GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
What goodies will we have in store? Every month we'll deliver an in-development shot of something in Eternal War: Nightmares. This month is the health orb: Primarily used in those hectic multiplayer matches, the health orb gives a quick boost to a players well being when they most need it. It comes in 5HP, 25HP, 50HP and 100HP versions. Click on the image to expand it: [This message has been edited by Mack (edited November 01, 2005).] |
ArchAngel Member Posts: 3450 From: SV, CA, USA Registered: 01-29-2002 |
so kewl ------------------ |
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
ooOOoo... very nice, Gump. Those shader effects look nice! When this comes out, I may just have to upgrade my machine so I can buy it and play it. --clint |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
This month's screenshot is a little early but apparently some of you guys cannot wait. Consider this your Christmas present from XrucifiX! This month is a scene from the Graveyard featuring the Demons Suicide and Necromancer. Click on the image to expand it: With FullScreen Post-Processing Depth of Field effect applied: [This message has been edited by Gump (edited November 30, 2005).] |
Max Member Posts: 523 From: IA Registered: 09-19-2004 |
I definately dropped my jaw at this. Very impressive. I want it. ------------------ Blind belief is dangerous. - Kenyan Proverb If sex is such a natural phenomenon, how come there are so many books on how to? - Bette Midler Computers are useless. They can only give you answers. - Pablo Picasso |
crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
you guys are getting into something dangerous, that has ruined many good people. its called success. that screenshot looks great. I didn't belive christian games could or ever would look that good, until now. ------------------ |
kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
WOW!!! i just checked out the website, that game looks AMAZING!! i am going to get it. |
guategeek Member Posts: 107 From: Guatemala Registered: 11-08-2005 |
quote:
------------------ |
D-SIPL Moderator Posts: 1345 From: Maesteg, Wales Registered: 07-21-2001 |
quote: I have been really impressed with this graphically without a doubt, it's the most professional stuff i've seen so far. Demon Suicide and the scene in general really doesn't sit right with me at all. --D-SIPL ------------------
|
crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
quote: most christian developers are extremely under-funded. ------------------ |
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
*Drools like a monkey...*
------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
Here is some slightly altered screenshots of the ones we posted at CCGR.org earlier this year. These shots show off parallax/offset mapping and normal mapping as well as refraction effects and dyanmic lighting. Mack posted these on our Gamers forum so I thought to put them here. |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
We need more artists, so if you know how to mesh/uv/skin/animate then drop us an email: mack-at-xrucifix.com ------------------ |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
We especially need animators at the moment. We have quite a few characters and weapons that are completely static until someone rigs them with bones and animates them. [This message has been edited by Gump (edited December 01, 2005).] |
ArchAngel Member Posts: 3450 From: SV, CA, USA Registered: 01-29-2002 |
yay for xrucifix ------------------ |
Brandon Member Posts: 594 From: Kansas City, Mo, USA Registered: 02-02-2004 |
Woah! The post dof affect is really cool! Lookin' good! ------------------ |
guategeek Member Posts: 107 From: Guatemala Registered: 11-08-2005 |
quote: I understand, but low funding doesn't mean they have to look bad. A few good artists and programers can create some incredible stuff on a quite small budget. Its just that the mammoths like EA and Ubisoft are creating this idea that to have a good game you need million dollar budgets, and then look at the final games. They suck, why? I think its because the people that create them don't have the freedom that indy developers have. Jeff ------------------ |
guategeek Member Posts: 107 From: Guatemala Registered: 11-08-2005 |
quote: What software do you use to create your normal maps with? We have been trying to use Zbrush and Mayas normal mapping tools but haven't had to much luck with the final product in our RT engine. Jeff ------------------ |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
