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Coyote Level 255 Site Master
Joined: 23 Apr 2007 Posts: 2528 Location: Down in the Dungeon
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Play Void War - Become the "Top Gun" of the stars in this 3D space combat simulator! Single-player and multiplayer action! |
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Hajo Level Boss
Joined: 18 Sep 2007 Posts: 670 Location: Between keyboard and chair
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Posted: Thu Oct 08, 2009 2:19 pm Post subject: |
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Looking good
I remember a dwarf explaining that only rocks are true friends, because they endure the time without changes, they are stable and reliable. The pictures just reminded me of this. |
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YakumoFuji Level 3 Seeker
Joined: 03 Mar 2008 Posts: 46
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Posted: Fri Nov 06, 2009 6:29 pm Post subject: |
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to me, its more a sewer. very quakelike.
nice! torque certain lends itself to indoor environments rather than outdoor but I guess its the whole enclosed texture vs wide open space _________________ My Indie CRPGs and Roguelikes at http://mega-tokyo.com/blog |
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Coyote Level 255 Site Master
Joined: 23 Apr 2007 Posts: 2528 Location: Down in the Dungeon
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Posted: Fri Nov 06, 2009 11:01 pm Post subject: |
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Torque is pretty good about outdoor areas - the reason I went with it was because it had a good blend of a functional, easy (ish) to use terrain engine AND indoor CSG-based areas.
What I failed to recognize at the time I made my choice was how limited the interior handling really was. It's improved over the years, at least, so it works for my purposes... but I really wish it handled things as nicely as, say, Quake III.
But still - it's good enough for the game, I think. _________________ Rampant Games
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Coyote Level 255 Site Master
Joined: 23 Apr 2007 Posts: 2528 Location: Down in the Dungeon
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Posted: Fri Nov 13, 2009 11:20 am Post subject: |
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Hobgoblin Bunker - principle geometry and lighting is done. Needs a bit of cool detailing though. And it's awfully... brown. Though I don't envision their military bunker being particularly colorful...
Oh, and this are my own creations - don't blame these on Brian or Kevin. They are much better than me.
The latter one is actually an area where the modified bunker gives way to a natural cave area that it was built within. It's small, but crucial.
I do like the way the lighting worked in these three images, though I'll probably have to crank up the ambient a bit in the final version. Nobody likes to play in the dark.
I also really like how that third image somehow came out looking a little bit more like a hand-drawn image. I wish the whole game could look like that. _________________ Rampant Games
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Hajo Level Boss
Joined: 18 Sep 2007 Posts: 670 Location: Between keyboard and chair
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Posted: Mon Nov 16, 2009 3:53 am Post subject: |
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| Coyote wrote: | Hobgoblin Bunker - principle geometry and lighting is done. Needs a bit of cool detailing though. And it's awfully... brown. Though I don't envision their military bunker being particularly colorful...
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If you can, try a wall texture with different sizes of bricks. That should help to make it look more interesting. The stairs seems to have a blue tint, I'm not quite sure about this. They might blend in better if the have the same hue as the walls - or a much more different color, to to set them apart from the walls. Both options might work.
Also, it needs need stains. Unless these are very clean hobgoblins. can you slap on a second layer of textures with stains?
Hobgoblins are small. These rooms look high. Maybe add a few rooms or passages that are lower, to give the player an impression they don't belong in here, due to constantly being in danger of bumping their heads to the ceiling?
Some day I want to make a 3D game too  |
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Coyote Level 255 Site Master
Joined: 23 Apr 2007 Posts: 2528 Location: Down in the Dungeon
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Posted: Mon Nov 16, 2009 2:33 pm Post subject: |
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The hobbies are much taller than regular goblins - they are human-sized.
As to the irregular brick size - I'll take a look at it. They are going to be a lot more - uh, splotched - eventually. But the hobgoblins are much more disciplined than your average monster group. But the regular-sized bricks may make it look too modern, I agree. _________________ Rampant Games
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Coyote Level 255 Site Master
Joined: 23 Apr 2007 Posts: 2528 Location: Down in the Dungeon
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Posted: Tue Nov 17, 2009 1:01 am Post subject: |
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And here's a little peek into my bizarre development methodology -
For many dungeons, I start out by creating the floorplan. And then I test the floorplan, usually sticking the skeleton dungeon a couple hundred feet in the air in a test environment. After I test out the floorplan, I add the walls, ceilings, doorways, etc. Then I do things like adding lights, massaging the textures, etc.
