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Author Topic: My Game Project  (Read 3082 times)
grubert
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« Reply #15 on: September 23, 2008, 01:41:02 AM »

Cool.
I think you could make this hollow structure in its front a little lighter. Maybe thinner tubes, and more detailing tubes, with some art nouveau designs. Like these:

http://images.google.com.br/images?rlz=1C1CHMB_pt-BRBR292&sourceid=chrome&ie=UTF-8&q=art%20nouveau&um=1&sa=N&tab=wi

But only if it fits the concept you have for your game, of course. Smiley


Cheers.
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Squat
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« Reply #16 on: October 23, 2008, 02:06:55 PM »

I went ahead and started moving forward with my world-creation. Lately I have been developing gameplay elements, designs and scripts. Given that the player doesn't move and there's a few things I'm still bedazzled by in the new build, I went for having fun and making new things and am going to be doing this for a little while longer. It's almost relaxing for me to get a chance to just sit down and start building things. Usually I'm stressed out about 1000 angles of problems.

Anyway, I started on the upstairs bathroom. This room is shared by both the boys and the girl aswell as any guests who stay in the house. The parents have their own in their room.

















The story will take you from the boy's room to this bathroom next as level 3. The main concept of this room will be that you need to flood it to get the key to the boy's door. You can get out of the room in the start, but only through the holes in the walls. The bedroom door remains locked. Once the door is open, you can get the vehicles out of it to fight something big or move something heavy. But first you need to get the key.

The key is on top of the medicine cabinet. There's no way to get up there to retrieve it manually so players will need to flood the room using the toilet, the sink and the bathtub until it flows up and over the mirror, like a pool. The entire room will get filled up and the height the water will go is actually going to be the ceiling of the room. Or the window, if it's open. I have 3 states planned. (1)Empty, (2)filling at the floor and (3) stopped at any overflow points (which are merely specific objects registering a height variable as on or off).

For instance, before the room will even begin to fill up, the door needs to be closed, if it's open the water stays about a quarter inch off the ground. Once closed, water will leak out of the seams so it will go up very slowly, but it will progress. Players can take the towels off the rack and use them at the base of the closed door and they will seal it, increasing the speed of the water level. The sink drain stopper and the shower stopper need to both be set to plugged or the water will stop at those heights.

On top of all that, I was going to have you barge in on the ant queen taking a shower and have her scream bloody murder and the rest of the ants get really, really mad about the fact that you saw her showering. If I can balance it properly, it should keep the player quite busy with balancing the water speed with fighting the ants. I want to try and get them to undo the water-stopping parts (like open the window).
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hikmayan
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« Reply #17 on: October 23, 2008, 05:58:17 PM »

To have a player barge in on the ant queen taking a shower and have her scream bloody murder and the rest of the ants get really, really mad about the fact that you saw her showering. If I can balance it properly, it should keep the player quite busy with balancing the water speed with fighting the ants. I want to try and get them to undo the water-stopping parts (like open the window).


Sounds like a fun project...are these screens from "Lightwave/Max"?...or what?.
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« Reply #18 on: October 23, 2008, 08:18:07 PM »

Those were taken in RC1. I built everything in Max.
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hikmayan
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« Reply #19 on: October 24, 2008, 01:49:42 AM »

Oh!,OK...yeah!;Max can do that very well. Lightwave can produce similar quality too but require more tweaking.The screens looks great man....I suppose we will see the finish DEMO soon enough. Wink
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pixel_legolas
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« Reply #20 on: October 24, 2008, 03:11:48 AM »

I would like to see some witreframe from max. I know todays engines doesn't care much about polycount but it just looks to much on the pictures. The pictures are nice but don't look game engine ready. It's just to smooth. Looks like you have objects you just placed a meshsmooth on. And that is a big no no for engines Smiley
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BigDaz
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« Reply #21 on: October 24, 2008, 04:30:43 AM »

Looks great mate Smiley

Did you have to do anything special for the mirrors or is it just defualt gamecore reflections?
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Squat
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« Reply #22 on: October 24, 2008, 02:15:04 PM »

I'll  get some wireframe shots up, but nothing is high-poly. The highest is on the tiolet, at 3700 or so. It's all in the chamfered edges. The total on everything in the room combined is just about 20k. My max FPS is 75 and viewing this full scene drops it to 71-73 or so. Again, there aren't any LOD's, occlusion or any optimization in there yet so I think it'll be perfectly suited for the game. I hope anyway.

Besides, I can always drop out the main LOD aswell as tune it this way for extreme systems only and keep it basic for lower-ends. I believe it automatically adjusts your highest LOD based on that player option?

Aslo, high-polygons aren't an engine killer. I have several single objects put into GC with well over 30k polygons and again, not a single digit drops off my FPS when I do it. However, most of them have merely a single diffuse and normal map layer only. Now, if I put a box in the world and give it 3 texture layers and maybe a cubic env map, I drop about 15-20 FPS while viewing it. 12 faces. It's not the polys, it's the surfaces and lighting.

If anything, I would encourage you to explore higher detail levels. It may work for your project aswell, it's hard to say. So far, I have been given no reason to see it as a problem and you can always drop it out for lower end systems.

The reflections are in-game GC standard planar reflections. Basically just turn it on in the lower left of the material editor. The trick is that these can't be set at different angles. If one planar surface reflects North and South, and another is facing East to West, one or the other will be basically set to "Write Z-Buffer Only" (ie, invisible) until you make it so the other isn't in view. This just means you can't get that fun-house effect of infinite reflections reflecting reflections. It also means, I can't go through with my plan to open the medicine cabinet door and have the ants pour out. I tried it and it simply crops the reflected angle "Post-Processed" image, it doesn't update it. I still may, but I'll have to fog up the mirror first. Easy enough.