The normal maps used in the above scenes are actually temporary. We plan on designing high polygon meshes for all the game characters and then we'll use these meshes to generate normal maps with tools like Melody: developer.nvidia.com/object/melody_home.html As for how the current normal maps were generated...I'd have to ask the artists. [This message has been edited by Gump (edited December 01, 2005).] |
guategeek Member Posts: 107 From: Guatemala Registered: 11-08-2005 |
So the curent normal maps were not created from High poly models? Interesting. So what poly count do you aim for in your final mesh, and what poly count do you plan to aim for in your high poly mesh that you use for the normal map. Well I'm full of questions but I'll leave it at this for now Jeff ------------------ |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
The Necromancer and Suicide you see in the above shots are just shy of 5k poly. The normal maps are generated using the Nvidia normal map plugin for photoshop, which is fine for simple bumps. In the future most enemy meshes will be around 10k standard, large/boss enemies, NPCs and main characters will be 15k, prefabs will probably max at 5k, but don't be suprised if some are more. For the high poly models we're probably looking at a couple of million. Skin sizes we're looking at multiple 1024x1024 to cover the mesh. ------------------ |
guategeek Member Posts: 107 From: Guatemala Registered: 11-08-2005 |
So what goal do you guys aim for as far as number of polys on screen at a time? ------------------ |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
Biggest limitation is actually the # of lights, Spherical Harmonic Lighting, shadow projectors, shadow mapping, and the complexity of the shaders used in a scene. |
Briant Member Posts: 742 From: Stony Plain, Alberta, Canada Registered: 01-20-2001 |
quote: He's purdy! Impressive stuff guys! Keep up the great work. ------------------ |
guategeek Member Posts: 107 From: Guatemala Registered: 11-08-2005 |
Yah, makes sense. I'm working with a lot of vertex lit shaders, and the RT engine dousn't yet suport any kind of real shadows. So for me object count and poly count are more of limiting factors and I'm trying to get a range to aim for, but thanks for the help any way. Look forward to hearning more on this title, to bad it won't be released for Mac. Jeff
quote: ------------------ |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
To satisfy your curiousity I checked the number of polygons in the Graveyard scene: 2,311,552 That's the entire scene from a further distance. Some of the objects also have detail overkill, which we'll fix eventually. |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
Some people ask us how developing a game is. The answer is alot of hard work! Here one of our artists (Tom Roe) is building the 3d mesh for 'The Village' (designed by Mackenzie Ponech). Here you see one of the massive floating islands the player visits. The December Screenshot of the Month featured the Graveyard which is situated on one end of this massive level. Levels are a constant work in progress so expect to see more as it reaches completion. |
ArchAngel Member Posts: 3450 From: SV, CA, USA Registered: 01-29-2002 |
very cool! ------------------ |
QuestLeader Member Posts: 629 From: My house, Va, USA Registered: 04-20-2005 |
Wow... there screens are simpley AMAZING! I am just learning blender, and realizing all the work that goes into ech model makes you appreceate things like this a lot more. My best model in blender is nowhere NEAR as good as this. ------------------ |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
Oops. Is it a new month already? This month is a screenshot from WIP multiplayer map "Kaleb's Backyard". Can anyone say "Honey, I Shrunk the Angels"? In this map everything is giant-sized and Angels and Demons duke it out over the porch and in the grass, using household items for cover. Never thought you'd see a seesaw used as a sniping tower? Now you have. At this point we're still working on the general layout. To give you an idea of the level of detail involved, this is the early first gameplay pass BEFORE the details are added in. The finished map should be at least twice as complex! |
ArchAngel Member Posts: 3450 From: SV, CA, USA Registered: 01-29-2002 |
*bows* ------------------ |
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Haha -- that's great, Gump. Thanks for sharing that! |
QuestLeader Member Posts: 629 From: My house, Va, USA Registered: 04-20-2005 |
Gump, you are amazing. This is the best work I think I have ever seen on CCN. |
firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
Looks great, but the question is: Does it play great? ------------------ |
guategeek Member Posts: 107 From: Guatemala Registered: 11-08-2005 |
Are those NERBS?
