Game Design Music and Art

Soul Catcher I – Ereon

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
This is going to be the post for all information regarding the game Soul Catcher that my friend and I are working on. I'll be putting any ideas, sshot links, and/or demo links on this post. If you guys could give me some advice and criticing on the stuff here. Its will REALLY help me make this a good game.

Summary:
Pretty much Soul Catchers is an action/adventure style game. All of the combat is Realtime, and the player can utilize melee and ranged weapons, as well as press a special action button to pull off special moves and craft traps (kind of like LotR: The Return of the King).

Storyline:
The story revolves around a young man named Karth Farrow who is a temple slave to the evil Daeshak, a dark prophet and evil dictator. Karth and his best friend Gareth Gailen, whose is a farmer, hatch a plan to escape Daeshak's clutchs, and it succeeds. During their travels to leave Daeshak's land, they meet several companions, including a peasent, a mercenary named Bade Archen, and several other persons who I will not reveal at this time. All seems well, but on the way Karth also meets an old, apparently insane, priest who tells him about Jesus. Karth begins to feel restless, and finally surrenders himself to the love of Christ. Bent and determined to rescue his fellow slaves and tell them of this love. Karth and his companions set off to destroy Daeshak, and liberate the land from his evil sway.

Minsitry Value:
One of the biggest complaints I've heard leveled at Christian games is that they are too "preachy". In Soul Catcher I want to incorporate a witness by example, instead of throwing scriptures up on the screen, or (as in Catachumen) shooting people till they fall down and get saved. In this game you do no combat against other people, and it is made clear that you cannot "kill" the demons you fight with a physical weapon like a sword or bow, you can only damage their physical appearance. The goal that I have for this game is to spark the interest of non-beleivers, and in the process make a clean, exciting, edge-of-you-seat style game experience for Christian players.

Well, thats pretty much it. If you want to know anything else, feel free to post a comment or send me an e-mail.

Farewell,
Ereon

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All that is gold does not glitter
Not all those who wander are lost

The old that is stong does not wither
Deep roots are not touched by the frost

From the ashes a fire shall be woken
A light from the shadows shall spring

Renewed shall be blade that was broken
And the crownless again shall be King

[This message has been edited by Ereon (edited April 15, 2005).]

Goldrush13

Member

Posts: 107
From:
Registered: 02-27-2005
And you're using DarkBasic for this?

Professional?

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Yes, DB Pro to be specific.

------------------
All that is gold does not glitter
Not all those who wander are lost

The old that is stong does not wither
Deep roots are not touched by the frost

From the ashes a fire shall be woken
A light from the shadows shall spring

Renewed shall be blade that was broken
And the crownless again shall be King

Rhyolite

Member

Posts: 86
From: UK
Registered: 08-04-2004
Hey, the story sounds really good and I like the idea of not being able to kill the 'demons' - nice

I think a game like this IS possible in DarkBasic (which is very similiar to BlitzBasic) as long as you do not expect it to look as good as the LOTR games. You are going to have to make some pretty large compromises to keep the game running at a decent framerate and also to keep within the capabilities of the language. I think your largest hurdle will be the timescale - this sounds like a huge project which could take years to finish! Have you looked at using an already completed game engine to help speed up the process?

You might like to check this out:
http://www.realmcrafter.com/pages/user/index.php

I am keeping a close eye on this myself because its written in BlitzBasic (the language I use) and the Pro version comes with all the source code Maybe their is something similiar in DarkBasic - or at least a few tools to help you along?

All the best to you and your friend.

God Bless,
Rhy

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
I've designed the engine in such a way as to make the levels VERY modular. Each individual level has its own main module, and from there it braches off to the various universal user control, enemy AI, and cut-scene control modules. In addition to this basic modules each level has its own special spot in the code where it stores special modules for triggers, special move animations, and other individual aspects that aren't required in other modules. I plan to overcome the speed issue by only loading one module at a time, and only having that single module run. I plan to kill loading time drag by having a nice long cutscene inbetween loading instead of one of those goofy LOADING PLEASE WAIT signs. I'm not going for pro level here, and I think Dark Basic's simplicity will help me keep from taking eons of geological time to complete the project. I don't expect to get uber smooth stuff, but with a little tinkering and a whole lot blessin' I know its doable. My goal for those game is to win the game of the year award at the Christian Game Developers Conference next year (that gives me a year and a quarter to work on it) I'm also homeschooled, so I don't have a job or regular school to tangle with like most other people.

------------------
All that is gold does not glitter
Not all those who wander are lost

The old that is stong does not wither
Deep roots are not touched by the frost

From the ashes a fire shall be woken
A light from the shadows shall spring

Renewed shall be blade that was broken
And the crownless again shall be King

Rhyolite

Member

Posts: 86
From: UK
Registered: 08-04-2004
All the best to you, its good to see you have a worked out plan.

If each 'level' is small that should really help framerate and probably means you dont need to worry about portalling/BSP to stop rendering of unseen areas (or does DarkBasic have that built in?). The rendering of the scene is always gonna be your biggest time slice so I guess most your optimising needs to be done there. Other than that, the only other 'real' time killer I have had to deal with (with todays PC specs) is AI pathfinding. But again, small levels should really help their. Gah, why did I have to choose making a game which covers huge areas!!