Here's one level in very early development being tested this way:
Not particularly exciting, huh? But it's how I evolve the dungeons... _________________ Rampant Games
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Hajo Level Boss
Joined: 18 Sep 2007 Posts: 670 Location: Between keyboard and chair
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Posted: Tue Nov 17, 2009 1:55 am Post subject: |
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Seems to be a good idea. At least it gives a good and immediate impression of the spatial layout, sizes and connections
I've been wondering what this room is good for:
http://rampantgames.com/blogimages/FKHobBunker2_640.jpg
Is that a storage room? Or maybe a sleeping room or such - with the gallery, maybe hobgoblin soldiers rest/sleep up there, and the awake ones use the lower floor? |
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Coyote Level 255 Site Master
Joined: 23 Apr 2007 Posts: 2528 Location: Down in the Dungeon
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Posted: Tue Nov 17, 2009 2:41 am Post subject: |
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It's a barracks room - both floors filled with cots and footlockers.
And yeah, getting sizes right was initially very tricky. I discovered a long time ago that making a map of exact real-world sizes results in something probably unnavigable in a game that seems entirely too small. The trick is finding just how much bigger than real life you need to make everything - and it really depends on your bounding box size, movement speed, eye position, and a host of other variables.
Besides checking scale and walk-through time, I found on the bunker that I'd constantly underestimated the amount of head-room needed for stairways - I'd constantly get stuck because there wasn't enough vertical space to let me exit the stair well. It's nice to learn this BEFORE I've spent a lot of time locking in the details that would be painful to undo or change. _________________ Rampant Games
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Bad Sector Level 5 Hunter
Joined: 10 May 2009 Posts: 249 Location: Warsaw, Poland
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Posted: Tue Nov 17, 2009 3:36 am Post subject: |
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| Hajo wrote: | | Is that a storage room? Or maybe a sleeping room or such - with the gallery, maybe hobgoblin soldiers rest/sleep up there, and the awake ones use the lower floor? |
Thats the first design i did in my engine when i decided to "take advantage" of the 3rd dimension .
And like Coyote, most of the time i was getting stuck all over the place because of bad scaling .
Many people drag the player's model around when they're mapping to help keep the scale consistent with the player's size. When you're not having a player model available, a bounding box or capsule might help. _________________ ~bs~ |
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Coyote Level 255 Site Master
Joined: 23 Apr 2007 Posts: 2528 Location: Down in the Dungeon
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Posted: Tue Nov 17, 2009 8:14 am Post subject: |
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Yep, I do that too. It helps a lot. But there are still a lot of things that might look fine from a third-person view that still don't look right or work right in first person. _________________ Rampant Games
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Hajo Level Boss
Joined: 18 Sep 2007 Posts: 670 Location: Between keyboard and chair
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Posted: Wed Nov 18, 2009 2:15 am Post subject: |
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I once had made an 3D maze game, that had in-game editing abilities. It was real cool to carve out rooms, texture walls, place objects and such while being in the game, seeing the effect from the real view.
The game was block-based, though, which made such editing much easier than the 3D modeling that you need to do ... was just reminded when you told that sometimes the 3rd person view is not sufficient to get some details right. |
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Coyote Level 255 Site Master
Joined: 23 Apr 2007 Posts: 2528 Location: Down in the Dungeon
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Posted: Wed Nov 18, 2009 8:01 am Post subject: |
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I'll tell ya - the more complicated I make things, the more I wish I were working on something simpler like that. There's a lot that you can do that's very cool when you have less to worry about on the foundation. _________________ Rampant Games
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Hajo Level Boss
Joined: 18 Sep 2007 Posts: 670 Location: Between keyboard and chair
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Posted: Fri Nov 20, 2009 2:36 am Post subject: |
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Lately I favor "simple" very much.
The strive for more and more realism and complexity in games pushed the limits beyond the border, where the amount of time needed to make even a bit of an improvement becomes unproportionally high.
I've been looking at other peoples games, and to me it seems a few people are very clever in making simple things look good, still they need a lot less time to get them done, compared to only a bit more complex projects.
I guess this is not really helpful here, since Frayed Knights is already very far developed, and must be completed in the style it started. But I saw a few times that you were wondering why other people push out games much faster - once they use different tools, and second they really try to cut corners, and only implement the essential parts of a game. So it might or might not be a remedy to know that it's just the nature of the Frayed Knights project that needs a certain amount of additional work. |
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