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"Frontiers" -Game Development thread

Posted: Sun, 14th Nov 2010, 8:55am

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Sollthar

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Rating: +2

Frontiers

And here comes a new production thread! Allthough not one for a film.

I've modified my "western learning project" to shape into a game idea I had for a long time and would like to actually flesh out. This is a thread where I'll document my progress on it and post unity webplayers for you guys to try out and look at WIP scenarios.

The idea I have is roughly like this:

- A completely open universe with different planets, anomalies and 5 factions in control of those. All of which can be visited and interacted with.

- No linear "story", just a world that offers the player different possibilities to get to the goal: rule the universe

- Several different ways to achieve that goal: Through force, through politics or through economy. Or a combination of the three.

- An event system that will sometimes create random events the player can chose to react to (some small that can be solved within seconds, some large that might force a player to change his course)

- All of this will be played in a 3rd person perspective, no matter if you're aboard your big space ship, inside a small fighter fighting space battles or beaming down to a planet in order to trade, interact, do missions or fight and conquer a world.

- Each faction will make decisions to attack, trade, invent or intrigue and each faction will have a couple of returning characters that will all act independently, so will the planets belonging to each faction.

- The Player can hire and fire crewmembers with different jobs and abilities, trade with different factions, research new items, interact with faction leaders, characters and his own crew, fight huge star cruisers, engage in space battles or ground battles, help those in need or enslave them.



A long way and a huge project. I'm still in the designing and "throwing ideas around" phase and I don't expect this to be done soon or even go anywhere notably in the short future. It's a long project.

Never the less, I thought some on this board might be interested in it (and who knows, maybe someone would even want to help - which would be great of course) hence I thought I'll post some WIP stuff and update from time to time here.

Gameplay Video on Youtube:

http://www.youtube.com/watch?v=K6aMYj1WcDg


And some screenshots:













Last edited Mon, 11th Jul 2011, 7:19am; edited 13 times in total.

Posted: Sun, 14th Nov 2010, 11:57am

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Aculag

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Very impressive progress so far! I played it only for a few minutes, but I will definitely be following this thread to see how your project comes along. You have some great ideas.
Posted: Sun, 14th Nov 2010, 2:00pm

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pdrg

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Open universe-wise and in terms of trading gameplay, Elite is still hard to beat http://www.tardis.ed.ac.uk/~ajcd/beeb/elite.html and you may be able to borrow from the source code smile
Posted: Sun, 14th Nov 2010, 2:20pm

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Tommy Gundersen

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Oh Bloody banana! Exciting! razz The coding test (visuals) gave me a Mass Effect feeling, must be the grain effect ....


Definitively going to stay updated on this thread!
Posted: Sun, 14th Nov 2010, 3:39pm

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RodyPolis

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Black spaceman! Yay!!!
Posted: Mon, 15th Nov 2010, 1:55am

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The FE

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RodyPolis wrote:

Black spaceman! Yay!!!
Hey, there's Johnson in Halo...
Posted: Mon, 15th Nov 2010, 9:40am

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danielgwood

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Rating: +1

I'd love to help out smile
Posted: Tue, 16th Nov 2010, 5:44am

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Sollthar

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Thanks for the positive response!

I've updated the player with the first very basic battle logic I plan to implement for the ground battles. The blue guys fight on your side, the red are the opposing force.

They don't do that much yet and look obviously strange, but it's already a hot battle zone, hehe.

Press F5 to restart the battle.
Posted: Sat, 20th Nov 2010, 9:13pm

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Sollthar

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Updated an improved version of the battle AI and some actual models.
Posted: Sun, 21st Nov 2010, 12:11pm

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Sollthar

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I've updated the player with an arena map with proper colliders and two armies of 50 (new soldiers will spawn and reinforce until the resource is depleted, which is more or less how the ground fights in the game will be handled)

Also updated the players ability to take part in the fight.
Posted: Sun, 21st Nov 2010, 1:46pm

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ComplexityDataProductions

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It's quite entertaining. I noticed all of the space outfits seems to be 'glowing' white though, it may be just my computer (my graphics card is old). Not sure what that was. But otherwise it was great.
Posted: Sun, 21st Nov 2010, 1:56pm

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Sollthar

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That might Be your Card. It should Look like the Screenshots.

Glad you find it entertaining so far. smile
Posted: Sun, 21st Nov 2010, 2:04pm

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ComplexityDataProductions

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That's what I thought. Still very fun though, it doesn't get in the way. I'm looking forward to the next update.
Posted: Mon, 22nd Nov 2010, 11:28am

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Sollthar

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Another Update to the webplayer with some light effects and the players ability to lean out of cover with the Q and E keys.

Also, the player is now able to die.
Posted: Tue, 23rd Nov 2010, 1:02am

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ComplexityDataProductions

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I can help with some modeling, I'm best at hard surface, preferably exterior models.
I work primarily in Blender, but that exports pretty well into Unity (I've tried with one of my rigged models).