God Bless,
Rhy

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Thanks for the advice. I'm not sure if DB supports portalling, but I know it does BSP. I plan to use occlusion walls in some of the bigger areas, but the goal is to make the levels as low a polygon count as possible, and save the extra for places where real WOW factor is needed.

------------------
All that is gold does not glitter
Not all those who wander are lost

The old that is stong does not wither
Deep roots are not touched by the frost

From the ashes a fire shall be woken
A light from the shadows shall spring

Renewed shall be blade that was broken
And the crownless again shall be King

Goldrush13

Member

Posts: 107
From:
Registered: 02-27-2005
I'm a Blitz convert, started in Dark and then moved to Blitz. I like 2D, I enjoy how it's easier to make a 2D game fun than it is to make a 3D game fun. Whether you totally agree with that or not, everyone know there's at least a little truth in that. And given that Dark Basic loads that monstrous rendering system for even "hello world" it was causing problems, however to boost your confidence, I believe that (although a bit more complicated) Dark Basic rules 3D against all the other Basic variants, all that loading isn't for nothing, it seems to do everything with 3D in mind so when it finally gets to 3D, it doesn't dissapoint.
What I don't like is why they changed the Dark Pro IDE to that bland rubbish we see everywhere on Windows, just ordinary Dark Basic had a really good IDE, black background with red scroll bar, very classy.
I haven't left Dark Basic though, I still have Pro on my machine although I haven't used it for ages. I remember making visual displays when I used it, like the stuff you see in Media Player, except it also won't play tracker music anymore either, it changed too much and it dissapoints me now more than impresses me. But luckily, all of that comes from a 2D perspective. The Dark community doesn't help much either, what I thought was a bad language was actually a massive community of people doing terrible things to it. One thing I notice is that Lee Bamber and the team still seem to have an interest in all aspects and are constantly driving Dark forward. In short, I understand what Rhyolite says about you not expecting it to be as good as other professional games (or something to that effect), I still don't know of anything good made in Dark, but when I look at everything it's got going for it I constantly find my self thinking "Why not?". Dark Basic has got the tools to do something and I really hope that Soul Catchers restores faith in thousands of people who have dismissed it for its results so far. I still get "The Game Creators" newsletter and still believe in the power of Dark Basic, so if there is ANYTHING that I could contribute then I will be glad to, I offered to do some music for the one month project on this forum but got too much college work to ever even start. But if you notice lag, post the code and we'll figure out a quicker way around it. I wish you the very best, which is something I rarely mean (unfortunately), everything I see in Dark Basic turns to pretty much nothing, but your refreshing attitude might actually get the job done. Try not to lose sight of the determination you have right now.

[This message has been edited by Goldrush13 (edited April 15, 2005).]

[This message has been edited by Goldrush13 (edited April 15, 2005).]

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Thanks GoldRush, thats the first time anybody has ever said anything like that to me. Most of the time I get alot of that "Don't be too ambitious" or "who do you think you are" stuff . Then again this is also my first time on a christian board with a real, workable game idea. Thanks for the encouragment, I'll be sure to keep you guys posted, it always nice to have a few sets of fresh eyes that can look at your code.

------------------
All that is gold does not glitter
Not all those who wander are lost

The old that is stong does not wither
Deep roots are not touched by the frost

From the ashes a fire shall be woken
A light from the shadows shall spring

Renewed shall be blade that was broken
And the crownless again shall be King

[This message has been edited by Ereon (edited April 15, 2005).]

fingolfin

Member

Posts: 197
From: IL
Registered: 03-19-2005
wow, sounds awsome... I have no real coding experiance yet, but I'd love to help with anything I could...
Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Ok, just a small update. The first quarter of the first level has just finished being boxed in (modelled without textures or extra geometry). I plan to release a demo after the final cut of the first and second levels are done.

------------------
All that is gold does not glitter
Not all those who wander are lost

The old that is stong does not wither
Deep roots are not touched by the frost

From the ashes a fire shall be woken
A light from the shadows shall spring

Renewed shall be blade that was broken
And the crownless again shall be King

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Ok, I finally wandered back onto the boards. SC is at a standstill right now due to lack of funds and software. I have designed weapons, whiteboxed levels, ect, but I'm stuck until I can buy some level design and 3D editing software. My birthday is coming soon, so hopefully I can afford it after that. I'll keep you guys updated as well as I can.

------------------
All that is gold does not glitter
Not all those who wander are lost

The old that is stong does not wither
Deep roots are not touched by the frost

From the ashes a fire shall be woken
A light from the shadows shall spring

Renewed shall be blade that was broken
And the crownless again shall be King

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Excellent news, I now have all of the tools I need to begin production on SC. I'll be posting screenshots as soon as I have some to give. I decided to pay a little extra and go for the DB Pro engine, and I think it will be worth it. I'm going to include metallic reflection effects, cloth effects, some pretty good physics (including ragdoll physics), and some awesome special moves which are (care of yours truly) completely original to Soul Catcher. (Imagine being able to bash a bad guy over the face with a pommell strike and then put your hand down on the ground, grab his head with your legs, and hurl him into the side of a building, raising a very satisfying cloud of dust) It's going to be good, I can't wait to get a dwmo out for you guys.

