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 // Sep 5, 2007, 11:34am

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OK, I got it for the most part, there is still an issue with him(Guss) getting stuck on occasion...but I know I'll iron it out. I've also worked on more of the stats so now dexterity and magic are usefull, rather than just looking interesting.

Post by classic12 // Sep 5, 2007, 10:25pm

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will ure game be online when ure done btw as in lots of peeps can connect n play . ?

*back again*

howdy i was thinking of some things for your game and heres what i came up with

(bare in mind some of these are probabbly either stupid or way to hard to do)


1: Some kind of create your own special (or power up w/e) attk, have a few options like extra damage, recovers a certain ammount of health, stuns the opponent... you get my drift.


2: a way of traveling i know many mmorpg's have this, yours seems to be set not to far in the past but enough for some funky stuff i was thinking something like a pogo stick for those lower levels lol and things like horses or a bike / car w/e


3: a good banking system / inventory, i know in manny mmorpg's it can be annoying when you have many things trying to sort them out either in order of importance or just from magic to mele to ranged items, so maybee however many bag slots or however your doing it have some kind of option to put them into groups.


4: some fun macros , e.g dance moved (wow = /dance guild wars= dance runescape = animated gif dances) if you get my drift... this can make a game, the more fun things it contains i would personally buy a game if it had a good dance function lol


5: Some kind of productive skill (sure you have already thought of most of these but..) like armour crafting weapon crafting... upgrading skills... making food , drinks , w/e


just some ideas i had


lemme no if u want any more info or any inspiration >.^

Post by nowherebrain // Sep 6, 2007, 10:00am

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Inspiration is always good...
some things I was not to clear with everyone.

1)this will not be online...(sorry, I don't like the idea of an online "story", it dilutes it)

2) there will be an inventory and money.

3) no dancing.

4) I really like the attack creator idea....chaining of spells + mele.

Post by classic12 // Sep 9, 2007, 10:54pm

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Kool Would your game possible be able to have lan capabilities? i.e 2 pc's could create like a dedicated server? i just think if you could play with some1 else it would be alot kooler although i obviously dont know how difficult that would be... and no dancing!!!!!! zomg!!!


How much will ure game be when its finished or are you releasing free or havent decided yet? im up for purchasing it.

Post by nowherebrain // Sep 9, 2007, 11:20pm

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Cooperative play would be really neat...like up to six friends, but when I designed(thought the story up)this initially I set out for it to be a more epic tale...I would love to add it, but when you are doing something this big by yourself you really need to cut out anything(read about 60%)that does not add to the story/game...I'm probably only about 15% done at this point and pricing will be low, I'm not creating a blockbuster title....just a 15 hr adventure(guestimation)....it will have buckets of replay and maybe when it is done I can think about an expansion that includes coop play via lan...but in the end it would be better to just create a new title entirely, otherwise you end up mangling the code so much it is insane!!!

BTW: Sorry there is no update this week, I've been trying to resolve a few issues with the engine clipping models un-necessarily....

I'm also rewriting much of the combat, doing away with the targeting system and focusing more on interactive combat....the targeting makes it too easy, and it ends up getting boring...I know this because I play the game about 20-40 minutes at a time(leveling is an addiction)....more to come...

Post by Jack Edwards // Sep 11, 2007, 1:00am

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I agree. Multi player really can add replay value to a game, but I'd save that for a game designed specifically to be multiplayer. ;)


Epic games are for one guy and his quest to save the world..... :D

Post by classic12 // Sep 11, 2007, 1:14am

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mulitplayer or not ima hacksor it and play multiplaor on it lmao btw if you need any more help just ask (not that i gave u much before... dndnt wanna sound big headed or ne thing lol)

Post by nowherebrain // Sep 11, 2007, 2:00pm

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I agree. Multi player really can add replay value to a game, but I'd save that for a game designed specifically to be multiplayer. ;)


Epic games are for one guy and his quest to save the world..... :D


Yep! And usually have a much better tale to tell...I actually have a "real" writer...now I gave him what I had done thus far and he's run with it....it's a great feeling.


classic12: "hacksor" all you want, just don't share it with anyone(anyone).

Post by classic12 // Sep 13, 2007, 12:14am

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Total Posts: 243
lol im oj i cant hack :) but this game looks good and im gonna support it :)


BTW how long will this game last / could last? does it max out after a whyle or anything??

Post by nowherebrain // Sep 13, 2007, 2:38pm

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Well, everything has a limit(short,long,double...etc)...I have no cap on how high your stats go, but once you get to a certain...well level(lack of a better term) you will then be in a different category. I don't want to get into all this now...still kinda early;) . Technically I can't say exactly how long it will last...I'm aiming for at least 15 hrs(if you just go through the story quests)...I'm saying too much again....cya:D

Post by classic12 // Sep 13, 2007, 11:13pm

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Total Posts: 243
lol okay i understand sounds cool

Post by nowherebrain // Sep 20, 2007, 3:42pm

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It's been a while since the last update...

I'm reworking a major piece of the code(couple thousand lines...yeah, good times:o ).

Anyway...other than that things are progressing well. The AI is working well...always problems there, but quite functional as it is....I'm moving to smaller area sizes, this makes it much easier to edit the levels(placing items etc), as well as use per pixel (soft)shadows(for every thing hopefully)..the large areas ate many cpu/gpu cycles and we just can't have that...anyway....just keeping people informed.