quote:
[This message has been edited by guategeek (edited February 04, 2006).] |
zookey Member Posts: 1902 From: Great Falls, Montana, USA Registered: 04-28-2002 |
quote: SOON young grasshopping pond skipper, true enlightenment will be revealed MWAHAHAHAHAHHA ------------------ |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
quote: At this point it doesn't play at all! The bot AI navigation clusters have yet to be set up, only one spawn point for testing, the CTF system isn't done, no teleporters, no weapons or items or vehicles have been positioned, and there are sections where prefab meshes are not quite lined up. The flat plane to the right with the grass texture is actually a temporary hack. The house was assigned a temporary texture. The house and various other models will likely get overhauled. The camera was also positioned to only show finished sections...there's a big gaping hole right below out of view. The forest and the lake to the right are barely begun. As you can see we still have quite a bit of work ahead of us. This map is my own little brain child though our talented artists have been creating the majority of models and textures for me. EDIT: Don't want to give the impression that EW: Nightmares is not playable at all. It is, but the current version of course doesn't represent the final product. [This message has been edited by Gump (edited February 04, 2006).] |
Lava Member Posts: 1905 From: Registered: 01-26-2005 |
What programming language is it in? ------------------ |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
C/C++ for the core engine (graphics, sound, networking, input, etc). C# for the gameplayer code. Python for scripting system for certain objects. |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
This month is a little different. We recently set up a MySpace account for XrucifiX that showcases three WIP tracks from the upcoming Eternal War: Music to Smite By soundtrack. The first track, A vs O vs E, is designed to get your blood pumping while smiting other players in DM, Team DM, or CTF. Icy Hot is slated for a map not yet revealed. Shhhh...top secret. The Village will max the creepiness factor for the map called, you guessed it, The Village. Drop by and tell us what you think: |
crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
Hurry up and finish. I'm about to cry from the anticipation/. Good music. Pro quality. ------------------ Will the emo kids be my friends now? |
QuestLeader Member Posts: 629 From: My house, Va, USA Registered: 04-20-2005 |
Nice stuff I can't wait for a demo ------------------ |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
quote: Finish? Sorry, but we're still in the early pre-development stage. We'll be sure to let you guys know when we set a date for a demo. |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
Errrrr, guys something about this doesn't sit well with me, if I may suggest tone down the demonic twistedness a bit, it looks great, but I agree with D-SIPL, it doesn't sit well with me either. ------------------ |
QuestLeader Member Posts: 629 From: My house, Va, USA Registered: 04-20-2005 |
Hmm... well going on with what Ereon said, the images of demons can be powerfull things... I had a picture I drew of an angel killing a demon hanging on the wall in my room, and the entire time it was up there I had bad dreams and I was really uptight all the time. When my mom pointed it out as a possible source of the turmoil in my life, I got rid of it. After that, everything got better and more peacefull. I guess what I am trying to say with that is, Demons are not something to be toyed with. Even if you are drawing them for the pourpose of being sloughtered or dispeled, the image is still a demon. Plain and simple. I'm not telling you to quit this game or anything, because it looks really great. I am just warning you not to toy around with that kind of stuff to much. If God is leading you to make this game how you are, then by all means, follow what he says. God bless, ~Chaz ------------------ |
ArchAngel Member Posts: 3450 From: SV, CA, USA Registered: 01-29-2002 |
and I will provide the counter saying not to tone down the demons. if it's too much for you, maybe this isn't your game. frankly, we have too many childish or toned down christian games and too little hardcore games. I want to see more christian games where they go full on in angel vs. demon battles. and frankly, a picture of anybody slaughtering anybody would give people bad dreams and stress if that's what they fell asleep and woke up too. especially if there is an object of fear there. just providing an alternate explanation. I don't think you opened up a portal for demonic influences. all in all, I will have to agree with your last statement; whatever God leads to you to, do it. we can make our little arguments, but ultimately, these matters are between you and God, just as our own views and stances in this issue are between us and God. ------------------ |
buddboy Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
lol... i agree with most of that... lol... ------------------ |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
How do you discuss the nature of evil without portraying evil? Especially in a visual medium. |
QuestLeader Member Posts: 629 From: My house, Va, USA Registered: 04-20-2005 |