------------------
All that is gold does not glitter
Not all those who wander are lost

The old that is stong does not wither
Deep roots are not touched by the frost

From the ashes a fire shall be woken
A light from the shadows shall spring

Renewed shall be blade that was broken
And the crownless again shall be King

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Ereon, this is exciting! I really look forward to seeing where you go with this -- it sounds like you've got a good idea and some serious drive behind it. Keep up the great work, and keep praying!

Really looking forward to a demo.

In Christ,
clint

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http://www.includingjudas.com/christiangame.html

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Can Dark import 3ds? If it can get Wings3D, it's one of the best free modellers.
Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Alright, time for another update. I had some software problems, but I got them all successfully ironed out now, so development is continuing as usual. Unfortuantely, in an attempt to fix the software issue, I had to reformat my computer, and did not backup any of my source code, textures, or levels....So, I get a whole new clean slate to work off of. Right now I'm working on the first level of the game (which will also be the level for the game demo *hint hint*) as well as a tool that will allow me to place special effects and props inside of the level and automatically generate DBpro code to plug into my main program, thereby saving me a large amount of trial and error and siginificant amount of time. More updates to come soon, as well as a link to a website with a guestbook and chatroom :P. Cya round.

Ereon

------------------
All that is gold does not glitter
Not all those who wander are lost

The old that is stong does not wither
Deep roots are not touched by the frost

From the ashes a fire shall be woken
A light from the shadows shall spring

Renewed shall be blade that was broken
And the crownless again shall be King

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
hey, i just read thw hole thread..(i have a strange tendency to do that///).
sounds like you've got a good game here.im sure the time for encouragement has passed, but really hope you stick with this. It sounds like you know how to pull it off.

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globalrant.tk

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
I certainly hope I do, if I do then its news to me......:P. Naw, the big part is just not letting myself go overboard. I'll be looking for beta testers after I release the first demo, so if you're good at breaking things you might want to apply when I make the announcement. Thanks for the comment though, I appreciate it.

------------------
All that is gold does not glitter
Not all those who wander are lost

The old that is stong does not wither
Deep roots are not touched by the frost

From the ashes a fire shall be woken
A light from the shadows shall spring

Renewed shall be blade that was broken
And the crownless again shall be King

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Good news, I just came across an amazing piece of source code for DBPro that I'm going to utilize tocreate a collision engine/gravity for my game. For info later.

------------------
All that is gold does not glitter
Not all those who wander are lost

The old that is stong does not wither
Deep roots are not touched by the frost

From the ashes a fire shall be woken
A light from the shadows shall spring

Renewed shall be blade that was broken
And the crownless again shall be King

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Excellent -- glad to hear the good report!

--clint

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http://www.includingjudas.com/christiangame.html

Realm Master

Member

Posts: 1971
From: USA
Registered: 05-15-2005
EuuuUUUhhHHAaaa... i got snot all over my hands... #()&@ cold!

what? o, sorry!

DNG! man, i wish every day i could start a game and be this succsess full...

i also wish God had made with with standard implimentation of C++, but thats another story.

wow, i can't wait to see some screenies on this!
Keep up the good work!

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(yes, i know im stupid)
God rules!

Blessed are those who show mercy.
They will be shown mercy. - Matthew 5:7

Blessed are those who suffer for doing what is right.
The kingdom of hevan bleongs to them.-Matthew 5:10

bennythebear

Member

Posts: 1225
From: kentucky,usa
Registered: 12-13-2003
sounds good. i got 2 or 3 machines i can test it on. don't know how good my ability will be to break it...but i'm sure i can come up with something .

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proverbs 17:28
Even a fool, when he holdeth his peace, is counted wise: and he that shutteth his lips is esteemed a man of understanding.

proverbs 25:7
open rebuke is better than secret love.

www.gfa.org - Gospel for Asia

www.persecution.com - Voice of the Martyrs

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Ok, the basics are almost done, I just have to finish up the "smart camera" and I can begin texturing and detailing my first level. I've got a few interesting textures ready, and even came up with a good monster texture (Who coincidently was a bit too gross to use :P)

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
oh yeah, sorry I haven't gotten around to sending you more of those textures. What do you have in mind for me to send you next?

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Whatever you've got I'll look at it.

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
well I haven't made the textures yet, they take me about 10 minutes, but what I need is an idea of what you want.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
The game itself is very organic, and as such the textures need to reflect that. For the level I'm currently working on I'll need stone block textures (walls), flagstone textures (streets, ect.), Wood textures for beams and poles, some metal textures for gates, hinges, anvils, and furnaces, and possibly some bark textures. Thats a general rundown of what I need. As I rule I need them to looked stained, dark, and mossy, the entire level is a corrupted, rundown city, so everything has to have that almost rotted look to it.

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fingolfin

Member

Posts: 197
From: IL
Registered: 03-19-2005
quote:
Originally posted by bennythebear:
sounds good. i got 2 or 3 machines i can test it on. don't know how good my ability will be to break it...but i'm sure i can come up with something .


I have 2 as well.

