Mission 1 through 5, Swarm, are finished!
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Mission 1 through 5, Swarm, are finished!
Mmk. The terrain is still not perfect, but I think that only one more thing needs to be added, and it will be. I have managed to speed up the moving FPS to ~50.
Z.
I've also got some buddies who might want to Beta test it. But I guess it'll be a while until that...:p
By the way, don't MESS with this guy. He has 690 polys(faces) I guess that leaves him in the HighRes group. Or can I count out the weapon?
Ooops. I forgot to post his picture...:D
I will be starting a review of the units. Some will be spared... some will be broken! Just kidding. I'm subjecting each of them to a rigourous test of purpose. I'll give my verdicts later.
Real Igor, could you do some models based on the concept artwork that has already been done? (the coloured ones though, don't use mine or Jorj's yet) Then when new concept artwork comes out, you could do that, and so on...
Yeah, I know, and I will. It's just this particular model was so easy to do after making the previous peasent. What do you think of it, by the way?
Next up, I think I'll make the mage/sorcerer/genie in a bottle/whatever in a red hood. But that might take a while. just telling you. BTW. The low-poly one will sit on a cloud...That's all I can affoard :p
I'm AWAKE! FEAR ME FOR MY AIR CONDITOINER BROKE DOWN LAST NIGHT!
Sorry Igor, you'll have to do it all, I'm afraid =)
I need one thing from the team before I start my reviews.
A counter-circle:
e.g. Swordsman kills Archer > Archer kills Knight > Knight kills Swordsman
I'll do that!
I believe it's:
cavalry -> archer -> swordsman -> pikeman -> cavalry -> archer -> ...
yes
I'm gonna post a new version of the story a put up yesterday that uses Zaei's idea to make the user play properly in the giant map by using time limits.
Zaei, how would we have our map connect to another map if we expanded the game?
Here is the skin
I can do some 3d modelling for you guys, im out of practice when it comes to organics, but I can give it a shot. But I'm pretty good when it comes to inorganic.
-Shots from Animation I did recently-
Pic 1
Pic 2
-The animation-
Full animation (High bandwidth recommended)
Ok, Cbomb. Just check with Sastraxi that it's ok that you join the team. And you'll have to have the time to work. AND you'll need MSN messenger to communicate with everyone. Ok? And we'll stay ion touch, I guess...:P
Here's the different detaillevels:
LOW: 200-300 faces
MID: 500 faces
HIGH: 600-700 faces
ULTRA: Somewhere around 2000 faces
For MSN: [email protected]
For email: [email protected]
OK, the model will look..well crappy..lol..but ill try
[Edited]
Hey just had a thought...how bout taking free models off the net and modifying them?...That ok?
On behalf of Sastraxi and the members of Crystal Rain Entertainment, I'd like to welcome Cbomb to the Times of War Development Team.
You are welcome to start modelling anything on the concept art page that is by Norman_Nomein (in colour). As Real Igor said, the Warrior of the Blade is a good place to start.
Soon, we'll have a buildings list up. The buildings and units will have a mediaeval style to them.
Have you played Age of Empires? If so, then you'll know what kind of non-human structures we plan on having.
If not, there are trees, birds, animals, rocks, et cetera.
If you like modelling buildings, you could try a hut. The hut is a small, low-class home.
Welcome aboard!
Ok, I added Map loading code earlier, and it works well. I haven't tested it beyond 2049x2049, but it is working very well so far. It is actually still stretching the height map out to 4089x4089 as I type, but i predict it will work perfectly. Ill check back later. There are still a lot of holes and cracks in the surface, but I am working on it, and believe i know what is wrong, and how to fix it. I will let you guys know how it goes after that.
Z.
Ok, I obviously haven't made characters in a while if ya feel like having a good laugh take a look at this attachment:
Could you make the arms a bit longer, as with the legs (not to mention having feet ;))? Then it would be a good base model. Can you do a smoothed rectangle head, or something? We need to reduce poly-counts, and if we have some good texturing then we'll have a good model. (UT models are pretty low definition sometimes, and we'll be looking at these ones from afar!)
BTW. Can you do skeletal animation?
Ok.
As it stands, the map code needs still more work. For the purposes of this game, I need to modify the algorithm slightly, to allow one more level of sub division, to get a good amount of detail. Sas, when you are programming your graphics optimizer, be sure to add a slider for terrain detail, from 1-5.
I was playing around with the world map Jorj posted, and imported it into Bryce, and did a rendering. I think it looks pretty good, so ill post it to the web site, possibly tomorrow.
Thirdly, a rebuilding of the engine structure is probably going to be commencing soon.
Fourthly, Where are Psy, and dennis?
Lastly, Sas, Jorj, do you guys mind if I dedicate the game? I know it's an odd request, but, please? =).
Z.
Dedicated to who?
I don't think that would be a problem, how about you Jorj?
I don't see why not.
Roll call...!
I need all of your email addresses. And also Pyvision, Wazupguys, and Dennis, it would be nice to hear from you guys...
Here's what I have:
Sastraxi: [email protected]
Zaei: [email protected]
Jorj: [email protected]
Dennis: ??
Psyvision: ??
Wazupguys: ??
Norman_Nomein: [email protected]
Real Igor: [email protected]
Kamikazekiwi3: [email protected]
Agent Underscore: [email protected]
Cbomb: [email protected]
GUys I am back. My internet connection had stopped working for 2 days.
My internet is also dead at the moment, but luckily, I have my other computer. Which is better anyway. I will try to transfer all of my files over here today.
Now, it's choice time for everyone. With today's technology, it is possible to use a map size of up to 8192x8192. This size takes up 128 megabytes of RAM. We can also use 4097x4097. This takes half as much RAM. It is your choice.
Z.
I don't have 128. I suggest we try using 64. But still, many people around me can't handle a 64MB maps, plus 4 possibly for units, and still run Windows. In fact, I have 96 MB. Zaei, since your the expert on RAM, tell me if I could run it in my current state.
Of course. I only have 128 Megs, but Windows has a thing called Virtual Memory, which is just space on your hard drive that it uses for extra memory. Besides, when Halflife is running on my machine, it takes 68 megs or so. We should be fine with 64 meg maps.
Z.
Will this be scalable? If I have 256 MB of RAM, will I be able to reap the benefits?
Well, for example, if you had only 64 megs of ram, and the final game took 80, at least 24 megs of the game would be on the Hard Drive (16 megs, difference of 80 and 64, plus 8 megs for windows, which is ALWAYS in RAM). Since Virtual Memory is very very slowa s compared to real RAM, you would get a slowdown with that setup, while someone with 256 megs could store the entire game in memory, and it would be much faster.
Z.
Sastraxi, my email is: [email protected]
I repeat: [email protected]
Yeah, take me as an example: I have 384 MB RAM. It will be silly if I could'nt take advantage of that!! ;)
Ok...How bout this...about 950 polys...(owch I know)
Sorry about the lighting glitches...
OK, I think we should have 128 meg map. I forgot about Virtual Memory. I think we should be able to have a game that will make does new super PCs being totted out useful. Anyway, I'm gonna upgrade my ram by adding 128 megs:D
They don't even sell computers with less than 128 Megs of RAM now. (At least where I live). I find it totally useless to make it any lower than that...
Cbomb...You have to add the weapon to your current model, or he won't have any... Give the man a sword, and...
Do you feel more comfy making buildings rather than models?