Also, I wasn't able to get a good reflection on the floor of the bathroom using the planar method. That floor is situated well above the object's 0,0,0 pivot point location because it's part of the whole house. With that, the image of the toilet appears way off in terms of depth. The floor appears to be seeing the entire room from the bottom of the basement so the toilet looks like it's floating 30 feet up. If I place an editable box just above the floor and use that to reflect, it's fine.

However, given that you don't have multiple reflection passes, I opted to keep the mirrors and use a env map on the floor. There IS cubic reflection type that I haven't messed with yet...

Here's the wires:











On this bathroom, I put an emphasis on remaining as low as is possible. Hence, I never broke 3700 and it was on the smoothest object in the room, the toilet. It's only high polygon because of the internal piping, but I have a completely separate version ready to go with the bowl sealed that I'm going to use until you're basically right on top of it and that version has 700 polys or so. The piping works into my story so I need it, but only when you're close. Once I split off the seat and cover, it's going to be much less aswell. I just FBX'd it to get placement right for now. The next highest item in the whole room is the sink cabinet, at 1750, again bundled for placment only and most of the detail underneath. If I can't avoid busting the budget, I go overboard on optimization and initiate it at much closer distances. It all works out quite fine since my FPS still rocks with no LOD's or occlusion yet.

I also plan to write custom scripts to activate and deactivate larger occlusion areas such that I can have double doors that work when closed. I still have to fill up the cabinets with bottles and cleaning supplies. I'll have a box that encompasses the entire area, including the door cutout. As soon as the door opens, that gets hidden and then the doors themselves use their own occlusion, which will at least work on the side objects.

Two occlusion boxes that overlap each other, but don't completely cover an object in the world, don't occlude it. Each box says "nope, that thing's pokin out my side" and they don't ask "hey are you covering that part that's poking out my side?".
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Ron
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« Reply #23 on: October 24, 2008, 04:05:01 PM »


Your modeling is simply amazing and especially the ability to keep the poly count reasonable and still look that good!
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grubert
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« Reply #24 on: October 25, 2008, 12:55:07 AM »

Yes. Polycount is a relative thing. As your entire game is in some rooms of a house, that's very different from a game where the player can run on a neighbourhood or an entire city. And the tiny size of the player in this game asks for more detail on the props, as everything will look much bigger than usual for the player(lack of polygons would make it look too much "stairy", faceted).

Looking cool. I just still miss some shadows and more  micro-details and aging in the textures.

Keep up!
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Squat
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« Reply #25 on: October 25, 2008, 12:51:12 PM »

The shadows are coming, that you can count on. I still have to run a few more experiments and I still have a few objects that are refusing to cooperate for some reason. I think it's the UV's, polycounts don't matter. One's the giant house at 2500 and another is a chair at 1100. I figure the house isn't working because of its size, but I could be wrong about that too.

I probably won't, however, be dirtying up the textures any. I have it written into the story that it's the professor's imagination that brought the world to life. It's his view of his own house, hence it's in absolute perfect condition according to his memory.

However, I do have a little conundrum and that's the fact that I'm depicting both the virtual and real worlds, so having two distinctive looks on the same world would definitely enhance the feeling of my backstory. BUT! I'm entirely too scared to toss more material layers, especially when it'll basically call for it on practically everything.

The story also says the professor secretly misses his family terribly. The fact that he'd go into every room and dust and take care of it suits that notion I think. I may just desaturate the real-world to make it a little lonely and bleak and brighten it up for the wargames.

Crysis has a feature where you can turn any object in the world to ice. It projects a texture in world's up-axis, effectively covering the tops of things with snow, ice or dust or anything. I have no idea how this is acheived, but it would be VERY nice to have. I wonder if there's a way to project a tiled image through a light source or something.
« Last Edit: October 25, 2008, 12:58:25 PM by Squat » Logged
Squat
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« Reply #26 on: December 28, 2008, 06:39:13 PM »

I've been spending some time trying to find a better character design for my players. I think I'm getting close to something that's unique (from say Mickey Mouse) yet still has personality and charm. Anyway, I also made sure this time that my mesh rings and loops were better suited for animation so it should be pretty smooth running. Total polys is a little over 8k. Lemme know what you think:

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gekido
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« Reply #27 on: December 29, 2008, 10:18:19 PM »

Having that many physics objects in a world may cause problems performance-wise, but otherwise looks good - not quire sure what the point is, but i like the visual style.

fyi - the video wasn't working for me either - you might want to look into using flv for your video and using a seperate video player instead of encoding your videos as swf - i wasn't able to view the video until i directly accessed the swf:

http://www.ratsgame.com/vids/AI_Physics.swf
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Squat
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« Reply #28 on: December 29, 2008, 11:17:21 PM »

There was no point to that other than me seeing what happened. I just cloned out a ton of physics setups and then tried putting them in with some pathfinding AI bots. The spider chases the ball any time it moves faster than 3, I thought that was impressive for just starting out. Also, the spiders get slowed down and also push the rigid bodies around and I thought was worth a see too cause it's cool.

My website is just as much in alpha state as my game is right now. I will be redoing the entire site before it gets opened to the public. All the test shots and screens and videos will be archived and removed from the front pages of the game site and replaced with final quality media. I'll be sure to use a more standard video format. I had to use fraps for that anyway and that app's been notorious for adding a huge amount of lag during recording and outputing enormous files. FLV was the only way to get it down to web size.

Plus, you gotta like my custom built video control that's 100% transparent and uses one mouse button.

I'm not using Flash in the end.
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