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"Mothers are the necessity of invention"
-Calvin

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
SUCCESS! The collision detection and smart camera are DONE! YEEEEEE HAAAAAAAAAAAAA! This is the first time I've been able to make an actual 3rd person camera! I kept tinkering, and tinkering, and tinkering, and trying lines of code 20-30 lines deep , and then I finally came up with the solution.....two lines of stinking code Oh well, alls well that ends well. Anyhoo, so now the REAL fun begins, level design and such.

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Aswesome that is so cool, I know what a pain 3d game development can be at times, I am happy for you

BTW, I sent you an email.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Just a question, does anyone happen to know any good websites of architecture? I need to increase my skills in that area, everything I make seems a bit too simplistic (which is both good and bad).

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
I don't know any specific, but like if you want to improve on making castles look for Castle websites, if you want to improve on more classical architecture look for like Catholic Chruches.

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fingolfin

Member

Posts: 197
From: IL
Registered: 03-19-2005
I'm looking forward to some screens!

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"Mothers are the necessity of invention"
-Calvin

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Coming soon hopefully, as soon as I get the first part of my level done and polished sufficently.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Still working on the game, I'm polishing up the corners and working on the textures. As soon as I have the first part of the first level done I'm posting screens.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Ok, just and Idea I'd like to run by you guys. This is what I'm going to base the lowest enemy in the game on, they're called Scavengers, they are sort of like border guards, created to work as demon bloodhounds for the more powerful enemies, and there are "wild" versions to scare the slave population of Daeshak's city out of any escape attempts. I'm going to tone it down a bit. but this is the basic anatomy, its pretty much a werewolf that can walk on two legs or four.

http://www.fablefrance.com/images/bestiaire/B6.jpg

http://www.fablefrance.com/images/bestiaire/B7.jpg

*And yes, they're partially based off the game Fable*

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HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
I like the idea!

Feral werewolves roaming around in the forest would certainly keep me from escaping.

--clint

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Then imagine this, you escape from the city (or rather circumvent the outskirts of it through some narrow back alleys) and then have to travel through a forest full of huge trees with moonlight trickling between the leave (thanks to a shader and a bit of fancy coding) and all is nice and peaceful and the crickets weet weeting in the peaceful dark, and then you come across a huge altar looking thing in the middle of a clearing, you step into the clear and FOOOOM! about 20 of these things jump out of it and start attacking you :P Oh, and the whole time you have scouts on tame version of these werewolf things chasing after you, so you have to move fast and use the shadows to hide and stuff .

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
But I still REALLY need a character modeler, I stink at it, and I need someone who's good and a strong Christian to help me out with it, I can animate them myself, but I need someone to make them. Know any good places to look?

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HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hrm, not sure right now, no.

There were some really good modelers at the CGDC -- perhaps your best bet would be to post a help request on icgda-portal.org in their "help wanted" section.

Good, available Christian modelers are pretty hard to come by from what I hear -- iirc, Peter Churness had to hire a commercial modeler to create the main character for their game Rebel Planet (just because he really needed a professional, high quality model with good animations).

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Thanks for the tip, I'll pray about it and post on there when I get a chance.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Just letting you guys know that this project (and me) and still very much alive. I'm working on some concept art (myself this time, my other concept artist only wanted to do anime ) and still working on getting my levels to work (GRRRRRR, curse thee Truespace 3.2!!!!) the blasted textures won't load thanks to an outdated .x format exporter. I'm still working on the problem though, and tinkering with animation and characters in the mean time. I've got collision detection and movement worked out, just a matter of getting the TEXTURED levels in. It's gonna look pretty cool either way though, I'm excited. Working on some music to, and a trailer if I can get some characters to animate ready. I'll keep you updated. Also still looking for good character modeller (or tutorial for doing so) and a tutorial on skinning (making single texture of characters and so on).

Blessings,
Ereon

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Sounds great!

I can't wait till, at last, some screens. I am looking forward to seeing your work

Keep it up!

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
SUCCESS HA HA SUCCESS!!!!!!!!!!!

*evil happy cackling*

I FINALLY FOUND A PROGRAM WITH AN INTERFACE I LIKE THAT CAN EXPORT .x FILES WITH TEXTURES!

*more evil cackling*

I'll have to paste the levels together inside the game engine because it'll only export models of 650 polys or less, but that's a piece of cake and might actually work to my advantage. (streaming worlds with uber detailed levels that run great). This is AWESOME! BTW, I've been working on some modelling tutorials and I've almost finished my first model. (not for my game, just my first model). Anyone know any good tutorials for texturing characters?

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Wow that sounds great, any screenshots soon?

What program are you using to model, Truespace right?

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Truespace for some stuff, but I'm using Gamespace Lite now (like Truespace, except for games). I'm trying to win a full version of Gamespace in an online competition, but intil then I can make some small models and level sections.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
I'm gonna try to get you some screenies from inside the game engine before the day is out, if not....then by the first of the week.

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Sweet I can't wait!

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Please keep in mind though that I only submit screens of projects when I'm satisfied with them.......and it's hard to get satisfied :P

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
I know exactly what you mean, lol.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
All righty, as I promised here are the screens. They're no where neared finished (I have to tweak the engine in a bit still) but they're ok, and the textures actually carried over!

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Whoa, That's looks awesome! Talent!