Ah, I have been proven wrong Oh well, lol. But yeah arch, I agree with you 100% EDIT: Yeah, Gump. I know just what you mean. [This message has been edited by questleader (edited March 09, 2006).] |
nibble Member Posts: 14 From: Registered: 03-03-2006 |
Awesome dude. This looks like over the top quality. The gameplay sounds awesome as well. Good luck! |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
Eh, I disagree Arch. The term fear is not, to my knowledge, mentioned in the Bible in a positive manner except when applied to God himself. In fact the phrases "fear not", "fear ye not" and "not fear" (as in you shall not fear him/them) are mentioned 85 times in the Bible. Any fear except the fear of God kills and maims faith, they are almost like polar opposites. Any fear except the fear of God really should have no place in a Christian's life. Once again is goes down to whatever God leads you to do, but to intentionally induce any fear except the fear of God seems to be directly against God's word. ------------------ |
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Ereon: Is the audience and subject matter of this game the saved or the lost? IIRC, the audience for the first game was largely the lost, as you went inside the mind of a suicidal teenager who had every reason to fear. I agree that as Christians, we have no reason to fear anyone other than God, but for someone who doesn't have that faith and assurance, they have every reason to fear not only God but also demons who can hold power over them (just look at the guy possessed by the Legion -- I think he and those around him probably had a healthy fear of demons that wasn't without foundation). Many nominal Christian teenagers don't know what they should fear or why they should/shouldn't fear it. I think that bringing this out into the open like this for discussion and thought has the potential to be a very impacting experience in a quasi-Christian-teenager's life. However, it is dangerous and scary ground to tread as a game developer, and I'm not entirely sure how comfortable I could be working on a project like this, so I can understand where you're coming from. I guess I'm just saying that I think there can be room for the darker side of spirituality, especially when reaching teenagers who are so impacted by this stuff on a day-to-day basis, but the only people who they hear talk about demons are the guys who are "into" it and think they're cool. You don't often hear stuff about demons and spiritual warfare from a good Christian perspective, and many kids could do well to hear more of that. In Christ, [This message has been edited by HanClinto (edited March 10, 2006).] |
Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Ereon made a good point about fear. And there's one thing about demon and evil spirits you have to consider, they do not always go scaring people (attack spiritually). This is because they are deceivers and even satan him self is transformed into an angel of the light (2Co 11:14). So I'm just saying that you are showing demons in a secular way, which is understandable since this is a game but what about God? How are you going to present Him? Why do I think questleader had nightmares because of the picture was because while the idea of good defeating evil was right in away that God who is good always wins and has already won it may not be right in God's eyes for us to play with the idea, at least not in the way it was represented in that poster. In Christ, ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
nibble Member Posts: 14 From: Registered: 03-03-2006 |
Just to keep things in context, the majority of those references to fearing God are more in line with "knowing" or acknowledging God (in everything). Everyone outside of grace has reason to fear. But fear is not supposed to be the driving force for a Christian (God has not given us a spirit of fear). The example of Peter sinking in the water when distracted from looking at Jesus seems like a good picture of the relationship we are supposed to have. Not saying that's always easy for those of us who are right there with Peter, but that's my epiphany in life. You focus on the waves and you will drown. You focus on the hand that is lifting you, and you can't be beat. To me it seems like this would be a great emphasis to really work into a game like this, working towards this overall realization over time. If you did this, I think you would see all of the issues put in their proper perspective. I think there is every reason for Christians to celebrate the defeat of evil. Jari, you fingered the real issue for the Israelites before they would turn away, they started thinking it was their own doings that brought victory. The real credit should go to God. Always. Look at all of the writings by David thanking God for giving him victory against enemies who hunted him without reason, and asked for deliverance. |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