Thanks
Posted: Tue, 23rd Nov 2010, 5:32am

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Sollthar

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That would be ace!

As soon as I'm through with some of the designing and knowing what exactly I'll need, I'll get back to you.

Are you good with space ships? Because I'll definately need some of those.
Posted: Tue, 23rd Nov 2010, 11:55pm

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ComplexityDataProductions

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Yes, I'm fairly good at ships. I'll do some practice models in my spare time and experiment with them. Once I get a few base models done I can make variations of those and therefore, get a good amount of spaceships modeled.
Posted: Sun, 12th Dec 2010, 10:01am

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Sollthar

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Started developping the "In Space" Engine with some basic combat abilities. Obviously it's rather rough still and you don't exactly fly the most advanced ship, but it's a start. smile

WASD to control, mouse to look, LMB to fire.
Posted: Mon, 13th Dec 2010, 12:55pm

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Sollthar

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I have updated the code for the space battle and you can now be part of a shootout between UPF Shuttles and some larger, quicker and more withstanding NRO attack fighters. Good luck.


You can look around without changing course by holding the RMB.
Posted: Thu, 16th Dec 2010, 12:47pm

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videofxuniverse

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When i saw the thread title i thought this was about Frontier - elite 4 by david braben. Anyone under 25 may not even know of the epic elite 2 game that was amazing for its time and still has replayability to this day

Last edited Fri, 17th Dec 2010, 12:59pm; edited 1 times in total.

Posted: Thu, 16th Dec 2010, 3:44pm

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Sollthar

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Yes! Everyone unfamiliar with elite is definately missing out on some fantastic piece of gaming.
Posted: Fri, 17th Dec 2010, 1:05pm

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videofxuniverse

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just a little off topic and trying not to steal your thunder sollthar but for anyone interested here is the link for the Frontier elite 2 game and as its abandonware can download it too. Released in 1993 don't expect eve online graphics, but the gameplay and the open ended endless storyline will grip you for weeks

http://www.squakenet.com/computer_games/326/Frontier:-Elite-2/download.html
Posted: Fri, 17th Dec 2010, 5:46pm

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Sollthar

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Thank you. I think I'll reinstall it again myself. biggrin
Posted: Fri, 17th Dec 2010, 6:44pm

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videofxuniverse

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in order to get it to work you need to download a small program called dosbox. this is a very useful tool that enables you to play old dos games in vista/w7 all you do is find the games exe and drag it into the dosbox exe and the game will load. I got confused with dosbox at first i thought you had to get the prompt up and type in the old C:\windowsfrontier.exe text but no you dont its just drag the game exe onto the dosbox exe and frontier will load up just as if you were using an old 186 ibm
Posted: Sat, 18th Dec 2010, 8:54pm

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Sollthar

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Updated the playcode to make it all a bit easier. If anyone has any feedback for me it would be much appreciated.
Posted: Wed, 22nd Dec 2010, 1:30pm

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Sollthar

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I've updated the speed of the space battle to be more exciting and fastpaced according to feedback I've gotten from another board. I've not come around to adding/changing the walking/strafing animations in the ground battle yet, but that'll be next on my list. What I did implement is the ability to duck by pressing "space" as well as an afterburner for your spaceship triggered by LSHIFT.

If anyone here has some input or feedback for me, it'll be much appreciated!
Posted: Sat, 1st Jan 2011, 10:36pm

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DVStudio

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Wow, Sollthar, that's looking really great! I've managed to play through both portions of the game- the ground battle and space battle- and I'm enjoying it!

The only thing I would suggest for the ground battle is perhaps slowing down the sprint speed of the soldier you play as- it just seemed a bit too fast paced, and I thus able to simply run and shoot which made it a little too easy. But, I think if it was a little more along the lines of your last game, that would be better. wink

And also, adding the ability to aim down the sights would be nice as well, but for some reason, it feels like you purposely made it this way instead. Which is of course fine.

Overall I liked it. Are you going to be expanding on it at all? If you ever do find that you need some help, I'd do my best to lend a hand, although I see that Daniel has offered his assistance as well.

Cheers,
DV
Posted: Wed, 5th Jan 2011, 10:10am

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Sollthar

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Hey man, thanks a lot!
Yeah, I'm going to expand it quite greatly in fact. Just didn't have much time over christmas. But I do now. Any help, tipps and critique would be more then welcome. smile


I've completely updated the ground battle with a new level layout that has exploding barrels... Everything needs exploding barrels.

Different weaponry, grenades and special abilities come next.
Posted: Wed, 5th Jan 2011, 10:45am

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Quvoo

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I love how they are running Windows 7 on that spaceship... it's probably just the 32-bit version.

Maybe add a window in the ground battle level. It always adds a really cool effect to see the outside world and it shouldn't be hard to put in. A simple matte painting of a planet or of a star scene if it is a space station would give this a lot of plus points.