I like the player model alot,

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Well it's not going to be in the final, it's just a place holder. I've got to add some more detail too, the sky outside the gate is going to be replaced by a city, and there's going to be an area of rotted masonry for you to bust through to open the gate.

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crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
that looks really good!

when you originally came here, i doubted you. but eh, looks like i'm eating my words now. :-P

good job.

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globalrant http://globalrant.wastextgames.com
globalrant forums
http://crazyishone.proboards85.com/index.cgi

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
I'm working on some even better stuff for the next set of screen. Mainly better textures, more details, and some cloth and flame effects. Can't wait to show it to you (and pop out a demo once I get some sound and music and enough to play).

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crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
just tell me, when did you start learning all of this stuff? Did you get this good in just one year?

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globalrant http://globalrant.wastextgames.com
globalrant forums
http://crazyishone.proboards85.com/index.cgi

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
I started about three years ago, tinkering with a copy of Qbasic 1.1 on an old computer I bought off an old lady for $40. I just kinda tinkered and looked through the help files and tinkered some more until I got to where I could work it and make some stuff. Then I found a book on game design at Best Buy that came with a copy of DarkBasic Lite, which I purchased for $75 and proceeded to tinker with. I took a class on Computer Programming in Qbasic last year, and learned some tricks there, but nothing for games. This is my first game that isn't just a text adventure (I made one text adventure that was actually ready for release, but I lost the source code during a move :_( ). Really it's just a really odd thing, I'll try something that I've never tried before, and just out of the blue BOOM it'll work. I really can't take any credit for it, it's just a matter of tinkering with it and it just happens. I look at it as God's doing. My skills are really His skills in the first place, I've just got them on loan. I submit myself to Him, and offer my skills for His glory, because they're really His in the first place.

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Amen to that Ereon!

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Anyone know a site that hosts files for download? I need a place to place betas for my testers. (sorry, not open testing yet, not enough level to spit at, much less play :P).

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crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
[ur]http://savefile.com[/url]

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globalrant http://globalrant.wastextgames.com
globalrant forums
http://crazyishone.proboards85.com/index.cgi

buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
only problem with savefile is they are messing up a lot lately... their ftp isn't working a lot, etc... i dunno

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In the stock market, you must buy high and sell low...Wait! That's not right!
--------------
Yes, I can be intelligent at times!!

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Ereon, btw are there anyone on your team?

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
No, not really, I have one guy working on some music, but he hasn't come up with anything yet. I don't really have a team at all really. I do all my own textures, level design, modelling and coding. It gets a bit tedious though.

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Wow, that is impressive. You seem to need a concept artist, do you?

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
I have a friend who said he would do it, but he doesn't really know how to do concept art, and we're seperated by 100 miles or so, and that makes it tough also.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Are you volunteering?

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
In reality this part is no where near finished, it's to simplistic. it needs more details and the lighting still has to be set up. There are no lights yet. I still have to work some other stuff also, like a breakable masonry wall and hood and cloak cloth effects for the character.

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
quote:
Originally posted by Ereon:
I have a friend who said he would do it, but he doesn't really know how to do concept art, and we're seperated by 100 miles or so, and that makes it tough also.


Well, I might do some, what do you need? If it sounds good to me I can show some of my work, kinda of like a portfolio, if you would like.

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[This message has been edited by lava (edited January 17, 2006).]

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
It's just alot of different stuff. Bad guy and character template mainly to model 3D characters from. That's the big thing. If you want to I'd love to see your stuff.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Fixed my avatar....I think.

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Ok, I'll post a sketch and if you think it's usable, but nessicarily model of it, but see if I got the basics down. Then I know if I am good at concept sketches, and if so I will probably help you. And I've tried it before so I have an idea.

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[This message has been edited by lava (edited January 17, 2006).]

QuestLeader

Member

Posts: 629
From: My house, Va, USA
Registered: 04-20-2005
Wow Ereon, this game is looking awesome so far. I'm impressed that you have done it all bt yourself so far. If theres anything I can do to help you, please, feel free to ask me. I'm short on time, but if I can I'll do anything to help.

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"There is no reason for any individual to have a computer in his home." - Ken Olsen,President of Digital Equipment, 1977

[This message has been edited by questleader (edited January 17, 2006).]

Eternal_Happy_Dragon

Junior Member

Posts: 6
From: Pensacola, Florida, USA
Registered: 01-17-2006
Well, technically Ereon hasn't done it ALL by himself [though I know he wants to!!]. I actually came up with the storyline of Soul Catchers, Bios, most map layouts, and the one he goes to when certain people don't keep up with production daily. Well, I can try to give you guys updates on the storyline/gameline as I am informed of progress. If anyone needs someone to make a storyline/bio of characters, give me a holler!! JLU!

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The fiends have gagged a generation of pacified fool
Bound by our greed a nation enslaved as corporate tools,
Arise and raze the legacy of their lives,
And realize that this in itself is an ascension
Towards the day we revolt

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
That's true, It's actually EHD's world, he came up with the characters and story, and I'm workin' on the game. I've been flyin' solo for a while because of a move, but it was all originally his. It's good to have him back though, that way he can help me out and answer your questions.