Post by nowherebrain // Sep 24, 2007, 11:07am

nowherebrain
Total Posts: 1062
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Well, my idea for creating a post process shadow shader has some issues....


first here is/was the plan:

shoot a ray(trace, if you will) from a sub sampled camera(a texture basically) into 3D space, then that 2D vector converts to a 3D vector and shoots to see if it hits a light(if it hit a map with alpha, it goes through another process for those shadows)...

If it hits something it tells(writes to)the bitmap on the alpha chanel(I'm using an 8888, or RGBA image) thus creating a post process scene shader...

well, it is slow(Duhh, we could have told you that Justin)..especially when I do another pass for the bluring...


So change #72 I will possibly be baking the shadows into the world...but that's a lot of textures...and no overlapping or mirrored UV's.....

Anyway...CYA-I'll have some new screens soon I hope.

Post by Jack Edwards // Sep 25, 2007, 1:28am

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DX has built in shadows.... right?

Post by classic12 // Sep 25, 2007, 2:33am

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Total Posts: 243
How much further into your coding have you got? cant wait for this game.. i found a game witch loks like it was made exactally the same way looks kewl.

Post by nowherebrain // Sep 25, 2007, 10:02am

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Total Posts: 1062
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I'm not using the directX SDK, but 3DGS...I'm only a beginner at programming so I'm mostly fumbling around until I get something right...then I re-code it(the function, shader, or action) completely(much cleaner and less resources)....when I first started I had like 90 functions running in main() with no test to trigger them...they just ran constantly....throw the rest of the actions and other entity called functions and the game would crash in about 15 minutes...this was after the frame rate dropped to 2-3 FPS....this was years ago though...I'm either a bit smarter or a bit of a conformist..We all learn from one and others code...
Time frame is always an issue for release....I can't say I was planning on april or may....(2008)

Post by classic12 // Oct 2, 2007, 12:15am

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Total Posts: 243
cool cool taking ure time and relasing it done properly is better than rushing it n getting it out early.

Post by nowherebrain // Oct 3, 2007, 9:47am

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Total Posts: 1062
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Yes,...it will never be a mainstream item...but I need to ensure it is done right...currently doing a bit of a "refactor" at the moment...(rewriting a system in the code)...

Post by Eagle // Oct 3, 2007, 4:06pm

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Total Posts: 221
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Looking very cool! I can see where you can really expand on this game~


always~

Vickie ;)

Post by nowherebrain // Oct 4, 2007, 10:41am

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Total Posts: 1062
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Quite a complement...coming from you...inspiration...I needed that!

Post by nowherebrain // May 4, 2008, 8:46am

nowherebrain
Total Posts: 1062
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Here are some more recent screens of one of my villages..I'm striving for that zelda/World of Warcraft simplicity and style..
You may notice an odd box or so in the frames, also the characters are being remodeled as well.
-Justin

Post by Jack Edwards // May 4, 2008, 10:23am

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This looks awesome Justin! And I like all the textures except for the treebark one! :jumpy:

Post by jamesmc // May 4, 2008, 10:48am

jamesmc
Total Posts: 2566
Very cool!

When can I play? :)

Like the depth and setting. Nothing like creating chaos with characters in a comfortable setting. :D

Keeps the users on their virtual toes. :)

Post by nowherebrain // May 4, 2008, 10:59am

nowherebrain
Total Posts: 1062
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I wanted to have this out last year...lol, then I began to rewrite the code. the more you write the more you learn, and the first time around I was new to any type of programing...needless to say this time around less IS more...anyway

@Jack: yeah I've been having some issues with the overly bright textures( e.g. the bark, and leaves)..problem is I'm baking the lumination in. To do that for trees would require a ton of video memory...the shadows need to be calculated for each piece of fawna twice, as far as the leave chunks go that is top and bottom(2 sided) multiply that times the number of leave chunks per tree, even just 1 tree requires several 2048 pow2 maps...so I'm working on a code solution, but we'll see, maybe too computational intense...

Post by Jack Edwards // May 4, 2008, 12:33pm

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Total Posts: 4062
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I think just using a smoother and more cartoony texture would solve it. The bark just seems to have too much detail and too large a scale.

Post by ghost--scout // May 4, 2008, 3:35pm

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I love the colors you used in your efforts, I think you got the zelda and wow look down pretty good!

Post by nowherebrain // May 4, 2008, 3:56pm

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Total Posts: 1062
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Thanks Ghost1(lol, army humor)..I'm guessing you are a 19D/21D whatever I forget, been out for a year now(31U/COMMO) anyway..gotta get back to it.

Jack, I will work on those tree's sometime this week(tomorrow I'm guessing).

Post by ghost--scout // May 4, 2008, 3:59pm

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Believe it or not I'm in the Marine Corps infantry, I was in the scout platoon for a tank battalion for a few years.

Post by Dragneye // May 4, 2008, 6:11pm

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Hey nowherebrain... Great job you're doin. : if you did make the tree trunk smaller (it does look too big for the rest of the sizes), maybe that would also use less ram/memory, whatever is the right term, and you could also tone down the bark detail, or even the leaf sizes, thus helping with puter computation, and gameplay speed. Either way, the bark texture details need to be made smaller I think. Just my 2 cents.

Post by jamesmc // May 4, 2008, 6:26pm

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Total Posts: 2566
Believe it or not I'm in the Marine Corps infantry, I was in the scout platoon for a tank battalion for a few years.

Thanks so much for your service ghost-scout. Always respected Marines, they do so much with so little in places so desolate and far away.

I'm retired Air Force, one of those retired Zebras (one of many stripes.) We're too lazy to walk, so fly every where and sent our Officers out to do the fighting. ;)
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