early gameplay images for "Valiant Black"

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early gameplay images for "Valiant Black" // Work in Progress

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Post by nowherebrain // Mar 29, 2007, 10:49am

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these are some early shots of my game, modeled in trueSpace...uv mapped/and exported in blender.


these do not show much, as I have basicaly started to rebuild everything. The code however is mostly complete..mostly because during gameplay I'm sure I'll encounter some issues.

although it is not shown there are enemies, combat, AI(enemies, and routine duties..like guards or a town cryer), and stats and quests(2 quests so far).


so tell me how you feel about these and I could always use a good quest Idea, all opinions are welcome..be downright rude, so long as it is honest.

here are the first reworked images..

http://www.scatteredpixel.com/VB/media/yorkshire.jpg

some corrections done to the ambiance on the fawna..

http://www.scatteredpixel.com/VB/media/yorkshire_fawna.jpg

and here is a working quest log.

image 1) Guss approaching quest giver...a null in this case.

image 2) talking to said box.

image 3) accepting the quest

image 4) quest giver now has an alternate response and the quest is now visible in the quest log.

image 5) 5 quests in the quest log.

http://www.scatteredpixel.com/VB/media/questlog.jpg


below is the old version for comparison.

Post by nowherebrain // Mar 29, 2007, 11:02am

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Wow those are amazing, the textures seem a little mixed up though..some look realistic and some kinda cartoony.

Post by Jack Edwards // Mar 29, 2007, 11:08am

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Is it a single or multi player environment?


The landscape seems a bit sparse and uninteresting. Also the UI could use a bit of punch, but hey at least you're up and running!


I threw away all my code and decided to start over once I get the art done since that seems to take the longest and the target platforms keep changing...


Did you code your whole engine?


-Jack.

Post by Jack Edwards // Mar 29, 2007, 11:12am

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Ah, I figured out what is missing from the ground. Alpha mapped grass or plants to make the ground feel less "flat". I think that would go a long way towards improving it. :)


-Jack.

Post by nowherebrain // Mar 29, 2007, 11:21am

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Yes, I have not implemented my vegetation system, the meshes I have in are models that have actions..for instance if you hit a tree...pine needles fall.

It does take much longer to model and animate, the player has somewhere near 24 animations, each with at least 12 frames, max 45 frames(vertex anim).
It took like a year to "code" that was primarily a learning experience..I re-coded it from scratch and it took like a week or two, where as I spent nearly 4 solid days creating that particular terrain.

I am using 3d game studio, they created the engine, you create the code/more like script, but similar to using "c"...more limited though.
I am working on a shader that uses per pixel lighting, normal mapping with spec and alpha(it's easy, if I knew about HLSL), the vegetation will use a dynamic decal system for shading using sprites, still working on that piece..it works..mostly...not well enough to implement.
What do you suggest as for the interface...I'm trying to go the minimalist route, to keep the player in the game...the numbers are some variables for debugging...with no char attached, but I know what they are.

Post by Jack Edwards // Mar 29, 2007, 12:29pm

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Hmm.... I think it's the use of yellow on the UI elements that doesn't do it for me. Does look like you put a lot of detail in though now that I look closer at the images and you've already used transparency which I was going to recommend.


As far as improving the current design, maybe using blue or grey (steel/metal) color in place of the yellow, or try and work the UI into the theme of the game, rock carvings and gargoyles, metal grillwork inlaid w/ gems, swords, shields, spears, and axes, etc.. avoiding square and rectangular shapes where possible.


I would move the viewpoint closer to the character. That could be adjustable via the mouse wheel though so maybe not really important as far as game play goes, but I think it important for dramatic screen grabs.


To really bring the user into the game world and less focused on the UI, you could go with a more keyboard focused interface and have a heads-up-display type UI. For example HP and Mana bars could appear next to actors during combat.


You could also go even more minimal and just use a floating icon approach.


Just some ideas! :)


-Jack.

Post by nowherebrain // Mar 29, 2007, 1:08pm

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As far as improving the current design, maybe using blue or grey (steel/metal) color in place of the yellow, or try and work the UI into the theme of the game, rock carvings and gargoyles, metal grillwork inlaid w/ gems, swords, shields, spears, and axes, etc.. avoiding square and rectangular shapes where possible.-Jack.


I was not very fond of the yellow myself, felt too LOTR to me, I let my wife decide on it at the time...amd just kinda moved on....the problem is when I use different sky colors or colors in the game that generally don't contrast it enough...

What do you think about using a sword blade with the HP/mana inlaid much the same way, but add in a toon style boarder(black) to contrast the background?..if no, then I like the gargoyle and metallurgy idea. let me know.