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QuestLeader

Member

Posts: 629
From: My house, Va, USA
Registered: 04-20-2005
yay

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"There is no reason for any individual to have a computer in his home." - Ken Olsen,President of Digital Equipment, 1977

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Welcome to the boards, Eternal Happy Dragon

Here is a sample. I hope this is the basics of want.

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[This message has been edited by lava (edited January 17, 2006).]

Eternal_Happy_Dragon

Junior Member

Posts: 6
From: Pensacola, Florida, USA
Registered: 01-17-2006
What did I want that pic for??

------------------
The fiends have gagged a generation of pacified fools,
Bound by our greed a nation enslaved as corporate tools,
Arise and raze the legacy of their lives,
And realize that this in itself is an ascension,
Towards the day we revolt

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
It was directed more towards Ereon actually

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[This message has been edited by lava (edited January 17, 2006).]

Eternal_Happy_Dragon

Junior Member

Posts: 6
From: Pensacola, Florida, USA
Registered: 01-17-2006
Aaaaaaahhhh... Sorry about that... Looks good though. A basic sketch that could be turned into almost any kind of character... [fanatsizing time]

------------------
The fiends have gagged a generation of pacified fools,
Bound by our greed a nation enslaved as corporate tools,
Arise and raze the legacy of their lives,
And realize that this in itself is an ascension,
Towards the day we revolt

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Hmmm, it seems a little too modern for the feel of the game. It's supposed to go along the idea of medieval. The outfit doesn't really fit, and you might want to give it long, stringy hair. Also, try to put it in a relaxed crucifix pose (with the arms a little loose). That makes it easier to add skeletal animation.

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Well it's not supposed to be any offcial character or anything, it was just supposed to be a sample to see what you were looking for in the general term of concept art.

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
okay... calm down guys... [referee]Now I want a clean fight boys!! No hitting... well never mind![/referee] Lol kidding!!

------------------
In the stock market, you must buy high and sell low...Wait! That's not right!
--------------
Yes, I can be intelligent at times!!

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Ah, then from that POV it's excellent. You're good. .

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Just an update, all errors currently in the game engine have been eradicated, after I add a new room and cloth effects and fix up the animation I will be putting out invites for alpha (closed) testers. The suggested stats for your machine if you want to test are as follows.

at least 50 MB of free HD
512 MB RAM
at least 32 MD of video RAM

That's what my laptop runs right now, not sure what the min is. If you're interested I'll be posting instructions on how to send an application later this week or early next week.

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crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
I'm interested.
Now, i will probably be unavailable for about 4 days sometime within the next week or two. Fear not, I shall return.
Haha.

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globalrant http://globalrant.wastextgames.com
globalrant forums
http://crazyishone.proboards85.com/index.cgi

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
I wonder where Eternal Happy Dragon went? I'll have to IM him later .

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Ok, here's an issue that I'd like your guy's input on. I'm debating over whether to make this game First person or Third person. Third person has its advantages

1. You can do awesome acrobatics
2. Easier for the player to see and therefore engage large numbers

And some cons

1. You feel detached from the player a bit
2. You have to design the levels with a different scale to hide and block what needs to be hidden and blocked.

And First has some nice advantages too

1. You feel more attached to the character.
2. Everything feels bigger.

And cons

1. You're limited in combat manuvers (unless you wish to make the player sick )

2. It's harder to fight large amounts of enemies, especially in close quarters.

What do you guys think, I'd be glad to know your opinions.

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
wow... hard one... Third Person is my personal favorite... that's just me, but i like it better.... good luck!!

------------------
In the stock market, you must buy high and sell low...Wait! That's not right!
--------------
Yes, I can be intelligent at times!!

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Personally, I like third-person games.
Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Third person, you see more action-adventure games targeted in that direction, Prince of Persia, Zelda, Lord of the Rings TTT and ROTK. Where you see first person more for FPS. But then that would make it unique, an action game as 1st person. And IMO you have to put alot more detail into a First person game because you are seeing it through their eyes, first person game developers get into alot of traps, like it's harder to control jumps and judge distances.

I would go with 3rd person, but first person would add a different feel.

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[This message has been edited by lava (edited February 16, 2006).]

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
I contemplated giving the player all kindas of cool, flippy fighting moves in first person, but I wasn't sure how many would like it. If I DID do 1st person it would require some kind of situational awareness gadget to help you keep your bearing. It WOULD be REALLY cool though.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Just an update, my family went on vacation this last week (well, not really a vacation, more like a trip to check out a job opportunity). I got 16 hours of game design time (six of which I wasted on Neverwinter Nights (AGH! Addictive ) But I managed to get alot done, and I've been using the old wax rag a bit, polishing up the eye candy, and the effect is great. As soon as I get the first part of the level done I'm going to open up to Alpha testers. I'm also working on a new website and a developer's journal so you guys can following along and hold me accountable if I start wasting time. I'll be posting new screenshots soon also, as soon as I have the graphics polished a bit more. THe bad news is that my parents canceled our broadband and cable TV, so I have been thrown back to the stone ages and am now puttering along with dial-up, so that kinda zaps my abilities as far as the internet is concerned.