Last edited Wed, 5th Jan 2011, 10:47am; edited 2 times in total.

Posted: Wed, 5th Jan 2011, 10:47am

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Sollthar

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lol, yeah. That monitor screen is still a placeholder. biggrin

Windows will be in certain areas, though that ground battle is a tunnel system - so no windows there. But the ships, spacestations etc will certain get windows with nice views into space.
Posted: Wed, 5th Jan 2011, 10:53am

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Quvoo

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The ground battle needs a bigger feel to it. I'm afraid that you might lose the claustrophobic gamer demographic because of this. Adding a bigger middle room with different features to it might add some 'coolness' to the level.

But maybe it just the lack of different weapons. I would love to blow up one of those barrels with a plasma bazooka.

Last edited Wed, 5th Jan 2011, 11:21am; edited 1 times in total.

Posted: Wed, 5th Jan 2011, 11:02am

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Sollthar

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Nope, the ground battle instances will remain small and claustrophic - Most of them anyways. I'll rather lose the other gamer demographic cause I'm interested in keeping it that way. smile
You'll get loaded into one of those when you decide to attack a planet, mine, station or ship with your ground forces. The army first down to zero soldiers wins the battle - then it gets back to the RPG part of the game. So these action oriented parts of the game will be rather minimal.
So they obviously won't all look the same and your wish with the larger inner room will be granted on another ground battle map.

As said above: More weapons and items are next on the list. I too want to have a bazooka, some grenades, mines, a machine gun, sniper rifle as well as some turrets I can place in the level in order to defend certain areas. cool
Posted: Thu, 6th Jan 2011, 2:47pm

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Sollthar

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So far: Major Texture and light effects Update for the ground battle level.

Posted: Sat, 8th Jan 2011, 5:55pm

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Sollthar

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Another Major Update to the Ground Battle Level:

FiInally, 6 different weapon types to choose from plus Grenades! And a first HUD with all the Info you need.

Posted: Mon, 10th Jan 2011, 1:27pm

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Sollthar

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Added new animations, again updated the graphics and I removed the webplayer so far since the code will be completely revamped and I wasn't getting much feedback on the gameplay anyways here. oink

I'll keep posting update pictures and info though and will post it again once I'm ready to release a properly playable DEMO.
Posted: Mon, 10th Jan 2011, 3:06pm

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Sollthar

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Rating: +1

For those interested in the layout so far. Here's a picture of the tiles I've modelled so far and how they're used with in the leveldesign with lightmaps etc:



And some of the level design so far:



Posted: Mon, 10th Jan 2011, 3:16pm

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danielgwood

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Thats cool, the level editor seems interesting also, I really need to make the time to dabble in Unity.

So these are non-interactive tile objects right? How do you make interactive ones? (I think you mentioned exploding barrels earlier in the thread?)
Posted: Mon, 10th Jan 2011, 3:23pm

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Sollthar

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Yeah, Unity is really fantastically "simple".

Well, you can make all of these tiles interactable by adding scripts to them. To make an example:

I model a barrel and import that barrel into unity. All tiles are stored as seperate objects (which means I can click on each barrel or wall or table I place) and then I can add components to them. First thing I need to to is add a "collider" component to the objects the player will collide with - namely the floor and walls, so he wouldn't fall through.

Then I can write single scripts and add those to whatever object I want.

So I could write a script like this (which is the original script):


var explosion: GameObject;

function OnCollisionEnter (collision : Collision) {
if(collision.gameObject.name=="laser"){Destroy(gameObject);Instantiate(explosion,transform.position,transform.rotation);}
}


and add it to the object. And now it works already. So if an object named "laser" collides withs it, it instantiates an explosion object (I can assign via drag and drop in the editor to the variable defined in the script) and destroys the tile.

Basically, I could add that to everything I want to have destroyed in an explosion should you shoot it.


Does that help? smile
Posted: Mon, 10th Jan 2011, 3:28pm

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danielgwood

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Yes thanks, concise too smile
Posted: Tue, 11th Jan 2011, 8:43pm

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Travis Kunze

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I might be really retarded in asking this, but where do I download this from, lol i've been afk for a while.
Posted: Tue, 11th Jan 2011, 10:17pm

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Azulon'sAssassin

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If I just google this will it come up? Or if not, could you post the link to the website or whatever you want to call it?

