Monday, February 22, 2010

Lets begin again!

Its been a long long time since my last post. I also haven't worked on my last project any since October. I bought a house in November and I have finally settled in. So lets get things going again!

My project "Lost Kingdoms" has pretty well stalled and for now I would consider it too ambitious so I'm going to put it on the back burner for now and after I complete a smaller more fun project I may either come back to it or cannibalize it for a better thought out project.

So what will I do instead? Glad you asked! I'm going to jump into a niche market and make a racing game! No not one of the thousands of NASCAR games or even anything with wheels. This racing game is going to be set a few hundred years in the future with hovering cars and races all over the solar system!

In my opinion there are a few good elements that make a good racing game. First obviously is the feel of the racer, it has to be responsive and fast! The second element I like is being able to buy upgrades, it makes wining more important because your after the prize money. Third is the game's graphical style, I'll have to whip out some fun and funky graphical elements and make sure I throw some awesome on it! Mmm yum, its awesome, and tasty!

Generally I am drawing some of my inspiration from what I would consider the best racing game ever made, "Star Wars Episode One Pod Racer" for the Nintendo 64. Sure there may be a couple newer games that are similar and passably better but I haven't played them myself. But some of the feel of a super fast race and the general idea that you can upgrade your racer are all I'm borrowing from it. And honestly I plan to expand upon the customization greatly.

The player will be starting out with a junky or old car and they will start their racing career in an amateur circuit. The player will have to race a bunch of races and a small tournament in order to progress to better races, possibly with better paying sponsors and more fame and riches. And they would have to upgrade their racers and buy better hovering cars in order to compete. That part is all pretty standard in a good racing game but there could be a lot more. Such as running around great cities finding black market dealers to buy more unique parts, or occasionally running a crazy delivery mission through the Volcanic regions of Io, one of Jupiter's moons. So I plan to make a few unique twists on an already interesting game idea.
 
Since the first phase of planning is done, I have actually been able to get some work done on real assets! Here are the pics for one of the racers. I still have yet to texture it however, but you can see what I started with and how it ended up.
 
 
Quick sketch of a Racing Ship

I started with a quick basic sketch just to get the general shape on paper. I made a bunch of these and only pick the ones I like to continue working on. I do all my drawing with a graphics tablet in "Easy Paint Tool SAI".


Refined drawing of a Racing Ship

After I pick a good sketch to work with I blow up the sketch and on a new layer I draw over it, refine the shape and edges, then add detail. Some of the ideas and detials I rethink by the time I make the model however.

Finished 3D model ready for texturing, or a paintjob.

And here is the finished model that just needs some paint slapped on it. This particular ship took about 12 hours to model, mostly because I had recently learned some new things about 3D modeling and I took the time to play around with my new knoweldge. Otherwise all the complicated shapes of the wings and fins took a lot of trial and error before I got them how I wanted them. This model was a lot of fun to make and I learned a lot from it. And best of all, the model is unsmoothed, I did it all by hand and didn't rely on subdivision to hide any blemeshes. After triangulation the model weighs in at approximately 5300 polygons. I even made all the movable parts like the rudders, landing gear hatches, and cockpit hatch fit into or on the model seamlessly. I plan to have all of those parts animated in the game, and also a lower poly character in the cockpit too. I will likely make several models before I decide how I want these painted though. I would like to offer the player some options such as color selction so I may make a few neat textures that only rely on 3 or 4 colors and alow the player to change the colors. So besides just a plain ship, the player could throw on a flame themed texture set on the ship, and change its color scheme too.

Friday, October 16, 2009

Creating Internal Environments: Part 2 Catacombs


Detailed Catacombs

In "Creating Internal Environments: Part 1" I discussed how I developed all of the parts to make my Catacombs for my game "Lost Kingdom". Now its time to put everything together! First I had to make sure all of my parts fit together seamlessly and looked good. Fortunately all it took was five walls and one pillar repeated over and over.