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
lol that sucks... NeverWinter Nights!! lol... 6 hours? lol... 16 HOURS OF PROGRAMMING TIME!? wow... i wish i could get that much... that's like my total programming time to date!! lol just kidding... i'll get an hour or two, and i have to get off... lol it's a wonder i program anything!! lol...

------------------
In the stock market, you must buy high and sell low...Wait! That's not right!
--------------
Yes, I can be intelligent at times!!

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
The first week i had WoW i played roughly 80-100 hours.

8AM till about midnight....for days on end.....woohoo. And I loved it so.

Then i remembered i have school and responsibilities and such. Now i Just play every night and all day saturday, hahaha.

level 24 Dwarf Hunter.....*eye twitch*

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globalrant http://globalrant.wastextgames.com
globalrant forums
http://crazyishone.proboards85.com/index.cgi

[This message has been edited by crazyishone (edited February 21, 2006).]

buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
lol... .... ... speechless.... NEVER would be able to do that... lol... speechless... HOW CAN YOU DO THAT!! lol...

------------------
In the stock market, you must buy high and sell low...Wait! That's not right!
--------------
Yes, I can be intelligent at times!!

guategeek

Member

Posts: 107
From: Guatemala
Registered: 11-08-2005
Sorry about the bad news Zack. Hope you can find some other option to get high speed internet. Also I found an easy way to center stuff on the web, but the problem is your BG image dousn't get centered. Well take care man. Jeff

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Jeff McArthur Outcast guategeek
BlueGill Flame Game Studios
http://www.bluegillflame.com

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Just a question, is it taboo to use 1024x1024 textures? I'm using 512x512 right now, but in the large areas the tiling is still a bit worse than I'd like.

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guategeek

Member

Posts: 107
From: Guatemala
Registered: 11-08-2005
I use 1024x1024 textures quite often, just depends on the texture compreshion that your engine uses, or that you decide to use. Here is a chart of some of the more common compreshion typs and the BPP (bytes per pixel). So to figure it out you do the math on your texture to find out the number of pixels and then multiply by the bytes, this will tell you the textures size in the VRAM:

DXTC1 RGB: .5 Bpp (bytes/pixel)
DXTC3 RGBA 1 Bpp
RGB 16bit 2 Bpp
RGB 24bit 4 Bpp
Alpha 8bit 1 Bpp
RGBA 16bit 2 Bpp
RGBA 32bit 4 Bpp

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
I might have to use them sparingly.....otherwise my games won't be playable by anyone with less that 128 MB VRAM. Personally I think it's about time they made a game (other than Eternal Wars) that requires something more than 8 VRAM, but then again you have to keep the customer in mind......

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crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
Don't sacrifice quality unless you absolutely have to.

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globalrant http://globalrant.wastextgames.com
globalrant forums
http://crazyishone.proboards85.com/index.cgi

QuestLeader

Member

Posts: 629
From: My house, Va, USA
Registered: 04-20-2005
Hmm... I would like to be an alpha tester, if you don't mind. I agree with Crazy too, don't sacrifice quality unless you need to ;P

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" I hat typos..." - gamer4christ
"TROOPER: umm... CyBob and BIL are fighting over whose dead." - Realm Master

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Be assured gentlemen, quality is absolute formost in my mind. It's just annoying me that the tiling is so bad looking. I need to come up with a way to break it up. Large textures would probably work for large rooms, but I need to use them sparingly.

And don't work Quest, I'll PM everyone who shows interest on this board and send you a link and password to the download, along with some rules about sharing info and stuff like that.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
BTW, kodus for the 100 post marker Thanks for the interest guys, I'll be posting more screenies as soon as I can download GIMP with this blasted dialup connection, fix some textures that I don't like, and fix my UV mapping issues with some arches.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
More screenies, PLEASE criticise. Even the most minute errors will be appreciated, I'm going for commercial here.

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crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
awesome. superb.

torches?? when?? :-p

those textures are great.

------------------
"I bleed black tears"

Will the emo kids be my friends now?

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
I'm tinkering with torchs now, I'll keep you posted. I'm having trouble with shaders, so I'll probably have to do some 2D animations instead, but they should still look cool.

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Wow, thats a big improvement!

I think that you should use the same texture for the walls, specifically the brick.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Reiterate please Lava. Same texture for what walls where?

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crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
Rather than have, say, an animated sprite for fire, that is completely 2D, i suggest using a particle emitter. (Whether it emits 2d particls of fire, or 3d fire particles matters little.)

------------------
"I bleed black tears"

Will the emo kids be my friends now?

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
On the walls, you see that there are 2 textures, the cobble and the brick, I think it should just be brick. But it's not really a big deal.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Ah, I tried that but it was hard to tell the differenc between the wall and the arch

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Ok, that's really the only criticisim I could think of, lol.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
K, thanks for giving it

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QuestLeader

Member

Posts: 629
From: My house, Va, USA
Registered: 04-20-2005
Hmm... Would it be possible to define the edges on those arches more? right now that looks kinda flat to me. Another thing is on the character model. There is a ddark line on his left hand where the side and palm meet. Those are the only things I see at the moment. If possible, could make a little video of the game in play? There are some programs you can use to do that, but I don't know the names of any. That would be a great help for the people who are looking for errors though. Well, best of luck,
~Chaz

------------------

" I hat typos..." - gamer4christ
"TROOPER: umm... CyBob and BIL are fighting over whose dead." - Realm Master

buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
well, i like it... agree with lava there tho... and quest... lol...