I think the key to this, as to almost everything in real life, lies in balance. Balancing the focus on evil with the focus on God, ect. ect. It's just a manner of balancing everything out. For instance, in Soul Catcher I'm trying to focus alot on balance by utilizing cut scenes and dreams throughout the game to show who's really in control, and whats going on "behind the scenes" that your character, in the physical, can't see. There's fear and other such things, but its balanced by the fact that God's in control throughout the whole thing (even before the main character turns to God as his hope). The entire game focuses not just on evil, hatred, revenge, and the destruction that it causes, but also on hope, and the redemption that gives us that hope, and allows us to defeat not only the evils that assay us in our own lives but also in the lives of others, and how, by recignizing the compassion extended toward us, we can have compassion for and feel the pains or others and act on that compassion to help them as well. ------------------ |
Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote: Actually I didnt mean to say that we wouldnt be allowed to celebrate defeat of evil. Putting our self in the position of good and hoping for the destruction of wicked however, can be self-righteous though. And know that God has no pleasure of some one going to hell. In Christ, ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
A little terrian; Click on the image to expand it. |
ArchAngel Member Posts: 3450 From: SV, CA, USA Registered: 01-29-2002 |
very cool! I liked that guy too. they.. they just... they just kill... love the screenie. ------------------ |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
Bravo gentlemen, beautiful terrain, you have just become my new standard for graphics in my game. ------------------ |
guategeek Member Posts: 107 From: Guatemala Registered: 11-08-2005 |
Do you guys have an anatomy person on your team? It would be realy good to get someone who knows animal anatomy very well to make sure all your creature designs are fesabil in a phisical world, just adds to the depth of the game (even if they are demons and don't "need" to phisicaly work). Looks good, Jeff |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
Thanks for the nice comments everyone! |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
I was wondering if you guys were going to post any more info on here. ------------------ "I am very good at hiding, so if you don't see me, that's where I am." Orc Outlaw, TES III Morrowind |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
Sorry, we do have some more stuff done...BUT we'd rather focus on finishing up some work and leave these new things as a surprise. Perhaps next month. ------------------ -I believe in faeries, goblins, dragons, ghosts, and computers that work perfectly. public class Politician extends Man {public void doSomething() throws UnreasonableException {throw new UnreasonableException(convenientExcuse);}} |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
K, just thought I'd ask, looking forward to it. ------------------ "I am very good at hiding, so if you don't see me, that's where I am." Orc Outlaw, TES III Morrowind |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
In the meantime you guys can feel free to ask any questions if you like |
crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
Do you think you'll release by Christmas? ------------------ |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
This year? Probably not. Next year? There is a good chance. |
crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
Ah, ok. I'm very interested in this game. Hopefully its "scary" to a good degree, as I've been looking for a decent horror FPS. (I'll admit it, I have an over-protective mother that won't let me play games such as Doom 3. :-P)16 years old and I'm still dealing with this crap. Luckily there's open source clones that never get rated... heh. ------------------ |
buddboy Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
um... you're luckier than i am, 14 and can't play ANY FPS, or even 3PS! my parents.. ugh... ------------------ |
nfektious Member Posts: 408 From: Registered: 10-25-2002 |
Should you have the fortunate future to have children of your own, you will one day suddenly realize how much good your parents did on your behalf by trying to protect you from things that are of little value in comparison to having a solid foundation for the rest of your life. Some kids your age have parents that don't even care what they do, let alone try to educate them about morality and such. And some don't even have parents...trapped in a system of bad foster care and so forth. One day you'll see all of this "frustration" as a blessing. Be sure to let your parents know how much you appreciate their involvement in your life before you realize it is too late to do so. Taking this type of attitude will help you, trust me. [This message has been edited by nfektious (edited May 20, 2006).] |
buddboy Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
i know, i know... i wasn't saying this is worse than those things... i do appreciate my parents... it's just a little frustrating ------------------ |
fearless Member Posts: 91 From: Romania, Tg Mures Registered: 11-26-2005 |
quote: Are you guys working on this full time or do you also have real jobs? |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
quote: We're doing this all on our free time, most of us have full time jobs and families. [This message has been edited by Mack (edited May 19, 2006).] |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