Looks really cool. Hope to be able to play soon!
Posted: Wed, 12th Jan 2011, 7:45am

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Sollthar

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I removed the Webplayer and download links for now. So at the moment, there's no more chance playing this until I'll update it again with a proper demoversion. Sorry.
Posted: Wed, 12th Jan 2011, 12:44pm

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Azulon'sAssassin

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Oh well. I'll keep watching this topic thoguh. Very interesting.
Posted: Wed, 12th Jan 2011, 2:11pm

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Doom Digital

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Nice one! check this out: http://forum.thegamecreators.com Its a great game creating community
Posted: Wed, 12th Jan 2011, 4:38pm

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Sollthar

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Yeah, I know the gamecreators and their engine. In fact, I have their engine too. Allthough it doesn't hold a candle against Unity in my opinion. And it doesn't seem they much are for stuff not in their engine... :I
Posted: Wed, 12th Jan 2011, 4:43pm

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Travis Kunze

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I agree with you Sollthar, i look at them once and was like, eh nothing compared to unity.
Posted: Sun, 23rd Jan 2011, 2:40pm

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Sollthar

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A few new images from the large space station:










Next on the list is proper NPC's with behaviours and an updated version of the dialoge tree. So not much to show in stills, but lots to code.
Posted: Thu, 27th Jan 2011, 9:15pm

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Sollthar

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Progress on my dialogue system has been really great!

I've found a cool way to bring life to the characters on board and all of this through one single adaptable script every NPC has. It generates random combinations of different speeches based on an NPC's class and therefore creates a good range of variations already.The best is, it's easily updatable with more or different dialogue when necessary.
The characters are also able to remember remember previous conversations so they will respond accordingly, should you run into the same NPC again. They will also stop whatever it is they're doing when you talk to them and pick up right where they left once the conversation ends.

The AI also knows a few tricks because I hate NPC's that seem to be just standing around. Instead, my NPC's will walk about and interact with the environment - they will buy things, sit on chairs, engage in conversations, walk to other rooms etc. I can teach them new tricks one at a time.

Next thing on the list is an emote system which will allow them to have a certain emotional stand that will be reflected by the way they move, stand or sit - and also when they talk.

Fun!



Posted: Mon, 7th Feb 2011, 9:50am

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Sollthar

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I've started working on the inventory stuff. Still fiddling a lot with the code but you're already able to select two active items from your "bag":





Goal is to have a bag for 6 items you can carry, two of wich you can equip and then access quickly.
Posted: Mon, 7th Feb 2011, 10:24am

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mercianfilm

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This is getting better and better with each post- congratulations on it! I'm not sure if you've covered this so forgive me if you have, but how many weapons would you be able to carry in your item bag? A lot of games, usually first person shooters though, generally only let you carry up to two weapons and you have to make good decisions which to keep. Or, some other games i've been playing recently such as red dead and fallout let you have a wide variety of weapons in your bag/backpack.
Like i said this does look very cool and i am loking forward to when it's released.

Sam
Posted: Mon, 7th Feb 2011, 10:27am

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Sollthar

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Thanks a lot! Glad you like how it progresses!

I'm limiting the bag to 6 items which includes guns and other items. So you can carry 6 things with you, of which you can equip 2.
Posted: Mon, 7th Feb 2011, 10:41am

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mercianfilm

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Great! It does add a good tactical aspect to the gameplay when your items are limited. Do you have a system for dropping/discarding unwanted items- for example if you drop an item does it vanish from the game or does it remain where you left it in the world? I imagine that might slow down the game if there were a lot of items. Or am i missing the point entirely and there's only 6 items in the game? I only had a few hours sleep last night and got up early so i'm easily confused at the moment. Thanks for replying so quickly by the way!
Posted: Mon, 7th Feb 2011, 10:43am

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Sollthar

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No no, those are thoughts I'm having too. And to be honest, I've not figured out how to code getting rid of an item so far. But I plan on a "drop item" function wich will leave the item where you're standing ready to be picked up again.
Posted: Mon, 7th Feb 2011, 10:54am

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mercianfilm

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I think that would be very useful (Look at me talking like i have a clue about coding games biggrin ) I play quite a lot of different games and only just started playing games that are quite similar to this, i brought Oblivion not long ago and my brother got Fallout this week, that's the sort of system for dropping items i had in mind when i saw this, if you've never played them they're quite good games. I know you wouldn't want to copy from what those games have done but as a gamer i think that the dropping of an item and then it remaining for a certain amount of time adds a more realistic dimension to a game. It's also easier to make progress with collecting currency if you have any kind of traders/ shops in the game.

Thanks for clarifying things for me Sollthar, it is a very cool and intriguing project and it looks like things are just going to get better. Will be watching this very closely!
Posted: Sun, 13th Feb 2011, 4:00pm

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Sollthar

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I've started modelling the Home planet surface where my RPG stars. A little workers village called "Shanty".





This is what I came up with after one and a half day of modelling so far.
Posted: Tue, 15th Feb 2011, 12:08pm

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Sollthar

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Some new stills from the Homeplanet, where the demo will take place. Map is about 30% finished. So still lots to do until a playable release, but it's getting there:







Posted: Tue, 15th Feb 2011, 12:32pm

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Simon K Jones

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Let me guess: at the end of the demo/opening level, the town gets attacked, there's a big battle, and it results somehow in you heading off in a spaceship? razz

Looking cool!

