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TIGSource ForumsCommunityDevLogs"ND1" (working title) retro walking sim
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Author Topic: "ND1" (working title) retro walking sim  (Read 27891 times)
SeanNoonan
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« on: September 29, 2018, 04:43:43 PM »

"ND1 (Working Title)" - A first-person adventure exploration video game

Pitch
Set during the Great War, "ND1" focuses on ​a British soldier, exploring a Trench in the fields of war-torn France ​to uncover clues about his missing platoon.

Features
  • An open ended story with secrets to find and discoveries to make
  • Rich, retro visuals from halcyon days gone by
  • A detailed, hand-crafted world to explore in an underused setting

Core Player Experience
  • Linear story through non-linear space
  • Light on puzzle, heavy on exploration

Goals
I'm aiming for the game to sit somewhere between "Dear Esther" and "Thirty Flights of Loving". I've got a test area setup and have started on a number of mechanics.

Background
I was working on a project dubbed "ND2", but this proved a little too complicated to complete with what little time I have free these days (I'm a AAA developer and am quite active in the game jam scene). After rediscovering the walking sim genre many months ago I decided to have a stab at it myself. This is mostly in an effort to improve my knowledge of the Unreal engine and learn Blender in a low pressure project.

Milestones
Announcement post: http://noonan.design/devlogs/now-in-development-nd1/
Blocktober post: http://noonan.design/devlogs/blocktober-nd1/
Narrative post: http://noonan.design/devlogs/nd1-dirt-muck-and-duckboards/

Social
Twitter: https://twitter.com/ND1Game
Discord Invite: https://discordapp.com/invite/rSyQths
Youtube Devlog: https://www.youtube.com/playlist?list=PLewv7LqmicX6J9DYHACVjyM9-67CJhYtK
Public Trello: https://trello.com/b/41kEEGuO/nd1-public-roadmap-road-to-alpha


I will continue to update this post with any milestones or events...
« Last Edit: May 27, 2020, 04:33:36 PM by SeanNoonan » Logged

SeanNoonan
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« Reply #1 on: September 29, 2018, 04:45:55 PM »

First Post!!!

An initial environment test...



Testing out visual treatments for my latest prototype in Unreal 4. I realise it's a little dark right now - I'll keep working on lighting as I flesh out the neighboring areas.

Some early mechanics...



Testing out an interactable drawer using a Timeline in Unreal 4 Blueprints. It's currently extendable enough to be used as a rotating door and even has the ability to push players. Finally!

Intro test...
https://www.youtube.com/watch?v=exmE1DtAeA4

First area test...
https://www.youtube.com/watch?v=IJgSlB6NuQA

This was my attempt to emulate the low frame rate animations you find in the Quake engine. I think it works well! Excuse the low frame rate - I've since fixed my recording woes by shifting away from my broken install of OBS towards Nvidia Shadowplay. Now that I don't stream, it's a far better option.

The music in the background is actually from the Dune soundtrack - I'm using it as a placeholder.

If you would like to read more about this game, I will be posting more in depth information here: http://noonan.design/
« Last Edit: May 27, 2020, 04:30:10 PM by SeanNoonan » Logged

SeanNoonan
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« Reply #2 on: September 30, 2018, 04:12:50 PM »

Here's a static scene of the starting area...




To celebrate #Blocktober, here's a before/after of the starting area...




And here's a peek at the blockout of the first over ground scene...


During this month I'll be mapping out the overworld section in blockout, so expect some lovely top downs and white box shots in the coming days... and yes, I'll flesh out the high level design a little Smiley
« Last Edit: March 15, 2019, 09:13:10 AM by SeanNoonan » Logged

Zorg
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« Reply #3 on: October 01, 2018, 04:39:53 AM »

I like it. Following. Smiley
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Kylydian
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« Reply #4 on: October 01, 2018, 09:57:47 AM »

Following this. I really enjoy walking sims, so excited to see what comes in the future!
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SeanNoonan
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« Reply #5 on: October 01, 2018, 03:38:13 PM »

Updated my website with some additional details: http://noonan.design/devlogs/now-in-development-nd1/

It feels all official now, so I made a placeholder logo for the working title :D

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SeanNoonan
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« Reply #6 on: October 02, 2018, 06:15:57 PM »

A small update to the hub area:





Tweet: https://twitter.com/SeanNoonan/status/1047296755111477249

More tomorrow Smiley
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SeanNoonan
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« Reply #7 on: October 06, 2018, 01:41:31 PM »

Whilst trying to work out what the hub area would look like, I decided to try my hand at doing a paintover (I've literally never done this before)...



Tweet here: https://twitter.com/SeanNoonan/status/1048684345572114435
« Last Edit: October 06, 2018, 04:59:39 PM by SeanNoonan » Logged

SeanNoonan
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« Reply #8 on: October 28, 2018, 05:48:18 PM »

Quick little update in video form:



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SeanNoonan
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« Reply #9 on: October 30, 2018, 06:40:17 PM »

Spent some time working on the materials and terrain...

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SeanNoonan
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« Reply #10 on: October 31, 2018, 04:01:59 PM »

#Blocktober post on my website: http://noonan.design/devlogs/blocktober-nd1/
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SeanNoonan
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« Reply #11 on: November 03, 2018, 01:37:43 PM »

Started work on the trenches...


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nathy after dark
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« Reply #12 on: November 04, 2018, 06:39:16 AM »

Looking cool! Is #Blocktober a real thing?
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SeanNoonan
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« Reply #13 on: November 06, 2018, 05:39:00 AM »

Looking cool! Is #Blocktober a real thing?

Of course! http://noonan.design/devlogs/blocktober-star-citizen-echo-11/
« Last Edit: November 06, 2018, 05:53:42 PM by SeanNoonan » Logged

nathy after dark
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« Reply #14 on: November 09, 2018, 06:31:51 AM »

Just thought of something....

Is there ND1 out there?
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SeanNoonan
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« Reply #15 on: November 15, 2018, 05:13:43 PM »

Yes! Still working on a couple of things.

I've started adding a couple of smaller props to the more finished areas...



I also rebalanced some of the materials in the trenches after some feedback...



I'll have a nice and chunky website update soon.
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SeanNoonan
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« Reply #16 on: November 19, 2018, 03:20:01 AM »

Been working on pickups and interactive objects...



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SeanNoonan
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« Reply #17 on: November 23, 2018, 01:09:16 PM »

Been optimising and bug fixing some of my drawer and interaction code. Also, added lock/key functionality. Right now, the locks and keys are similar to how small keys work in Zelda games or old keys in Resident Evil; they're a one size fits all affair, but can only be used once. I feel like this will add a little variety to repeat play throughs...

Here it is in a test map:



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SeanNoonan
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« Reply #18 on: January 09, 2019, 05:46:27 AM »

Back in the test map again. Added wire cutter pickup that "cuts" fences. This is pretty early and needs a lot of work:



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« Reply #19 on: January 09, 2019, 01:44:40 PM »

Really gorgeous stuff you've got goin on here.

I wonder, are you rendering to a low res texture and then scaling it, or are you using post processing on a larger resolution? The former method would result in a performance boost. Idk, maybe it would be by a negligible amount.

Awesome though, keep it up for sure!
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