So uh.....new month........any chance of an update ------------------ Of course God knew what would happen if they used their freedom the wrong way: apparently He thought it worth the risk. Friendship is born at that moment when one person says to another: What! You too? I thought I was the only one. |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
Well, we're trying to keep most of the interesting stuff under wraps. But progress on the coding side has been going well. I've been burning the candle the last month or so especially. |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
Ok........any.........screenshots *twitch twitch * ------------------ Of course God knew what would happen if they used their freedom the wrong way: apparently He thought it worth the risk. Friendship is born at that moment when one person says to another: What! You too? I thought I was the only one. [This message has been edited by Ereon (edited June 13, 2006).] |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
I was considering posting renders of one of the absolutely nuts weapons we have in the game but I decided to hold off and make you guys wait until we want to show off some more stuff or later on if I change my mind. Next shots will either show off the weapon, one of the angelic characters or show some fun multiplayer action. Gump is right however, he's been really kickin' butt with coding and we have some really cool gameplay mechanics in playtesting. Right now we're trying to get alot of speciality movement code in like flying, 'stomping' and wall running. This is very important to us, as we want the gameplay to be really fun. Feel free to ask us questions or talk about gameplay you would like to see experimented with in the FPS genre. We're big on feedback so please chat it up! One of the questions we were recently discussing was dynamic perspective view changing. How do you guys feel about the view changing on you depending on what your doing in game? (flips, rolls, wall running/jumping, being hit with a melee weapon, etc.) |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
I thought that something that might work would be a sort of "zoom-in" third person view for ranged weapons. Obviously you're going to want some third person for melee combat, otherwise it can be REALLY easy to get lost, but to keep the feel and add some more accuracy to ranged weapons how about making the camera come to rest on the player's shoulder, right beside his head when he draws a ranged weapon. That way it keeps with the third person and novel feel, gives you a better sense of the character (and not just a gun and a hand floating in mid screen) and at the same time gives you some of the feel and accuracy of first person. Just an idea, what do you think? ------------------ Of course God knew what would happen if they used their freedom the wrong way: apparently He thought it worth the risk. Friendship is born at that moment when one person says to another: What! You too? I thought I was the only one. [This message has been edited by Ereon (edited June 14, 2006).] |
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
quote: Interesting -- so if you did a wall-run then your view would rotate 90 degrees to show what you would see? Very cool! It sounds like it could be pretty nauseating, but it would add a nice layer of challenge to using more advanced maneuvers. It would also be cool to quickly see who was behind me by doing a running flip-jump or something. It might just not be practical though, and result in every body playing in 3rd person view, I'm not sure. Glad to hear you guys are moving forward! --clint |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
If players want to play in 3rd person then they are more than welcome to do so. We're not too concerned about that and rotating or changing the views for the player dependant on what they do will add an additional level of cool that we hope people will enjoy. |
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Excellent -- sounds really neat, Mack -- I look forward to trying that out. |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
Alright everyone; (click on the links to see the images) Here's a concept image of a medium class 'Harvest' angel, we have several different weight classes in the game which all play differently. Medium would be like what you saw in 'Eternal War: Shadows of Light', average running speed, 100 armour, 100 health and can fly pretty well. This is a close up on the 'Harvest' angels left arm. While holding a weapon and needing to either use something or do a special ability (like using Levitation to grab something in the distance) this arm will be used. The other arm is wrapped in cloth and is left partially bare due to the Harvest ability that the angel has and also some weapons such as... The 'Ripper' (concept art / 3d model) is a rapid firing weapon, I guess similar to a sub-machine gun. Ripper is a living creature that fuses to the players arm when placed there. It recieves it's ammo via a metal canister which is inserted into the back of it's shell (where the ammo is stored). It's mostly effective when used in short, controlled bursts and the canister, once triggered, can be used as an explosive. Enjoy and discuss. [This message has been edited by Mack (edited August 04, 2006).] |
ArchAngel Member Posts: 3450 From: SV, CA, USA Registered: 01-29-2002 |
shweeeeeettt...