How are you approaching the dialogue? Do you plan to have mostly generic/auto-contextual responses (kinda like in Morrowind) or will there be actual scripted conversation trees (like Bioware stuff)?
Posted: Tue, 15th Feb 2011, 12:40pm

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Sollthar

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Hehe, something along those lines, yes. biggrin

Actually both. You can chat with everyone you meet and have a short (often randomized) little dialogue tree with "extras" while the "main cast" will have more scripted dialogue.
Posted: Thu, 17th Feb 2011, 4:02pm

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Biblmac

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This looks awesome! Wasn't really following this till I saw all those pics! It is beginning to really get going! How much time to you spend on it?
Posted: Thu, 17th Feb 2011, 4:07pm

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Joshua Davies

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My word Solly... this is looking grand. Look forward seeing more of it! biggrin This is one of the most exciting games of the year for me because we get to see it coming together and I'm sure it will be loads of fun.
Posted: Mon, 21st Feb 2011, 9:02am

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Sollthar

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Thanks guys! Glad you like the WIP's.

Here's another from a new spaceship model. It's all improving step by step smile

Posted: Mon, 21st Feb 2011, 9:39am

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Simon K Jones

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Cool, that's a distinctive design. Although those are very stubby wings. smile
Posted: Mon, 21st Feb 2011, 4:50pm

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Sollthar

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And a few stills of my Level terrain design. Not much there yet, but I like how it's coming along:









Posted: Mon, 21st Feb 2011, 5:08pm

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ComplexityDataProductions

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That looks awesome. I'm really loving all of this so far.
Posted: Mon, 21st Feb 2011, 5:30pm

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davlin

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Marco these are some of the best images I've seen of 3d terrains.
I'm sorry but I've got to ask you for more info on your workflow, I know
your busy so when you've got time.
What are you using for the modelling...C4d?
Are you making all your own mods?
Can I borrow your brain for a week?


Best
Dave
Posted: Mon, 21st Feb 2011, 5:31pm

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Aculag

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Those terrains remind me of Morrowind. Looks excellent!
Posted: Mon, 21st Feb 2011, 9:13pm

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mercianfilm

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Wow those look incredible Sollthar! I agree entirely with Davlin and Aculag, they do have a similarity with the Morrowind terrain- which i think should be taken as a great compliment! I love the detail of the screenshot with the no trespassing signs. Also, loving the space ship! Good work with these! Each update teases us a little bit more- i really can't wait to see the finished product now!
Posted: Tue, 22nd Feb 2011, 9:07am

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Simon K Jones

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Yeah, it's got a Morrowind crossed with Stalker look.
Posted: Tue, 22nd Feb 2011, 10:32am

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Sollthar

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Rating: +1

Thanks a lot! Glad I'm able to improve it all and get to a level where the game doesn't look like most one-man indie titles. smile

it's got a Morrowind crossed with Stalker look.
Yeah, I'm trying to go for a gritty, used sci-fi look. In fact it's almost a crossover between Wild West and Sci-Fi in places. Glad it works.

I've got to ask you for more info on your workflow
Thanks Davlin! Well, I've been working on those Terrains for a couple of days now. What I do is roughly this:
I shape out the basic topography of the land according to what I have in mind, set a few basic hills and plains etc. Then I paint on that with Unity texturepaint mode. I get reference material from google and cgtextures.com for different ground textures and just how I want it all to look. Then once I have that, I start placing trees and grass, then I place my models, buildings, rocks and details, and then I mainly just do final touches everywhere in which I place the camera randomly, look what I don't like and then add or take away here and there until I'm happy.

What are you using for the modelling...C4d?
Yes, everything you see was modelled by me (except for the fighter ship, I only textured that one, I didn't model it - someone helped me out with that) and textured by me. I learned a truckload of stuff about UVW unwrapping and texturing with Unity. And the those models are imported into the game engine and placed about.

Some stuff I model in advance, like stuff I know I'm gonna need. And other things I model on demand. As in "A special sort of rock would be really cool there now".

Are you making all your own mods?
Yeah, I mode everything myself. I'm rather proud of the fact nothing you see in any screenshot is bought or premade, save some textures and that ship - it's all done specifically for the game to give it a distinct look.

Can I borrow your brain for a week?
Unfortunately I need it that weekend, but we might be able to arrange something later. wink
Posted: Tue, 22nd Feb 2011, 12:52pm

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Sollthar

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Thanks for the tip bgiven! You're right, detail brushups haven't been made. So far, I'm happy when I get through with the entire map first. smile

would it be possible for some if you to check that webplayer (just threw in some camera motions and even a little battle for good measure wink ) and tell me if you get decent framerates? You can't do anything, but it should run fine and give a bit insight into the world in motion.

http://www.nightcast.net/codetest.html


I'd really appreciate the feedback.
Posted: Tue, 22nd Feb 2011, 1:31pm

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Joshua Davies

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I think I'm getting crazy frame rates at the moment - probably way more than 200fps. smile
Posted: Tue, 22nd Feb 2011, 2:34pm

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Biblmac

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Well I just tried to play it by following the link and the unity player loads, but then just sits there, with the "load" bar fully black... So I didn't actually get to play yet... I'll let it sit there for a while to see if anything changes.