Catacomb Wall Pieces

I also had to make a bunch of caskets to fit in the walls and to scatter around. The idea is that a necromancer took over the city's catacombs and made a big mess wile creating a legion of undead. So some of the caskets are broken or opened.


Big Mess of Caskets

With all of the pieces and major decor finished, I had to make the level out of all of it. First I put all of the walls up where I wanted them and then put the floor in. The floor is just a block underneath each room. It took a long time to find a good texture to put on the floor. Nothing seemed to go with the walls and decor, so I severely modified a decorative floor I had hiding away in my texture collection. Gimp did wonders with it and with color correction and contrast enhancement I had the floor that I wanted.


Catacomb Walls and Floor

With the level layout done, I had to put in more detail like all of the caskets that need to go into a crypt. I have more stuff to put in such as lights, candles, and dead bodies. But those are not done yet and the bodies may not be put into the level until I am ready to put in the monsters.


Catacomb with Caskets

Filling the level with caskets took about five hours. Some are pulled out of the walls and some are broken all over the floor. Im quite happy with their arrangement, some of the rooms are such a mess that a player would walk in and go "OMGWTF happened here? And where are all of the bodies!?!" And then run around the next corner and get swarmed with zombies and skeletons.



A Big Mess of coffins!

It looks like something out of a Silent Hill game. Extremely creepy and satisfyingly dark natured. What will really set it off is proper lighting and some good creepy sounds and music! Another thing I will likely look into is making some blood to splatter on the floors and walls. I also need to place the light fixtures and candles around the level, but I will do that in IRREdit.

Wings3D is spitting and sputtering trying to cope with the size and complexity of this level. It has 211,888 polygons when it is triangulated and this is only two thirds of the level. You won't have to worry about that being high in the game though, IRRLICHT can handle that like its nothing. The last third of the level I will have to make in its own load cell, fortunately this layout makes it easy for me to do that. Once you have completed the first part of the level and have found the key, just find the right door and enter the second part of the level.

This is the first time I have made an internal environment and there are a few things to remember when making one. Scope is important. I would love to make a HUGE level completely full of details, however I don't want to spend a month on one area. When I do make a gigantic level I will use simpler pieces where I don't have to go back and put caskets in every wall recess. The more you componentize things, the quicker and easier the level will be to make. If you have an entire room completely predone it is easy to copy it and paste it somewhere else, then mess around with the decor or replace one wall to make it look different. And lastly keeping the polygon count of all of your objects low allows the level to load quicker and your 3D Editor will have less of a problem handling all of the geometry.

Monday, October 12, 2009

Wings3D: Modeling a Ruin Entrance

An entrance to some ruins. The model may be used in my game later. Modelled by RemixedCat (me) in real time with no alterations.



This may be the entrance to the catacombs andrakon showed here on this blog. I did this in real time to the song that was playing in Windows Media Player 11. I used FRAPS to capture it while it also recorded the song. It was very hard to do that before the song was over! it was very fun to do this and I will feature more videos like this later on. I will make some more improvements to this. This was just a base design that I will improve and enhance later as we need it. I hope you enjoyed this! :)

Sunday, October 11, 2009

Wings3D: Modeling a 2 Story house

Time has not been altered in any way, the video is raw and unedited. Modeling done by Remixedcat (me). Porch columns were added later.



I did this in real time to the song that was playing in Windows Media Player 11. I used FRAPS to capture it while it also recorded the song. It was very hard to do that before the song was over! it was very fun to do this and I will feature more videos like this later on. Porch colums were added later as I could not decide the design, plus each porch with that house is going to be different to give the homes a custom touch! :)

Wings3D: Modeling a small Building

This building was modeled by RemixedCat (me) in about three and a half minutes.




I thought it would be very nice to show you that a small building can be done in as little as 3 minutes and 30 seconds in wings3d. I did this in real time to the song that was playing in Windows Media Player 11. I used FRAPS to capture it while it also recorded the song. It was very hard to do that before the song was over! it was very fun to do this and I will feature more videos like this later on.