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Frontiers - sci fi RPG


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#21 Sollthar

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Posted 04 June 2011 - 07:21 AM

Two more screenshots from the current build.

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Been working on the content for the last few days, which takes the most time. Currently, I'm working on the Rebel story-arc, where the player can join - or betray - a handful or rebels leaning up against the current regime of the planet. Up to the point where it comes to the ultimate showdown between the faction in charge and a newly built rebel army. And you can fight on either side, depending on what is more of use to you.

#22 rouncer

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Posted 04 June 2011 - 07:50 AM

Keep your feelings strong for your project, even if you have to take a break for 6 months cause you burnt yourself out, its still there and you can finish it. just thought id help out. :)

Nice next gen graphics, is it normal mapped like doom3?
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#23 Sollthar

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Posted 04 June 2011 - 07:53 AM

Hah, thanks. :D
I'm expecting 2 or 3 years to finish the project with a dozen or more hours each week put into it. So I have to keep my feelings strong.

The game isn't normal mapped so far, it's all just lightmapped and textured. Once I have everything in place, I'll start to see if I still have time, modd and performance left to tweak and add effects to it and push it one step more. At the moment, I'm really just trying to get it playable. :)

#24 Sollthar

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Posted 05 June 2011 - 04:30 PM

Just finished with the Building up on Death Rock mountain, which is going to be a pirate / outlaw hideout. Here's some impressions of that location:

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Now it'll be a bit more quiet again with info since my prolongued weekend is over and work calls again.

#25 Sollthar

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Posted 26 June 2011 - 12:44 PM

Finally redid my and improved my new character models, took me the entire weekend so far. These are citizens and they come with 40 face and 10 clothing variations so far. Each model uses a 1024x1024 Texture set and has 800 Polygons total.

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#26 moe

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Posted 27 June 2011 - 08:45 AM

Impressive artwork. Everything looks and feels consistent. I have however noticed that you have all guys and that they are all about the same age. Maybe you get more variety by modeling some female characters and maybe throw in some children as well. Animals could be a good idea as well, depending on the atmosphere you want to achieve.

#27 rouncer

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Posted 27 June 2011 - 09:27 AM

those character models look great, just textured wow.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#28 Sollthar

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Posted 27 June 2011 - 03:49 PM

Thanks! Yeah, females and animals are on the to do list. So far, I've just not done them - like so much else on that list. :)

It's a slow development process doing everything yourself, but it's getting there. Glad you like the new models!

#29 Sollthar

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Posted 11 July 2011 - 12:25 AM

Finally I've been able to record a couple of proper in-game scenes to give you a better idea of how the game currently plays, looks and feels. It's still very early and only of fraction of what I want is implemented, but it's moving on and I hope you like this look behind the scenes.

Please note that nothing you see is final or complete.



#30 tyree

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Posted 11 July 2011 - 04:58 AM

for only 800 polys and considering everything else your doing thats good. and you seem to have the story together

#31 fireside

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Posted 11 July 2011 - 10:20 AM

That's pretty amazing for a solo project. You must have gotten some voice actors right? The models and animation are a pretty big improvement from what you had previously. Looks like a fun game and has some kind of story. I would never take on a project that size.
Currently using Blender and Unity.

#32 Sollthar

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Posted 11 July 2011 - 02:14 PM

Thanks! So far, all the voices are spoken by myself, heh. But the final version will feature different voiceactors so it doesn't get into "Oblivion" Territory. :)

#33 rouncer

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Posted 11 July 2011 - 02:17 PM

nah but oblivion had good voice acting, it had luke picard from star trek as the narrator!
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#34 Sollthar

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Posted 11 July 2011 - 02:20 PM

Heh, "luke picard"... Yeah, Patrick Stewart is fantastic and made for a great start, but then it had one guy voicing pretty much everyone you met, leading to 50% of the population sounding exactly the same. That's what I meant.

#35 Sollthar

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Posted 31 July 2011 - 09:16 AM

I've managed to implement a solid first facial expression version plus a bit of body language, which adds a lot to the dialogue. Sweet.

And I'm working on new indoor scenerys trying hard to finish my first demo planet.

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#36 rouncer

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Posted 31 July 2011 - 10:14 AM

love that grey sci fi room
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#37 Sollthar

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Posted 18 August 2011 - 04:28 PM

I've decided to publish an open pre-alpha version. It's nowhere near finished in any way, has bugs,oddities and missing animations all over the place, only offers a few little things to do, but I'd appreciate any feedback or bugs you guys can spot in this current build. There's still a couple of things to see and do already.

http://www.nightcast.net/demo.html

WASD to move
E to talk / interact
F opens the inventory (with Q, you can unequip and re-equip)
C the (ugly) map
R reloads
SPACE crouches and SHIFT runs.

There's only the webplayer version and full screen is disabled. ESCAPE opens another ugly menu though where you can choose a higher or lower quality. Standard is "good", which makes especially the grass look ugly. :)

#38 Sollthar

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Posted 26 August 2011 - 09:35 PM

Got a good bug list and list of features to change and implement (unfortunately not from anyone here) which is what I'll be working on next. Good stuff.

If anyone still feels like adding something, I'm always open and grateful for any input.

#39 tyree

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Posted 26 August 2011 - 09:59 PM

Im not a fan of 1st person games or that control setup. are you open to putting movement on the arrow keys. left and right to turn. up and down forward and back

#40 fireside

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Posted 26 August 2011 - 11:50 PM

The player should turn with the mouse rotation, he doesn't. Collision is pretty bad, it should have been larger so the player didn't appear to go through some objects. You need turn animations for the main character when standing in one place. The characters look stiff. The scenery looks pretty nice, music is ok. Lip sync didn't bother me. Conversation system worked good once I figured out what to do.
Currently using Blender and Unity.





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