I would move the viewpoint closer to the character. That could be adjustable via the mouse wheel though so maybe not really important as far as game play goes, but I think it important for dramatic screen grabs.

-Jack.

I do have a zooming function, using the mouse wheel, also, the middle mouse button is used to rotate arbitrarile around the charachter.


To really bring the user into the game world and less focused on the UI, you could go with a more keyboard focused interface and have a heads-up-display type UI. For example HP and Mana bars could appear next to actors during combat.


You could also go even more minimal and just use a floating icon approach.

-Jack.

the bar in the top right is an ingame save load feature, the "S1" buttons grab the screen and save the game in one click. Under those will be load buttons that load the game to the corresponding image(they have mouse over text also)..I do have one functioning, need to implement the rest...

anyway that bar minimizes to a 32x32 icon(the little yellow arrow) so it is not usually visible.

the actors, funny that you say "actors", that is actually the name of the script that controls them. They do have a floating indicator, 2 actually, one is actually setting their ambient so you know who/what your target is. The other is a health display, my health displays also change color based on their condition...green=poision, grey=sick, purple=exhausted, and red=healthy.



Just some ideas! :)

-Jack.

They are good, and very(can't stress that enough) appreciated.

BTW how's the texturing coming?

Post by nowherebrain // Mar 30, 2007, 5:12pm

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here are a few updates....though interface is actually the last on my list of things to accomplish, but as you can see, I also did some camera "tweaking".


The BAB( Big ahem.. Blade): I am going to move some of the interface icons onto that(from the bottom tray) inventory, map, and quest log/or should it display stats...? It was modeled...now it is a screen entity(sprite based)..feel free to chime in, all.

I've also started on a farm...uh there in the background.

Post by nowherebrain // Mar 30, 2007, 5:16pm

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my image was too large, I have to edit it.

Post by Jack Edwards // Mar 30, 2007, 5:46pm

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Sorry I didn't answer your other questions yet, but wanted to drop a quick note about the BAB you added to the upper left:


I LIKE IT! :banana: :banana:


That's a much better direction and you're right about adding the dark border around the interface objects to give them a bit more (cartoon?) pop. In the bottom left or right you could add a compass and maybe work the quest/map related icons into that.


Like the farm. :) 'cept the barn seems a bit contemporary and maybe not in scale with the house.


Making progress on the UV mapping with my project. Always a pain to map things that have holes cut in them and I'm such a perfectionist about it. ;) The beta agreement restricts what I can post but hopefully I'll have something interesting by later tonight.


-Jack.

Post by nowherebrain // Mar 30, 2007, 5:56pm

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thanks, for the I/O...the house is actually meant to be rather large, it is a home and bunk house for the hands. You may be reffering to something else about it though...

I was thinking I may move the "BAB"(that's it's acronym now) to the bottom, I always feel like most of the focus is from the players feet>upwards, so it may be distracting...I will add a compass within the week...it is on the list(to do). I will need it for the quests anyway, BTW I calculated the size of this level..it is roughly 16 sqr miles(only 6-7 more to build...sheesh).

my vegetation code is nearly complete, I'm trying to tweak it to set other "static" meshes to eliviate some of the placement work...the grass works, if I cut out the rest.


//edit, here is the current compass(working actually).

Post by nowherebrain // Aug 17, 2007, 4:54pm

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Well, I dug this up out of the hard drive again....as if the site doesn't keep me busy enough...I've actually fixxed a lot of the problems with it and will have a video link up soon if anyone wants to see actual movement and animation(done poorly I might add)...anyway:p

Post by nowherebrain // Aug 18, 2007, 11:49am

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OK here is a quick video (http://www.scatteredpixel.com/VB/media/VB_01.avi) showing this is actually interactive...not much else yet..I will be updating this though keeping people posted.

RPG lovers stick around, FPS/RTS people..sorry maybe another time...I needed a huge challenge and this is it.

Post by 3dfrog // Aug 18, 2007, 2:46pm

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Wow justin. Great video. This is an outstanding start to your game. I made a small boxing game with gamestudio and started an fps with fps creator. I know how much work goes into a game and your work is very impressive.

Post by nowherebrain // Aug 18, 2007, 2:48pm

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Thank you, the only permanent fixture at this point is the terrain and foliage...the characters and buildings will be re-done(not the castle though)....keep in touch, I'm glad you like it.

Post by classic12 // Aug 21, 2007, 11:41pm

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i dunno if it happens to any one else but i dont see anything just hear voice and see the like swirls and sound video the like lines and stuff and big circles that are there when u play music... any other link to your video?

