I've had some spare time. :D
Wednesday 1 September 2010
Friday 23 April 2010
I've added...
...a few pics to box. One might not make any sense, it's the rough path flow for the labyrinth. It looks like a bunch of squiggly lines...you're right, that's what it is, and that's what labyrinths do. There are going to be sections that will allow the player to see the other paths available, (i.e. holes in the walls, a light cone shining thru, iron grates on the floors, etc.) just to give them the idea that "this" place has a lot more to it.
I also have it setup where the player starts the labyrinth level in a "home" room. This room has a very distinct look and feel to it. Throughout the course of playing, (first left path, the only one available to start) the plyr finds themselves, (literally) dropping down and climbing into this home room, which brings about an..."ohhh, i'm back here now!" It will cut backtracking until later in the game.
To break it down quickly, the plyr enters the laby, there are three doors, two need keys, (or gems, etc.) the first path, (far left side) will grant a key to the second path, (far right side) and the second path will grant a key to the third path, (middle). The first paths end has a ladder that lets the plyr drop from the ceiling, (this part will be like a trap door that blends in with the environment when in the home room) and the second paths end will have a ladder that will allow the player to climb up into the home room, (again this area will be like a trap door/blend in with the environment when in the home room). The third paths end will bring the plyr to the Hall of Relics.
On the return journey, the puzzles and whatnots will be backwards engineered all the while thwarting the enemies that are around. This is when the backtracking comes into play. I will have a more detailed update soon. Cheers!
I also have it setup where the player starts the labyrinth level in a "home" room. This room has a very distinct look and feel to it. Throughout the course of playing, (first left path, the only one available to start) the plyr finds themselves, (literally) dropping down and climbing into this home room, which brings about an..."ohhh, i'm back here now!" It will cut backtracking until later in the game.
To break it down quickly, the plyr enters the laby, there are three doors, two need keys, (or gems, etc.) the first path, (far left side) will grant a key to the second path, (far right side) and the second path will grant a key to the third path, (middle). The first paths end has a ladder that lets the plyr drop from the ceiling, (this part will be like a trap door that blends in with the environment when in the home room) and the second paths end will have a ladder that will allow the player to climb up into the home room, (again this area will be like a trap door/blend in with the environment when in the home room). The third paths end will bring the plyr to the Hall of Relics.
On the return journey, the puzzles and whatnots will be backwards engineered all the while thwarting the enemies that are around. This is when the backtracking comes into play. I will have a more detailed update soon. Cheers!
Friday 16 April 2010
How do we want to handle the church?
Looking at this picture:
You can see, aside from the details in the windows and arches, there is a LOT of stuff sticking out all over the church. Gargoyles, spikes, misc protrusions, etc. I'd be overjoyed to model all that but we might use up the poly budget on just the church.
I feel I should smooth it out a bit but still keep the window detail and gargoyles. The misc stuff could probably go but will that detract from the look of the church?
Inquiring minds want to know.
Wednesday 14 April 2010
Getting Some Practice.
Tuesday 13 April 2010
Not to be outdone...
Monday 12 April 2010
On Tap For This Week
Wednesday 7 April 2010
Wednesday 31 March 2010
An apology...
I owe an apology to the team for my recent actions, or better said, lack there of. I'm sorry, I will get on task.
Monday 29 March 2010
More From Me!
So I've started the high poly model of the fountain. I think it's coming along nicely. I just need to take the top half into Zbrush.
I also have the full low poly version pretty much figured out.
The low poly is made of of 4 static meshes. The pivot point is in the middle so the only thing that needs to be done is to make copies and rotate them 90 degrees in the editor. I've been looking around and this seemed to be the popular approach when making something like this for a game asset.
I also have the full low poly version pretty much figured out.
The low poly is made of of 4 static meshes. The pivot point is in the middle so the only thing that needs to be done is to make copies and rotate them 90 degrees in the editor. I've been looking around and this seemed to be the popular approach when making something like this for a game asset.
Friday 26 March 2010
Starting Fountain
Alright I decided that I'm going to try and post as much as possible. So today's work has been starting the fountain. This is where it's at:
I'm combining a bunch of different aspects of some fountains I found online. It's missing the top decoration piece. I'm also going to add a bunch of detail pieces all over the fountain so it's nowhere near finished yet.
Let me know if this looks alright. If anyone thinks something should be added/deleted/changed don't hesitate to tell me.
I'm combining a bunch of different aspects of some fountains I found online. It's missing the top decoration piece. I'm also going to add a bunch of detail pieces all over the fountain so it's nowhere near finished yet.
Let me know if this looks alright. If anyone thinks something should be added/deleted/changed don't hesitate to tell me.