EDIT: No changes, and I refreshed it, and the same thing happened. Not sure why... maybe a problem with Google Chrome?
Posted: Mon, 11th Apr 2011, 8:29am

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Sollthar

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Aaand finally some moving footage. Due to a lot of requests on the unity forums I've edited a first alpha gameplay trailer.

All you see here is directly captured gameplay from the game's current state, which is still very WIP. But it's going!

http://www.youtube.com/watch?v=b-FuPlIh2YM

Hope you enjoy.
Posted: Mon, 11th Apr 2011, 9:05am

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Simon K Jones

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Looking cool and very, very ambitious! As mentioned elsewhere, this really raises the question: why doen't Mass Effect have proper space combat?

Looking forward to hearing more. biggrin
Posted: Mon, 11th Apr 2011, 9:12am

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Sollthar

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Thank you!

"ambitious" is my second Name. biggrin
But I got most of the gameplay ideas and mechanics in place. So here's hoping it'll all work out.

And still: If anyone is good with 3D, Photoshop or Programming in JavaScript and has free time on his hand - you're most welcome. smile


As for Mass Effect, I really liked it's presentation. Characters, dialogue, feel are really awesome. But I was never really fond of the "game" behind it. There's just so much I'd like to do and experience in such a rich detailed world that the game won't let me. Which is a shame. Proper space combat is indeed one of it.
How fondly I remember my Wing Commander days!

I need those times back. And I hope to do my part to that with my game, but also add much more into the mix.
Posted: Mon, 11th Apr 2011, 1:19pm

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davlin

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http://www.youtube.com/watch?v=b-FuPlIh2YM

This is an outstanding piece of work.

As an avid game player (PS3)I have no knowledge whatever on the making of these games but looking at your WIP I could'nt help but think ..wow!
this would also make a great cgi animation movie.
Please do not feel insulted by this,it's just something that kinda jumped out at me as I watched in fascination.

Brilliantly put together ..fab music also.
Posted: Mon, 11th Apr 2011, 3:01pm

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Sollthar

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Thank you Davlin! Glad to hear you think it's filmic. I guess my background shows as I try to make the gaming experience as fluid and cinematic as I can while keeping stats and menus to a minimum.

Now I have most of the basic behavioral and combat code working, I can get to filling it all with some actual gameplay content other then "walk about and shoot everything you see". smile


As for it being difficult: It is. And incredibly timeconsuming. But also very very rewarding once it's done! I smile like a little kid at every detail I can add that works. And keep playing the game over and over to check for bugs and if it's actually fun. smile
Posted: Mon, 11th Apr 2011, 3:10pm

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The Chosen One

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Very nice Macro, your game making skills are really improving. The fine details are what makes a game stand out.
Posted: Mon, 11th Apr 2011, 3:32pm

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Biblmac

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Wow that video really excites me for that game! biggrin

I'll get to test the beta when it comes out right? wink
Posted: Mon, 11th Apr 2011, 4:40pm

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Aculag

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Wow, this has come a LONG way. Looking great, Sollthar!
Posted: Wed, 20th Apr 2011, 7:11pm

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Sollthar

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Thanks all! There is an update:

Due to the fact the characters were not quite where I wanted them to be, I've started on improving them both in terms of geometry, proper IK animation and finally started replacing the placeholder textures with proper designs. It's coming,





Beta testing is a long way in the future. But I'd love to get some feedback once I have a playable version. smile
Posted: Wed, 20th Apr 2011, 8:35pm

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Aculag

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Ooh, that looks very nice. Big improvement, if you ask me.
Posted: Thu, 21st Apr 2011, 8:43am

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Simon K Jones

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Yeah, that's a massive improvement. For a game in which interaction with people (whether through dialogue or shooting them!) seems quite important, the old character models were a bit distracting.
Posted: Thu, 21st Apr 2011, 9:03am

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Sollthar

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Definately! Allthough I guess that's the issue of releasing "work in progress" material - people expect it will actually look like that in the final game when most of it is still a placeholder and final touches are still missing. Nothing you see here is final - not even the pic above. It's just all slowly getting where I want to be. smile

Glad you all like the improvement! I'm slowly able to figure out how I can spend my polygon resources.
Posted: Sun, 1st May 2011, 10:25am

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Sollthar

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I've started working on the procedural dialogue system for my NPC's. They're divided into two classes, Character NPC's and Extras NPC. Where Characters will fill in recurring and major roles the players can interact with on several occasions, the Extras will mainly populate planets and be a dime a dozen.