Post by nowherebrain // Aug 22, 2007, 12:09am

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I used the xvid codec(video) and mp3(for audio), I would search for ffdshow and install it, this is probably a codec issue. Or VLC media player, it seems to work well and is free.

Post by classic12 // Aug 22, 2007, 12:20am

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thats amazing.. ive always wanted to make my own game but never knew what to do. But for a project thats only had 6 months dedicated to it thats amazing

Post by 3dfrog // Aug 22, 2007, 4:56am

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justin, are you using realm crafter for this game? If so can you tell a little about the experience of using it? If not what game engine are you using?

Post by nowherebrain // Aug 22, 2007, 12:48pm

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Actually I'm using 3D gamestudio. I was introduced to it through gameSpace..like Classic12, I always wanted to make a game...technically it has been 2.5 years. I scrapped the first 2 attempts, and never showed them, this is attempt #3 and I've cleaned up the code quite a bit...
As for realm crafter I have not used it..I like 3D gamestudio(3Dgs), because it's very easy to script(almost like "C" language). I've done this from scratch(aside from the terrain shader done by steempipe from the conetic forums), but you can cut and paste a game with templates...as easy as they are..they could be just as limiting...anyway...I gotta' get back to it or it will just sit there, I'm currently implementing sound(and modeling the more actors when I want to screw around)..so if anyone here is a musician(I can not afford to pay you with anything but credit)I'm looking for some mood for the game..
I'm also looking for creative sketches for things people may want to see...again, I can not make promises, but I need creative fuel from time to time...if I use something rest assured, you will be credited.

Post by nowherebrain // Aug 23, 2007, 4:09pm

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I've started working on a few models as previously stated, as well as sound...again stated(I think)...this is kinda a slow process...I'm using midi exported to .ogg and I have no trigger, so I must paint in the notes by hand in the sequence...a real PITA....

Post by nowherebrain // Aug 26, 2007, 3:45pm

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I'm not sure if this belongs here or the business section, but.....

I updated the site and now there is a dedicated "ValiantBlack" page, it should change at least monthly...hopefully with new features, environments, and enemies. This is a one man effort so don't expect 200 different enemies and 200 quests etc...istead expect 20-40 of each and that is spreading myself thin...anyway, I hope people are as excited about this as I am...

I'll let people in on the leveling system soon, although it's evolution and not revolution, I am still excited about it.

Post by classic12 // Aug 28, 2007, 11:17pm

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id be happy to help and give you things for free.. ill come up with some ideas over the next frew days / weeks and then give you a shout see if you want to use any...


found it on google nvm.. (btw whats youre website?)

Post by nowherebrain // Aug 29, 2007, 1:48pm

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I guess you found it...I responded on my forum to you. Did you find the "VB" page ok???

Post by nowherebrain // Sep 2, 2007, 12:46pm

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I'm preparing a new progress reel for VB. I'll post it later. I've started some of the basic AI..still a lot of kinks, but I'll post a link anyway.

Post by nowherebrain // Sep 2, 2007, 2:27pm

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You can download the latest reel here (http://www.scatteredpixel.com/files/Download/AI_01.avi)

Regardless of what I say in the video, there is no game audio. The audio exists, I'm just not smart enough to get it to record during capture(pointers anyone?).

-I should also note that the "brute" was not modeled or animated/textured by me, but by George Pirvu...a 3D gamestudio Guru....blah blah bla enjoy, and chime in with thoughts/concerns/ideas.

Post by Jack Edwards // Sep 2, 2007, 11:16pm

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Looks like you're making a lot of progress :)


The new UI elements for the character stats are looking very nice and that you've gotten the AI and animation working are huge steps.


I like the blue glow animation when he charges up. :)

Post by nowherebrain // Sep 3, 2007, 2:16am

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Thank you Jack, as I said, this is just scratching the surface...If I want this to be successful it will all need a lot (a lot!) more polish...I still need to work out the string system(char, however you want to say it) and integrate cut scenes and merchants and.....the list goes on forever...

and I cannot forget the shaders. This will be a problem, due to the fact I must actually learn shader programing. Not that I cannot learn, it's just the time investment. I also have tutorials to think about.

Post by Jack Edwards // Sep 3, 2007, 2:54am

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Cool thing about the shaders and TS, is that you can try out your ideas in real-time using TS's built in HLSL shader bricks. No need to recompile to test your results ;)


-Jack.

Post by nowherebrain // Sep 3, 2007, 8:44am

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Yes, but that doesn't create a shader I could use. I found a bug(sorta, it's not found..it exists though)...more like defined a bug...hard to track down, but I'll get it. It has basically stopped player movement, so...., it's kind of important.
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