Thursday 25 March 2010
Progress Report
I've done what I love to do...start over. Yes that's correct I'm going to start over on the models I already have done. I apologize for the inconvenience. Why am I doing this? Because I've spent the last few months figuring out not only how to model and texture better but how to do it correctly. The way I've been going about everything is wrong. But in the short span of 2 hours I managed to create a rock. A rock that I'm proud of because I made it correctly.
These are directly captured from 3ds Max (not rendered):
Why is this important you may ask. Well for the first time ever I went through the entire process of modeling a game asset. The steps I took:
1. Create Base Mesh (3ds Max)
2. Sculpt High Poly Mesh (Zbrush)
3. Retopologize Mesh (Zbrush)
4. Export Low Poly Mesh (Zbrush)
5. Unwrap Low Poly Mesh (3ds Max)
6. Bake Out Normals (3ds Max)
After that I threw on a rock texture. It would need more texturing but I'm finally getting used to doing everything. Now I just need to remember to do it in this order...
These are directly captured from 3ds Max (not rendered):
Why is this important you may ask. Well for the first time ever I went through the entire process of modeling a game asset. The steps I took:
1. Create Base Mesh (3ds Max)
2. Sculpt High Poly Mesh (Zbrush)
3. Retopologize Mesh (Zbrush)
4. Export Low Poly Mesh (Zbrush)
5. Unwrap Low Poly Mesh (3ds Max)
6. Bake Out Normals (3ds Max)
After that I threw on a rock texture. It would need more texturing but I'm finally getting used to doing everything. Now I just need to remember to do it in this order...
Thursday 11 March 2010
Pardon the tardy
Monday 8 March 2010
Content
I made a folder on box.net called UDK Packages. I put the package that contains my basic blockouts in there.
These are just basic blocks so Joe can tell how big all of the models that we're making are going to be. I'll upload the same package when the models are completely done so Joe will just have to replace the old one with the new one.
Go Team Awesome!
These are just basic blocks so Joe can tell how big all of the models that we're making are going to be. I'll upload the same package when the models are completely done so Joe will just have to replace the old one with the new one.
Go Team Awesome!
Thursday 4 March 2010
Naming Conventions
Added a new document to box.net called naming conventions. It goes over some other things as well. Let me know if anything should be changed or added to it. Also let me know if it's clear.
Friday 19 February 2010
Thursday 11 February 2010
Question to Ponder
So our game as it stands is shaping up to be a survival type game. We've all said at one point or another about limiting items in the players inventory (only hold 2 weapons, and 2 spells, a few health packs, ect.). The only thing I'm wondering about is the spells. Stick with me for just a bit.
So if we're thinking of this game in terms of the short 4 level game that we're making then I believe we should stick with what we have. However, I remember at one point this game was supposed to be a "demo" of what would be a larger game. If that's the case I think we might want to do something with the spells that requires a bit more from the player. When most people think of doing spells many people get images of witches, scrolls, Latin, ingredients, and cauldrons. I was thinking that perhaps in order to use a spell the player would get the scroll first. Perhaps at the beginning of the game the player is given a giant book of spells by the head priest guy. Then the player will need to collect all the ingredients for the spell in order to get it to work. Not only will this get the player to search around more but it will give them freedom. If doing this all of the spells (even the most powerful ones) will be available from the very beginning of the game. The player will have access to whatever they want (provided they save the things they've found).
Example:
Ring Of Fire (provides a temporary protective ring of fire around the player)
Ingredients:
Bay Leaves
Pepper
Amber
Open Flame
This spell would require the player to gather Bay Leaves, Pepper, and Amber. And take them over to an open flame to make. After the spell is made the player will then be able to use it when ever they want. It would unlock it for the rest of the game. They would not need to gather the ingredients again. The open flame could be a designated spell making station (think of the store, or the bench in Dead Space).
Anyway, that was my long thought/ramble. This would require a more in depth inventory system, and a larger game. So it all depends on what we're going for. Comments welcome!
So if we're thinking of this game in terms of the short 4 level game that we're making then I believe we should stick with what we have. However, I remember at one point this game was supposed to be a "demo" of what would be a larger game. If that's the case I think we might want to do something with the spells that requires a bit more from the player. When most people think of doing spells many people get images of witches, scrolls, Latin, ingredients, and cauldrons. I was thinking that perhaps in order to use a spell the player would get the scroll first. Perhaps at the beginning of the game the player is given a giant book of spells by the head priest guy. Then the player will need to collect all the ingredients for the spell in order to get it to work. Not only will this get the player to search around more but it will give them freedom. If doing this all of the spells (even the most powerful ones) will be available from the very beginning of the game. The player will have access to whatever they want (provided they save the things they've found).
Example:
Ring Of Fire (provides a temporary protective ring of fire around the player)
Ingredients:
Bay Leaves
Pepper
Amber
Open Flame
This spell would require the player to gather Bay Leaves, Pepper, and Amber. And take them over to an open flame to make. After the spell is made the player will then be able to use it when ever they want. It would unlock it for the rest of the game. They would not need to gather the ingredients again. The open flame could be a designated spell making station (think of the store, or the bench in Dead Space).
