The game progress

a-sennova-sennov Posts: 331
edited December 1969 in Art Studio

Hi,

Today I've experimented with some game engines and finally all went surprisingly well. I expected more weirdness but here is screenshot of Tesseract engine with new player model (other guys are their default player models). There are still issues with transparencies as I need to change the converter to be more smart when splitting/merging meshes based on surface properties and ponytail didn't come through (I have to try to just add needed bones and weights using Studio Content tools).

Next step is to produce the base set of animations so the char could do something.

initial_export.jpg
1280 x 720 - 118K

Comments

  • Dream CutterDream Cutter Posts: 1,222
    edited December 1969

    Cool. I assume it will be a 3d game? What engine did you settle on?
    I made some webgl and android games with much lower poly than this.

  • a-sennova-sennov Posts: 331
    edited December 1969

    Cool. I assume it will be a 3d game? What engine did you settle on?

    I think I'll go with Tesseract. It's rather small and thus has quite understandable execution flow. Being that small it's very advanced graphically: fully dynamic lighting with global illumination. It also has built in map editor and maps are based on octree voxels, so one can sketch levels quickly, have clean volume separation (air-water-lava-glass etc) and later add some scenery models. And it is open-source under Zlib license, game code is separated from engine and uses mostly C++ (small scripting language is also present), which is good for me. There are some pitfalls also: lack of docs, audio support is very basic, engine itself is mainly FPS oriented (thirdpersone support is present thou).

    I've also got positive results importing models into UDK and Torque3d, but UDK is too big and you will be tied to UnrealScript.

    I made some webgl and android games with much lower poly than this.

    This is not too highpoly either - player character ~6500 triangles.

  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,237
    edited December 1969

    Looks good! I'd be interested in seeing how this proceeds.

  • a-sennova-sennov Posts: 331
    edited December 1969

    I'll try to keep this thread updated.

  • RuphussRuphuss Posts: 2,631
    edited December 1969

    what you mean with new player model ?
    for me it Looks like those cheap iclone models
    i would like to see it in motion

  • a-sennova-sennov Posts: 331
    edited December 1969

    ruphuss said:
    what you mean with new player model ?
    for me it Looks like those cheap iclone models
    i would like to see it in motion

    For motions look no futher.

    The model is Loretta Lorez by Predatron + my custom FBM made in Hexagon. And yes, I think the model is too cheap for it's quality :)

    As for motion: I have to complete ~30 base animations and export them to engine so she could start to run-jump-crouch. This is in progress, and at least the video will be released after completion of this stage.

    Today's update: some of the motion concepts.

    move_lazy_vault.jpg
    640 x 480 - 23K
    move_tt_wall.jpg
    640 x 480 - 25K
  • a-sennova-sennov Posts: 331
    edited December 1969

    Hi,

    Updating the project's info - the last week was devoted to quite boring stuff: Git repositories setup, compiler environment, etc. But now I have all common game states (intro, main menu, loading, credits etc.) up and running, rendered in OpenGL in real time, resolution and aspect ratio independent.

    These are the intro screen, displayed while initial preloading phase and first attempt of main menu.

    PS. and game now has working title

    2013_11_15_00_main_menu.jpg
    976 x 578 - 15K
    2013_11_15_01_intro.jpg
    976 x 578 - 23K
  • cyborgty_074ff6c243cyborgty_074ff6c243 Posts: 132
    edited December 1969

    If you are going to use the game engine to create an animated movie, then I will be interested.

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