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View Full Version : Blue Galaxy Project - Looking for Programmer



capnbubs
11-10-2009, 12:58 AM
Hi, I'm Christopher, an English animation graduate and freelance artist working on this project full time. I have been working on a game I'm calling the Blue Galaxy Project. Up till now I've been working in the Unity engine. After the release of UDK I decided to move over to this engine.

Here is a screen and a link to a test build from the old project, you'll have to install the Unity web player if you wanna give it a try, it's only a small download and totally legit.

http://img.photobucket.com/albums/v242/aquavamp/TitleScreen.png

http://www.blue-galaxy.co.uk/

So hopefully that's caught your interest, now a bit about the game.

The game will be an atmosphere heavy science-fantasy themed adventure with slim story focus and the emphasis on cooperative gameplay and player character customisation.

In the final game players will choose one of several different large open areas to deploy to and explore. The focus of the game will be finding and defeating large boss monsters to earn new research material and improve weapons and armour. Story developments will be discovered through completing research at the game hub.

I've only been using the UDK for a couple of days and I'm getting to grips with the design side of things, but I'm primarily an artist not a programmer.

I'm fully confident of creating all of the art assets and level design myself but I need a talented programmer to work on this project with me. I intend on keeping the team as small as possible and I'll be more than happy to split the royalties fairly when the project is finished.

Advice is also appreciated!

And one last thing, here's a WIP shot of some terrain and a grass mesh being used for foliage. It's not much but shows that I've been working hard for the past couple of days ;) now if I can just get those speed trees to display correctly...

http://img.photobucket.com/albums/v242/aquavamp/UDK3WIP2.png

Zomy
11-10-2009, 01:07 AM
Awesome!
Please keep this thread update!
I follow this proyect when you started on Unity!

capnbubs
11-10-2009, 10:17 AM
Awesome, I will =]

Well I've been studying shaders all morning and I've improved the grass shader a lot, now it uses a texture to vary the colours of the grass and blends it down to a colour that is close to the colour of the ground texture. I'm loving the UDK material system!

http://img.photobucket.com/albums/v242/aquavamp/UDK3WIP3.png
http://img.photobucket.com/albums/v242/aquavamp/UDK3WIP4.png

If I could just work out how to do a two pass shader so that I could get a soft edge on the grass it would be perfect, sadly I'm not sure it's possible though.

Nawrot
11-10-2009, 11:06 AM
For speedtrees use speedtree actor, adding them as layer to terrain (at least in UT3) leaves you with little control. And in UT3 there was bug or some mess up with cooking that made all trees look exactly same (generated with same rand seed for each instance). So adding them trough speedTree actor with different seed for each was more work but gave better effects and much better control.

capnbubs
11-10-2009, 11:10 AM
For speedtrees use speedtree actor, adding them as layer to terrain (at least in UT3) leaves you with little control. And in UT3 there was bug or some mess up with cooking that made all trees look exactly same (generated with same rand seed for each instance). So adding them trough speedTree actor with different seed for each was more work but gave better effects and much better control.

Thanks, I'll give that a try then. I was hoping I could use the deco layer to save time though.

Zomy
11-11-2009, 01:19 AM
Beautiful!!!

capnbubs
11-11-2009, 04:56 AM
Some more progress shots. I'd like to show off my short grass shader and the procedural cloud shader I just pulled an all-nighter working on =P

http://img.photobucket.com/albums/v242/aquavamp/UDK3WIP6.png
http://img.photobucket.com/albums/v242/aquavamp/UDK3WIP7.png

Allar
11-11-2009, 05:52 AM
amazing work there.

Glinkis
11-11-2009, 08:51 AM
It would be awesome if you could make some tutorials for the grass and clouds.

capnbubs
11-11-2009, 08:40 PM
When I have free time I'll think about writing up those tutorials, and when I understand what I'm doing better, I couldn't tell you why some of the things in these shaders work =P

I'm very happy with my cloud shader now, the main problem left to fix is that it is currently un-effected by lighting. I just can't figure out how to get the normals configured to work the way I want them to.

http://img.photobucket.com/albums/v242/aquavamp/UDK3WIP9.png

Hellclown
11-11-2009, 09:18 PM
Looks good, an I'd be glad to help. Send me an email (zaberhayes@gmail.com) if you're interested.

Sense when is the linkgun black?

capnbubs
11-12-2009, 11:52 AM
Think I'm finally happy with this cloud shader now!

They are effected by the light direction at last =D

http://img.photobucket.com/albums/v242/aquavamp/UDK3WIP10.png
http://img.photobucket.com/albums/v242/aquavamp/UDK3WIP11.png

Zomy
11-13-2009, 12:16 PM
So beauty!

Citizen86
11-13-2009, 04:22 PM
This looks like a great project. I'm no programmer so I don't think I'll be much help, but I'll definitely be keeping my eye on this one.

sueds
11-17-2009, 05:18 PM
hey really nice work. I'm myself an artist so I can't really be of any help for you, but I was wondering how you blend the high grass (more I should look to create this awsome varition) with the ground and also just a closer look at your short gras. I didn't really see how it look. Also isn't it to heavy on shaders ? Are you use a volume to delimit the shader effect? Nice beginning. Keep the good work.