games to look forward to: mmmm... quite the lineup ------------------ |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
Thanks Arch |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
What!? No more comments yet! Come on :P |
jestermax Member Posts: 1064 From: Ontario, Canada Registered: 06-21-2006 |
that looks nifty you should do this stuff for a living lol |
crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
Whoever your artist is.... much respect. ------------------ |
Lazarus Member Posts: 1668 From: USA Registered: 06-06-2006 |
...I'm speechless. Those are great screenshots! :-) About the Ripper Model, cool. It looks sorta like a big crab. Kinda strange weapon for a submachine gun tho'. I would have expected it to be a close quarter weapon that you stab with. And that angel model is awesome. Is that a Mr. T mohawk? I didn't think so... Lazarus |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
I'm going to venture that the idea is to make the weapons and such actually part of the characters as opposed to simple mechanical weapons used by the characters, more of a natural system of weaponry I suppose. Just a guess. ------------------ Of course God knew what would happen if they used their freedom the wrong way: apparently He thought it worth the risk. Friendship is born at that moment when one person says to another: What! You too? I thought I was the only one. |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
Some of the weapons fuse with the players (such as the Ripper and the Ice Spear Launcher) but others don't (like the Metabow and Retribution). The general art direction (concerning Angels and weapons/viechals that they use) is that God is diverse and the things He has created should reflect that. Thanks for the comments guys |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
Is August media month or what? Since it's my bday (actually it was yesterday) I decided to post some concept art on one of our vehicles: The Eagle.
The Eagle is one of the fastest units in the game and has the ability to carry up to two players at once. One player controls the Eagle, running, jumping and peaking are it’s only defense against threats. The other player can use the standard weapons they are carrying to add additional defense to the team. Enjoy and discuss. |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
Interestings, like a humvee with feathers. Looks pretty neat and a very original concept (it's not every day you see a eagle running on all fours). Is there any aerial combat perhaps? ------------------ Of course God knew what would happen if they used their freedom the wrong way: apparently He thought it worth the risk. Friendship is born at that moment when one person says to another: What! You too? I thought I was the only one. |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
Thanks for the compliments!
quote: Yes, players can fly for certain distances |
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Happy belated birthday, Mack!
quote: Peaking, as in some super-cool-arial-dive-thing, or pecking, as in that's-why-he-has-a-bloody-beak? That all seems really cool. I like the idea of fast but vulnerable units, and how you really need teamwork if you're going to get the best out of the Eagle. Very cool stuff. --clint |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
Thanks Clint Peaking as in the bloody beak, although the characters don't bleed when hit. |
CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Nasty looking creatures you have there. I like them. You've got me interested in this game. Any idea what platforms it will run on and their minimum system requirments? ------------------
[This message has been edited by CPUFreak91 (edited August 21, 2006).] |
GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
PC definitely and possibly XBox360. Pentium 2.8GHz That's the specs of my laptop and the current build runs decently at 1024x768 with all graphics features turned high. By time it's released we're hoping to do more optimizations to the engine so hopefully it'll run better by then. Or you can just lower the video and texture resolution and turn off HDR, Bloom, shadow mapping, drop shadows, various shader effects, etc. |
David Lancaster Member Posts: 276 From: Adelaide, Australia Registered: 05-22-2006 |
Best game ever! |
ArchAngel Member Posts: 3450 From: SV, CA, USA Registered: 01-29-2002 |
David Chow's (Xrucifix concept artists) artwork is the highlight of my day. ------------------ |