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scion [official thread]
#290009
09/16/09 17:50
09/16/09 17:50
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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[size:9pt]hey guys, my name is tahir and i'm from jamaica, a small little country in the caribbean i've been designing scion for over 6 years, studying gameplay elements and what drives a player, what makes game A better than game B and i've come up with some pretty solid elements, gameplay-wise.[/color] the original idea behind scion was to be a campaign mode with several levels and intriguing looking worlds, however, lack of resources/skill/etc has reduced this aim to a 16 player online game boasting popular modes such as deathmatch, capture the flag and others, hopefully you've all seen the work done so far, this was when scion was changed to a third person shooter:
http://www.youtube.com/watch?v=QlxHrAEz-...&playnext=1
we however noticed that there was no way we could pull off the immersion we needed by sticking to this view and thus, the switch back to an fps..
from now on, i'll be using this thread to post updates in art and game mechanics as we develop what we hope to be a sucessful project:
the aim[technics]: -a totally unscripted world we're anything can happen, replayabilty doesnt come in the form of collectables but in the total unexpected events that can take place on each play through -every non-static entity in the world is a physics entity and this is for the reason of unpredictability, not for eye candy effects
the aim[graphics]: -we'll be aiming at using baked light map levels, this is for perfomance reasons, 3dgs isnt the most powerful engine but instead of complain we'll do what we feel can bring acceptable quality -the style of the game is a totally re created world, where we'll have our own versions to most things you would see in reality
the aim[gameplay]: -gameplay will be slightly old school, we want the players to concentrate on 3 things, movement, shooting and balancing of weaponry, we will not over crowd this with unecessary items and effects
THE TEAM [ we already have a few members and anyone willing to help should know it will be voluntary, a demo update will be released hopefully every two weeks which we will use as internal demos to test the game]: -currently we're seeking a few persons to help out in terms of: -particle effects -physics, including vehicles -modeling -texture artists -concept artists [we have artists willing to work so this is a great need at the moment] -a few coders would help [am not the best coder however ^^] -shader artists -and level designers [whether concept or actual modelor] -2d artist[menus, icons, achievment icons]
with that said, i'd like to introduce a few items:
the assault rifle [work in progress]
this is the default weapon for most matches and is designed for medium ranged combat, alot of time will go into balancing this weapon as it can make/break the game based on how its balanced.
the model is already finished and will post its update as soon as its properly textured.
currently all the models in the game are placeholders and we will hold off any gameplay videos until we start replacing them....
Last edited by darkinferno; 09/16/09 18:15.
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Re: scion [official thread]
[Re: darkinferno]
#290010
09/16/09 17:52
09/16/09 17:52
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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first character armor draft [UNTEXTURED] i'm not a fan of showing rendered models but wanted to show the character style we'll ba aiming for, there will be minor armor customizations in game and i'll update as it comes in
Last edited by darkinferno; 09/16/09 17:55.
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Re: scion [official thread]
[Re: Rei_Ayanami]
#290022
09/16/09 19:11
09/16/09 19:11
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Fear411
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Fear411
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yeah it looks great. PS. I hope i get the AI demo to work soon. I got a response from Larry
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Re: scion [official thread]
[Re: ello]
#290288
09/18/09 08:48
09/18/09 08:48
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Joined: Apr 2008
Posts: 2,488
ratchet
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DarkInferno : The character is great, it is an ennemy ? caus in FPS you don't see your character ! a few coders would help [am not the best coder however ^^]Wel lwhat you've done so far in coding, is already very good ; i couldn't code half of what you've done ! If you need some help : model assets with UV and simple textures color (i'm not good at making textures them) , just send a message. Will it be aliens , or creatures on your game ? And will you use normal maps ? and baked normal map ind diffuse texture look great also and can be used if you don't plan ot use a normal map shader !
Last edited by ratchet; 09/18/09 09:34.
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Re: scion [official thread]
[Re: ratchet]
#290382
09/18/09 18:04
09/18/09 18:04
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Joined: Apr 2008
Posts: 2,488
ratchet
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Well done very quickly a wall building seamless texture : diff, normal, and spec : Perhaps you could try to integrate it in your level with the right shader ,test it i engine and tell if it fits right. Just quick done to test. For the characters : you could use this one : 3D Heroine It's 10 000 polys , not sure A7 could handle it
Last edited by ratchet; 09/18/09 18:56.
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Re: scion [official thread]
[Re: ratchet]
#290391
09/18/09 18:57
09/18/09 18:57
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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whats t Well done very quickly a wall building seamless texture : diff, normal, and spec : Perhaps you could try to integrate it in your level with the right shader ,test it i engine and tell if it fits right. Just quick done to test. For the characters : you could use this one : 3D Heroine It's 10 000 polys , not sure A7 could handle it whats the purpose of this? PM me about stuff like this, i dont want this thread to become like the last one, i wanna keep it focused at the game...
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