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TIGSource ForumsCommunityDevLogsProject: Infinitesimals
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cubit
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« Reply #80 on: April 15, 2014, 06:10:53 PM »



Ahh! I figured it out! The final plot twist is that the pilots are gonna actually be Charlie Brown and Linus!

Oh now I have to change the entire story! Wink Yeh, they are temporary until the character designs are sorted (someone else said they looked like Smurfs, which is also true).

johnki, sorensilk, Zav: Thank you  Toast Left
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Voltz.Supreme
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« Reply #81 on: April 16, 2014, 01:16:45 PM »

Is that gameplay footage? It looks incredible!
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cubit
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« Reply #82 on: April 16, 2014, 01:20:04 PM »

Is that gameplay footage? It looks incredible!

Those are concept animations, there is some in engine prototype environment screenshots back on the first post but I'm still in the pre-production/concepting stage Smiley The final game will be full 3D and colour (though still a sidescroller) Smiley
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cubit
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« Reply #83 on: April 25, 2014, 03:33:13 PM »

Ok, so here's a sneak preview of the next concept sequence. It's much more representative of the art style (no silhouettes etc). I've also begun designing the interior of the POD, first up being the internal view screen that allows the POD's pilots to view almost 360 degree's. The interior is very relevant to gameplay because the plan is to host a lot of the games menu's (such as POD customization/systems/Inventory) within the actual POD HUD UI.

In any case this whole sequence will double up as a promo cinematic I suppose!...  
Clearly some aspects such as the first person cockpit shot are more the cinematic aspects, whereas the side on shots are clear ideals for the game view.



Still very WIP of course and I have plans for a longer sequence than this little preview shows. I have decided to retain the shallow depth of field, for several reasons but one big one is that it focuses the players view to the side scrolling line and allows background compositions that would otherwise be confusing to the player (ie, what areas are on my game-play line?!) That's not to say however that we couldn't have a variable lens that changes the depth of field in certain areas.

The BG 'bokeh' effect was faked in a rather cheap way which I feel will likely translate well to real time implementation, basically some low res fractal noise!

More design and UI stuff to follow.

« Last Edit: April 25, 2014, 03:39:59 PM by cubit » Logged
Scott
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« Reply #84 on: April 25, 2014, 03:45:03 PM »

Oh my goodness. This is ridiculous lol. Wow, can't wait to see more. Are you using an in-house engine or did I miss where you talked about that?
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« Reply #85 on: April 25, 2014, 07:41:04 PM »

Wow!
If that clip is anything like the final gameplay I am going to be all over this. Consider me impressed, this is looking amazing.
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« Reply #86 on: April 25, 2014, 07:42:10 PM »

Wow that looks so cool!
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SolarLune
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« Reply #87 on: April 25, 2014, 09:21:03 PM »

Great graphics and art direction! It really looks awesome!
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cubit
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« Reply #88 on: May 06, 2014, 02:56:22 PM »

Thanks guys! Sorry for the slow reply, I was away for a week to attend a wedding abroad! Smiley

However, I did manage to sneak in a rough concept for a new hunter gatherer machine whilst out there...

« Last Edit: May 06, 2014, 03:08:19 PM by cubit » Logged
cubit
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« Reply #89 on: May 08, 2014, 03:03:51 PM »



This GIF shows the cross section of the POD. The first layer shows the underlying mechanism for the cable launchers. The design of the launchers has evolved somewhat during the transition to 3D.

Going further inside we see two solid gyro-spheres, followed by the final gyro-cage that also serves as the cockpit hull mount. I've also moved away from having the access hatch in the floor...


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cubit
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« Reply #90 on: May 08, 2014, 03:24:50 PM »

A tad more design stuff...

There is one game play axis that the majority of interactive elements in the game will take place upon. However, there is secondary axis behind it.

Some climbable objects sit on this axis which allows you to walk in front without hinderance but also adds the ability to climb them if desired. In simple terms a ladder would occupy this space but we'll use it for a lot more too...




I mentioned POD upgrades previous and here are two simple examples that affect the POD's aerobatic abilities...



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SafetySnail
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« Reply #91 on: May 08, 2014, 07:21:10 PM »

Can I buy one of these pods somewhere? The amount of design work and thought going into this is awesome. I can't wait to see it start coming together into something amazing!
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cubit
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« Reply #92 on: May 09, 2014, 10:45:03 AM »

Can I buy one of these pods somewhere? The amount of design work and thought going into this is awesome. I can't wait to see it start coming together into something amazing!

Well you never know... if this all works out okay I could start a POD manufacturing firm I suppose! Wink
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Scott
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« Reply #93 on: May 09, 2014, 11:47:13 AM »

Oh wow I just watched/listened for the first time. The concept stuff is so sweet I really hope it translates to the game!
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cubit
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« Reply #94 on: May 09, 2014, 04:15:10 PM »

Thanks! Time will tell Wink
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« Reply #95 on: May 12, 2014, 01:30:08 PM »

Really like the anti-grav upgrade module, it unveils quite many interesting opportunities for the game-play. For some reasons now this game starts evoking me Metroid, to some extent.
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cubit
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« Reply #96 on: May 12, 2014, 04:42:45 PM »

Thanks! There is certainly some Metroid influence in there - from the world exploration/backtracking perspective and how upgrades are used as one way to open progression to new areas for example. I would say the 3 main influences from classic games would be Flashback, Another world and Metroid (though that's by no means an exclusive list). "Beyond Good and Evil" is also another solid influence, despite not being a sidescroller.
« Last Edit: May 12, 2014, 05:20:33 PM by cubit » Logged
Rebusmind
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« Reply #97 on: May 12, 2014, 11:20:13 PM »

Impressive project. Hope you can pull this off. Smiley
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cubit
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« Reply #98 on: May 17, 2014, 06:59:36 PM »

Thanks Rebus. I'll do my best!  Smiley

UPDATE:
We are now starting the prototyping of the POD. We've decided to take a stab at an entirely procedural POD animation system, rather than a hybrid. It'll be a challenge but the payoff should be worth it, even if just for the tweak-ability and ease of applying modifiers to the PODs performance when needed.

Tonight I did a concept of a POD pilot in his suit helmet...



Still really not settled on the aliens design and I wasted a lot of time tonight painting different hair on the little fella but found nothing I liked.

I also then capped it, but I think I prefer the full glass one above...
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« Reply #99 on: May 21, 2014, 06:02:18 AM »

First off, this concept looks amazing! I was just wondering, are you sure you want to make a game out of the concept, it seems you could make an excellent 3D animation movie instead Wink
Also, I was wondering about which game engine you are currently working in for the prototype?
Finally, I don't know if you are still looking for a Unity programmer by any chance, but I'd be happy to offer some help in any way, since this project deserves to become an awesome product! Did I already say it looked awesome?
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