However! I'm working hard on enabling complex dialogues with the Extras through a procedural dialogue tree. Each extra is still a complexly designed character with a job, an opinion on current politics, on you and - maybe - even a desire or task the player can fulfill or do. My goal is to get as far away from the "characters with expression marks on their heads that say the same thing over and over you can only click OK to" as possible and go into proper dialogue.
So while some of the extras might chose to directly approach you with something they want from you or want you to do or just wish to inform you of, most of them will be everyday people who *might* have something of value to offer if you talk to them for a bit. Some dialogue might even give you a push into a completely different direction then you have intended.

For that work out, I'm creating loads of randomized variations of different debates so you will feel less like encountering clones. So far, I've only scratched the surface of what I want to do and I've already got over 400 different pieces of dialogue in different emotional states, as indicated by colors on my sheet.



Way more to come. And that's just for the Extras in the game.
Posted: Tue, 3rd May 2011, 2:52pm

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Sollthar

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Coding and designing my inventory slots as well as they buying and selling system, which works nicely already!



The player has 3 weapon and item slots. Those are reserved for items you can directly interact with like weapons, scanners, tools etc.
So if you go out on a mission you'll have to think about what to bring. There's no room for everything.

Then there's the 8 objects slots which are reserved for small things the player can carry around but not directly interact with - food, letters, pads, resources, metals, that kind of thing.

All of them have an inherent financial worth, but how much you actually get for them depends on a lot of factors.
Posted: Tue, 3rd May 2011, 2:54pm

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Simon K Jones

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Rating: +1

Looks great! I wish you could equip the banana as a weapon, though.
Posted: Tue, 3rd May 2011, 3:08pm

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danielgwood

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Arrrgghh awesome.
Posted: Tue, 3rd May 2011, 3:16pm

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Biblmac

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Not going to lie, this looks pretty freaking sweet!
Posted: Tue, 3rd May 2011, 4:19pm

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Aculag

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Awesome.
Posted: Tue, 3rd May 2011, 4:21pm

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Joshua Davies

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Looking great! biggrin
Posted: Fri, 6th May 2011, 9:55pm

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Sollthar

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Rating: +1

Got into the mood of doing some asset modelling again. Fun!





Last edited Fri, 6th May 2011, 11:02pm; edited 1 times in total.

Posted: Fri, 6th May 2011, 11:00pm

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Garrison

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Solid stuff Sollthar - Keep it coming
Posted: Sat, 4th Jun 2011, 7:21am

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Sollthar

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Two more screenshots from the current build.







Been working on the content for the last few days, which takes the most time. Currently, I'm working on the Rebel story-arc, where the player can join - or betray - a handful or rebels leaning up against the current regime of the planet. Up to the point where it comes to the ultimate showdown between the faction in charge and a newly built rebel army. And you can fight on either side, depending on what is more of use to you.
Posted: Sat, 4th Jun 2011, 12:53pm

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Joshua Davies

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Always impressive Sollthar... look forward to playing this one! smile
Posted: Sat, 4th Jun 2011, 1:11pm

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Quvoo

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Good thing that the story is starting to get fleshed.

I am really into games where you can develop a character into choosing different sides, the only thing you have to watch out for is this trite view of 'black vs. white'. It is much more interesting if you present the pros of both sides and their goals, and then let the player decide themselves which path they want to go down. Sort of like the game Gothic 3 tried to do.

Your texturing style is interesting, so good job on that.
Posted: Sun, 5th Jun 2011, 4:30pm

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Sollthar

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Thanks! I won't do much of a "black and white" as it's not always clear which way things will go. Just as well as almost every decision will make someone hate, someone like you. It's all a matter of perspective. smile

Just finished with the Building up on Death Rock mountain, which is going to be a pirate / outlaw hideout. Here's some impressions of that location:








Now it'll be a bit more quiet again with info since my prolongued weekend is over and work calls again.
Posted: Sun, 5th Jun 2011, 9:14pm

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spydurhank

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Holy crap!!! How have I not seen this thread before!? eek
I'm not really into video games but this, really is fantastic. biggrin
Dang Solthar... your 3D modeling and texturing skills impress me every time you post something new. biggrin

Your Kung Fu sir... is great. stun
Posted: Sun, 26th Jun 2011, 12:43pm

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Sollthar

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Finally redid my and improved my new character models, took me the entire weekend so far. These are citizens and they come with 40 face and 10 clothing variations so far. Each model uses a 1024x1024 Texture set and has 800 Polygons total.