------------------
In the stock market, you must buy high and sell low...Wait! That's not right!
--------------
Yes, I can be intelligent at times!!

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Ok, I've posted some video of some tests I've been doing with shaders, most notably normal mapping. This should give the game real looking bricks and flagstone and it look REALLY good. Tell me what you think please.

Ereon

http://pilgrimsjourney.bluegillweb.com/tests/Normal%20Map.wmv

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crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
Very, very nice. Will make the game feel all the more dynamic.

------------------
"I bleed black tears"

Will the emo kids be my friends now?

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Glad you like it, I'm gonna work on it some more but for now I think I'll focus more on having a playable demo (no matter how short).

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
lol... it confused me... what was it?

------------------
In the stock market, you must buy high and sell low...Wait! That's not right!
--------------
Yes, I can be intelligent at times!!

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Check out the way the light plays on the bricks, how 3D they look. Now consider that that is a completely flat surface....

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
um... i didn't see any bricks... just a black surface being moved by the mouse... lol...

------------------
In the stock market, you must buy high and sell low...Wait! That's not right!
--------------
Yes, I can be intelligent at times!!

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Turn up the briteness on your monitor.....

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MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
i agree with Crazyish, that's some nice stuff there!

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http://www.jeremysouthard.org

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Thanks Now....if only I could figure out how to get it to work in the game.....My graphics card is kinda old, so I have to code all my own shaders, which I'm still learning how to do, so it might be a few days before I have screens of it actually used in game.

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
ugh... coding shaders? *shudders violently* lol...

------------------
In the stock market, you must buy high and sell low...Wait! That's not right!
--------------
Yes, I can be intelligent at times!!

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
It's not THAT hard......just a matter of learning the language.

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
lol yah, but i mean... that you have to do it... lol...

------------------
In the stock market, you must buy high and sell low...Wait! That's not right!
--------------
Yes, I can be intelligent at times!!

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Ok, new screenies including the new ladder and some shots from up on the ramparts. They still need polish (I'd like to make it so you can see the lands before the gate). Tell me what you think.

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guategeek

Member

Posts: 107
From: Guatemala
Registered: 11-08-2005
I like your texturing better in these, helps bring out the detail in the mesh rather than hide it. Jeff

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guategeek

Member

Posts: 107
From: Guatemala
Registered: 11-08-2005
Also don't forget that the only textures that need to be in the memory banks of your GPU are those that are on screen at the same time, same things applies to the tris. Your game seems to be based around a lot of small rooms. I would therefor put a lot more detail into the mesh and then UV and texture them. And since its all in small areas you shouldn't have to much of a performance hit. Jeff

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Excellent advice, I'll keep that in mind for the sewers beneath the city, so far though I haven't even got out of the tower/porticlus :P. Theres an entire city outside to explore (or rather there WILL be, if I can get by this blasted 600 poly limit). I'm going to be doing more polishing soon, Lava is working on some concept art for me, and I'll be finishing up this first playable part of the level. Soon hopefully I can put the real, finished characters into this new playground and tell them to play nice with the little demon warriors .

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
BTW, no wonder the game is running constantly slower on my computer, each texture is taking up 4 MB of RAM (very bad when you only have 32) so I'm spending 12 MB on just basic textures . I'll have to come up with a way around that too.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
And as another humorous side note there IS no detail in the mesh I just have to let the player know not to get within 3 feet of anything detailed looking .

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crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
Thats really where parallax mapping will help you out. Save on polys.
Though it balances out in how taxing each option is on the system, sorta.

------------------
"I bleed black tears"

Will the emo kids be my friends now?

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
The painful thing is that my poor laptop can't handle parallax, and I'm having a hard enough time getting normal mapping to work. I'm skipping eye candy for now and focusing on gameplay for a while anyway.

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crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
good idea. Dont forget to back up all your code and resources from time to time.

------------------
"I bleed black tears"

Will the emo kids be my friends now?

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Gentlemen it is with great sadness that I must inform you that this project is being but on hold for an indefinate period if time due to some issues with the creator of this game's idea and myself. I am pleased to announe however that I will very soon begin work on a new project entitled "The Ithia Chronicles", and will but setting up a few threads for the game and storyline soon. I might continue this game later, but for now its on hold.

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Ok, I'm perfectly fine with that, I would like to know more the new game.

Though I hope it gets worked out for Soul Catcher

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[This message has been edited by lava (edited March 22, 2006).]

buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
that stinks... lol... looking forward to the new game... lol...

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In the stock market, you must buy high and sell low...Wait! That's not right!
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Yes, I can be intelligent at times!!

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Check your email Ereon

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
so... when ya gonna do the alpha testing? cuz i would like to test it...

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In the stock market, you must buy high and sell low...Wait! That's not right!
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Yes, I can be intelligent at times!!

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
He's still in concept and planning. He mentioned in one of the other threads that he'd be posting some concept renders soon.

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quit posting on CCN? nope. I havn't been driven off yet.