Re: Blade Of Power [Re: Gamesaint762] #273592
06/23/09 16:00
06/23/09 16:00
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
Senior Member
Ganderoleg  Offline OP
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
@Spike
You are right but their design is misfitted because they were, in esthetic sense, two different games. Masters of the Universe was suppose to have cartoon-like environment with '80 colormap and 2D characters. To demonstrate this look at these screens: from Motu level concept to BofP level concept.

http://i84.servimg.com/u/f84/11/34/97/23/artaca11.jpg

http://i84.servimg.com/u/f84/11/34/97/23/artaca10.jpg

http://i84.servimg.com/u/f84/11/34/97/23/artaca12.jpg

http://i84.servimg.com/u/f84/11/34/97/23/artaca13.jpg

Only three things are done: re-texturing, added shaders and post-processing effects. Room geometry is completely the same in both screens.
All levels in development stage are awaiting similar changes and some of them even structural changes.
If you click on developers tab and Gligorijevic Ivan's page you can even see what difference there was in music atmosphere and feel between Motu and BofP themes.






Last edited by Ganderoleg; 06/23/09 16:09.
Re: Blade Of Power [Re: Ganderoleg] #273616
06/23/09 16:55
06/23/09 16:55
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
yeah, i checked the screens, very impressive reworking.
but thats what i mean. find a fitting style. if you want to keep this style, you have to change the style of the first few screens. because they look like a different project aswell.

butm im sure you get it right in time smile

Re: Blade Of Power [Re: sPlKe] #275172
06/30/09 13:11
06/30/09 13:11
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
Why should wee see always same WW2 , or Doom3, Horror styles : that's borring.
This one is a fresh style , and that's ok smile
The style lokks like some dark templar levels !

So no news ? any little demo to play with ?

Re: Blade Of Power [Re: ratchet] #275321
07/01/09 00:49
07/01/09 00:49
Joined: Jan 2007
Posts: 1,565
innsbruck, austria
achaziel Offline
Serious User
achaziel  Offline
Serious User

Joined: Jan 2007
Posts: 1,565
innsbruck, austria
i think what spike meant is not that they should switch to ww2/doom3/casual horror style, but they should work further on the style they already have. like, paying attention that everything fits together to avoid the feeling that, let's say, area A looks like game A (doom3, for instance) and area B looks like game B (cod or somethin like that). both areas should look and feel like they belong together, which doesn't mean that they have to look exactly the same. but the whole design itself should be... how shall i put it... harmonious.

but i agree that it's something new, style-wise. don't get me wrong, it has huge potential and atmosphere. the only thing these/you guys have to do is to harmonize the whole style and make it even better than it already is. which shouldn't be too hard to achieve. ^^


Yeah, but... Who is Lu?
Re: Blade Of Power [Re: achaziel] #275378
07/01/09 08:03
07/01/09 08:03
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
Ok i don't understood !

I thought levels on differents pics where from different places ! that's all.

Well i hope to see a demo soon smile

Re: Blade Of Power [Re: ratchet] #275448
07/01/09 12:03
07/01/09 12:03
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
Senior Member
Ganderoleg  Offline OP
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Sorry for long reply-time but I was having trouble with internet connectivity.

Unfortunately screens are not so good for getting to see the real level structure frown When playing the game one can feel the level atmosphere and overall impression of the game, but screens are to static and much less reveling.

Level that is in the walkthrough video is the upper wing of the same castle that is on the first three screens (more screens are on the site under images/castle & lower wing) smile Main difference is that upper wing had no conflicts and it's not affected by battles and the lower one is. I even made the similar geometry for upper and lower part:

http://www.servimg.com/image_preview.php?i=197&u=11349723

http://www.servimg.com/image_preview.php?i=200&u=11349723

Only difference is that lower level has less shaders and some detail mapping added to make it look as if there was some battles there.

As for all other game levels there is much more difference because they were textured to blend with 2D characters. All things that are still to be done with them are listed below screens on our site under images/levels in development stage.

I have started working on level 1 (Philip's kingdom) and the main castle (sub-level2). Here are some screens displaying the old (motu-like) design and the new one. It's still wip so don't look at the doors or over-shadered floor.

Old design:
http://www.servimg.com/image_preview.php?i=190&u=11349723
http://www.servimg.com/image_preview.php?i=192&u=11349723
http://www.servimg.com/image_preview.php?i=191&u=11349723

New design:
http://www.servimg.com/image_preview.php?i=199&u=11349723
http://www.servimg.com/image_preview.php?i=193&u=11349723
http://www.servimg.com/image_preview.php?i=194&u=11349723
http://www.servimg.com/image_preview.php?i=195&u=11349723
http://www.servimg.com/image_preview.php?i=196&u=11349723

There are 4 things done:
new shadowmapping (made in Blender), new textures, added shaders and post-processing effects smile

Last edited by Ganderoleg; 07/01/09 12:12.
Re: Blade Of Power [Re: Ganderoleg] #275471
07/01/09 12:52
07/01/09 12:52
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
new shadowmapping (made in Blender)

What do you use for lightmaps export ? Ventilator's plugin or another method ?

Very good screens, just an advice : the specular is too high on normal maps : decrease it !
It asks lot more work , but you could use a map also for specular ?
Keep up the good work !

How will work the combat system ?
Will it have RPG elements ?

Re: Blade Of Power [Re: ratchet] #275484
07/01/09 13:55
07/01/09 13:55
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
Senior Member
Ganderoleg  Offline OP
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
I'm using mdl's so it's very simple:

In Blender I use unwrap (smart projections) on model, bake lights into tga, and then export everything from Blender to fbx. Open fbx with MED and export skin mapping to txt. I use that mapping for second skin set and tga for skin. That's all.

At this time ai code is modified stuff from GS templates and forums but lately I'm thinking of using Glorious Combat code from David Lancaster. It could be adapted for laser fights and changed to fit first person game.
...or maybe new IntenseX smile


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Blade Of Power [Re: Ganderoleg] #275487
07/01/09 14:00
07/01/09 14:00
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
sounds tedious. my blender level exporter would be a one step solution to mdl7. it supports two uv-sets.

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