Posted: Sun, 26th Jun 2011, 3:13pm

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Joshua Davies

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Always impressed Solly. Would love to see them in motion... smile
Posted: Sun, 26th Jun 2011, 3:15pm

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SketchWork

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Yeah - looking really great - it is like a cast photo session biggrin
Posted: Sun, 26th Jun 2011, 3:30pm

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mercianfilm

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Brilliant as usual Sollthar! I particulary like the guy on the far left peeping round, waving- like he's pushing his way into shot biggrin
Looking forward to seeing more screenshots!
Posted: Sun, 26th Jun 2011, 3:37pm

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Biblmac

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Is it just me or does this remind some people of Mass Effect? Maybe it's different, cause I don't know much about Mass Effect or this game even, but they just seemed similar.
Posted: Sun, 26th Jun 2011, 3:39pm

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Sollthar

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Sci Fi RPG = Mass Effect; that logic isn't just restricted to you, Biblmac. Heard it often. smile

Allthough my game will play quite differently to Mass Effect, despite the fact I'm obviously not going to compete with a gazillion dollar top of the line game. biggrin
Posted: Sun, 26th Jun 2011, 3:48pm

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spydurhank

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I simply can't get over how good your textures look. Awesome. biggrin
Posted: Mon, 11th Jul 2011, 12:25am

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Sollthar

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Finally I've been able to record a couple of proper in-game scenes to give you a better idea of how the game currently plays, looks and feels. It's still very early and only of fraction of what I want is implemented, but it's moving on and I hope you like this look behind the scenes.

Please note that nothing you see is final or complete.

http://www.youtube.com/watch?v=K6aMYj1WcDg
Posted: Mon, 11th Jul 2011, 12:32am

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Biblmac

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That actually looks really good! IMO. Reminds me a little of Star Wars Knights of the old Rebulic
Posted: Mon, 11th Jul 2011, 6:56am

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Sollthar

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Thanks Biblmac! Kotor was indeed a big inspiration and I'm glad it's working already, despite the fact there's many things not there yet!
Posted: Mon, 11th Jul 2011, 7:20am

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Garrison

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Rating: +1

Looks great - you need anymore voices? wink
Posted: Mon, 11th Jul 2011, 7:22am

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Sollthar

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you need anymore voices?
YES! biggrin

I definately don't want the entire game to have my own voice. Once I got all the dialogue in place I plan on finding people who would be interested in providing some cool voiceacting!
Posted: Mon, 11th Jul 2011, 7:23am

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Garrison

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SIGN ME UP! I'd love to help out.
Posted: Mon, 11th Jul 2011, 7:24am

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Sollthar

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Ah, thanks! You're awesome! cool
Posted: Mon, 11th Jul 2011, 1:00pm

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Pooky

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I'd be up for some voice acting too if you want. I can do an American, French or Canadian french accent razz
Posted: Mon, 11th Jul 2011, 2:45pm

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Aculag

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This looks really awesome, Sollthar. Great work!

I would also be interested in helping with some voice acting. I can't read, and I can't speak. Hope that's not a problem.
Posted: Tue, 12th Jul 2011, 8:53pm

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Sollthar

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Hehe, I'm sure we'll find a way! biggrin

Thanks guys! Really appreciate the help offers and I'll definately get back to that once I'm ready to record different voices.
Posted: Sun, 31st Jul 2011, 9:11am

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Sollthar

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SuperUser

I've managed to implement a solid first facial expression version plus a bit of body language, which adds a lot to the dialogue. Sweet.

And I'm working on new indoor scenerys trying hard to finish my first demo planet.



Posted: Sun, 31st Jul 2011, 2:34pm

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Biblmac

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From that first picture I get a half life type vibe (keep in mind I've never actually played the game(s) but all my friends did, so idk)

The second picture reminds me of something, once again out of SWKOTOR or from the Star Wars online game from a couple years ago.

For the record, those are both good things wink

Last edited Sun, 31st Jul 2011, 9:31pm; edited 1 times in total.

Posted: Sun, 31st Jul 2011, 9:30pm

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Pooky

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Seems to me to be a clear Deus Ex influence... which is awesome razz
Posted: Thu, 18th Aug 2011, 4:29pm

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Sollthar

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I've decided to publish an open pre-alpha version. It's nowhere near finished in any way, has bugs,oddities and missing animations all over the place, only offers a few little things to do, but I'd appreciate any feedback or bugs you guys can spot in this current build. There's still a couple of things to see and do already.

http://www.nightcast.net/demo.html

WASD to move
E to talk / interact
F opens the inventory (with Q, you can unequip and re-equip)
C the (ugly) map
R reloads
SPACE crouches and SHIFT runs.

There's only the webplayer version and full screen is disabled. ESCAPE opens another ugly menu though where you can choose a higher or lower quality. Standard is "good", which makes especially the grass look ugly. smile
Posted: Thu, 18th Aug 2011, 5:27pm

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Aculag

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Excellent. Going to try this out as soon as I get home today. smile
Posted: Thu, 18th Aug 2011, 6:31pm

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B3N

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Just about to try it out myself!

Also I'd be happy to help out with voice acting! smile
Best of luck!
Posted: Thu, 18th Aug 2011, 10:26pm

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Sollthar

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SuperUser

Thanks B3N! I'd love to take you up on that. As you can see, there'll be loads of characters and dialogue (even this small demo has 1100 lines that can be spoken)

Also very glad you enjoyed the demo so far!