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891213 Posts in 33530 Topics- by 24770 Members - Latest Member: Alexis Moroz

June 19, 2013, 07:50:23 AM
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1  Developer / DevLogs / Re: The Unfallen on: June 05, 2013, 08:51:39 AM
I'm thinking to change the main character design again but just in my mind for now, I didn't draw it out on paper. I will try to make it less armored instead of my previous idea which is fully armored. The reason behind this is because I want to make him more "god-like" - fighting with huge monsters without any armor! This will give player the sense that he is definitely not a mortal being. Wizard

Anyway since I have some rough idea but not entirely sure about the costume yet, so I started to model the head first, body will come later.

So far:
2  Developer / DevLogs / Re: The Unfallen on: June 03, 2013, 10:19:37 AM
Some quick sketch I did for a little monster.
It's a candle-like metalic creature which appears near volcanic area. Blacksmiths like to keep them as pet and use them to produce high quality swords due to the perfect "black flame" it can produce from its mouth.



Also I have found the old 3D models I did for this game 4-5 years ago.
It's basically a plant-like creature which screams and shoot deadly beam/wave to kill its preys and later consume them. It's similar concept to the screaming plant in Harry Potter movie.

3  Developer / DevLogs / Re: The Unfallen on: June 02, 2013, 06:58:40 PM
Did a quick sketch of the main character. I probably will make him fully armored (except head) because in the game player can only change the weapon and not the costume (otherwise I would not be able to finish it at all) The scar on the head was intentionally added, it's linked to the storyline. This is not the final design yet.

4  Developer / DevLogs / Re: The Unfallen on: May 31, 2013, 06:13:53 AM
Still working on the level. Arranged some more models around the level and trying my best to make it more natural-looking and interesting.







5  Developer / DevLogs / Re: The Unfallen on: May 27, 2013, 06:52:20 AM
Over the weekends I have been continuing to construct the first level by adding more assets to the scene. I'm trying to build the ruin which was once a city when the protagonist was still alive a thousand years ago. The cities that player can interact with human NPCs are the "new cities" built by the later generations.


6  Developer / DevLogs / Re: The Unfallen on: May 21, 2013, 11:48:49 PM
Latest progress:

Done 3 variants of castle guards


Did a flag stand. The flag is animated using bone.


Testing water shader for fountain
7  Developer / DevLogs / Re: The Unfallen on: May 20, 2013, 12:48:23 AM
Did all these variants in 15 minutes.



8  Developer / DevLogs / Re: The Unfallen on: May 19, 2013, 07:47:22 AM
Finally done the peasant texture! Cheesy

Diffuse only. I leave some space at the top right corner just incase other variant of peasant NPCs need it.


Realtime render in game engine. This will be the view when NPC is talking to the player. Or maybe slightly higher.


This is the normal view.


More to come!
9  Developer / DevLogs / Re: The Unfallen on: May 18, 2013, 08:50:26 AM
By modifying the generic male model, I was able to quickly make a peasant NPC model in less than 2 hours. It will take me even less time to create several different types of NPCs by modifying this peasant model.

That's all for today, let's see what I can do tomorrow.
Productivity!! (Yes I'm really enjoy doing this project Smiley)
10  Developer / DevLogs / Re: The Unfallen on: May 18, 2013, 05:46:06 AM
I think his head is to big and his legs to smal
Yes you were right. I put an anatomy image behind the 3D model to check, the head indeed was too big (also the torso a little too long).

This is the new one. Much better now. Thanks! Beer!
11  Developer / DevLogs / Re: The Unfallen on: May 18, 2013, 02:58:34 AM
My generic male character model is now done. I can start creating any male character by modifying this generic model. It will speed up the progress a lot.

Not perfect but...  hey, it's a top down game! Embarrassed
12  Developer / DevLogs / Re: The Unfallen on: May 17, 2013, 07:38:32 AM
Thanks guys, I will try to avoid any pointless features that are not improving the gameplay.

Today I'm working on a generic male character model. I will use this model and modify it into different characters for player and NPCs. It's almost done, only left the hands and feet.

13  Developer / DevLogs / Re: The Unfallens on: May 17, 2013, 12:48:24 AM
Hey, Virion.

I remember you from the Irrlicht forums. Are you still active there? Your new game looks pretty good. I wish you nothing but good luck with it. However it does seem like quite a large project for just one guy to pull off. Then again if this is your hobby project it doesn't matter how many years it takes to complete as long as it's fun to work on.

Again, looking good! Cool
Yeah I'm from Irrlicht forum. Nope, I have not visited irrlicht forum for ages. No longer using Irrlicht. Shrug Yeah I'm doing this just for fun.  Grin I won't be building all the assets myself. A friend of mine is helping me with the assets, I'll also buy some of the generic models such as trees and plants. That will save up some time.

Looks really sweet, but I do hope that the "s" in the title is a typo, or at the very least a working title.
It reads/sounds really disagreeable to my native(ish) English(Australian)-speaking eyes/ears.
"Fallen" is its own plural do it doesn't need the "s" to form a plural.
"The Unfallen" without the "s" is all cool though.
Ahh. Sorry for my funky english Embarrassed english is not my first language. I'll remove the 's' right away. Thanks. Gentleman
14  Developer / DevLogs / Re: The Unfallens on: May 16, 2013, 11:56:40 PM
Today I start working on programming.

- Movement with keyboard/mouse and joystick [done]
- Melee attack using left click [done]
- Monsters chasing player around [done]
But I found out there are some problems with unity's path finding system. It is not suitable for changing the path at realtime (eg.chasing player) especially when there are many monsters in the scene. I'll probably try to optimize it, or change to grid based pathfinding instead of nav mesh.

I'm using place holders for the player and monsters (grey cubes) so there isn't any screenshot to be shown yet.

At the same time I'm planning what type of style should the characters look like. More to come.
15  Developer / DevLogs / Re: The Unfallens on: May 16, 2013, 05:58:25 AM
More houses are done. I'm using the same texture atlas to keep the style consistent and also reduce draw calls.

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