Anyway, that was my long thought/ramble. This would require a more in depth inventory system, and a larger game. So it all depends on what we're going for. Comments welcome!
Wednesday 10 February 2010
Nicer sketch program than photoshop?
In my adventures throughout the interwebs I've stumbled across a program used just for sketching. Is it better than photoshop csx ? I don't know. But it is a simple and very small program (342k) that is geared specifically for sketching. This could help or maybe not I don't know, but I do know that this version is free and free is good.
http://wistinga.online.fr/opencanvas/
I'm starting to get into it and see how it works and will be posting up some sketches for items and whatnot.
Good Times.
And also I was thinking we could check out www.Blender.org for our 3d needs. Again, free and free is good.
http://wistinga.online.fr/opencanvas/
I'm starting to get into it and see how it works and will be posting up some sketches for items and whatnot.
Good Times.
And also I was thinking we could check out www.Blender.org for our 3d needs. Again, free and free is good.
Monday 8 February 2010
Monday 1 February 2010
Concepting Things
So I couldn't be online long tonight so I decided to post things here. I put some quick concepts I did on box.net in the Level Work folder. I figure that was a good place for them. I drew out an idea for the inside of the church. It's just a basic idea, some more details need to be in it like lights hanging from the ceiling and decorations on the back walls. I also put in a thought for getting to the basement. I thought maybe that the church people may want to keep what's down there hidden. Just a simple hidden doorway. If you have questions let me know! If we don't like this look it's not a big deal. I just had a thought.
Saturday 23 January 2010
Like I said....
No...balls...panzy. Anywho, just dropped some docs/lists and pics into the box, (the folders are docs & cryptStuff). The docs are a work in progress, hopefully with y'alls help too! :D The levelLego thing is almost complete, however, my initial measurements were off, (by some minutes) and there are small gaps in the wall spaces, (certain connections). I found that if a simple stroke is applied, it clears, (or connects rather) everything up. I'll have the psd. on box tonight. Cheers!
Tuesday 19 January 2010
Hi!
I put some stuff in the box, in the "Level Work" folder. Sorry about the artie-shatness...you'll see.
Sunday 3 January 2010
Weekly Chat
Just for the blog record. Our weekly chat on Steam will be on Mondays at 7pm (6pm Central time...stupid Illinois).
I don't think either of you have my Steam name, and if you do I don't have yours. So just add me as a friend. My name is: stankispoor.
Go Team Awesome!
I don't think either of you have my Steam name, and if you do I don't have yours. So just add me as a friend. My name is: stankispoor.
Go Team Awesome!
Sunday 20 December 2009
On My Way Back.
Hey guys. I'm leaving today. Let me know when you're free to get together to talk about everything. I'll be home until January 1st. Call me.
Saturday 12 December 2009
Maybe you forgeting about me?
Stuff - UPDATE
I set up a box.net folder for us. Keep an eye out for a link. Below are some different priests, holy armor, a holy crystal staff, demons, a sacrificial place, and a painting by Turner. I'm not sure what are priest should look like. I'll Photoshop some stuff up as soon as I get home. I have more pics on box.net plus a ton to come. Just some ideas. I thought it would be cool if we could get some kind of armor or something, (hence the armor pic). I also was thinking about the use of weapons, (the power glove, staff, etc) are mystical weapons a one time use? Do they get charged up by killing demons? Can they be destroyed? Do the demons carry some that Tarandel could use? Can we only carry so many? I'm probably jumping the gun like a son of a bitch here. If I am, sorry. I just want to throw ideas out and around. I know we mentioned only a few levels, (to start). So I would imagine that the "grand picture" will not be part of our first release. I'm a bit drunk right now. Enjoying my last couple of days in Texas. When I get back. I'm gonna buckle down hardcore in U3. Cheers.
Different Kind of "Hell"
So I was thinking about the style and feel of our game. Thinking about demons, hell, and things of the sort I automatically picture violent red colors. However, I'm not sure if that's the direction we should take. I came across this picture on Hourences site and thought something like this may fit our game perfectly.
http://www.hourences.com/portfolio/work/new3/gowspire1.jpg
http://www.hourences.com/portfolio/work/new3/gowspire1.jpg
Friday 11 December 2009
Pardon the penis
These are some old school demons. I really dig the look of their faces. Not like the new age style futuristic gaudy crap demons. These are courtesy from http://triplxr.net/art2.htm The site has a breakdown of their business. If we could "shoot" for the older lithograph style demons and monsters, I think it would be much scarier. Without the penis. I'm doing more research on their amulets, trinkets, powers, and rulings, as well as other various forms.
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