PDA

View Full Version : [FPS]WIP Year 2238 UPDATE#6 the new heads up display



toxicpanther
01-31-2010, 03:15 PM
My studio [clysmic studios] is working on a new project called year 2238.
[BUT BEFORE I MOVE ON I HAVE AN IMPORTANT ANNOUNCEMENT TO MAKE.
WE ARE HIRING,IF YOU WANT TO BE PART OF THIS PROJECT PLEASE PM ME OR POST HERE SAYING SO.
THERE ARE MANY POSITIONS AVAILABLE,THAT MAY SPEED UP PRODUCTION PROCESS,IF YOU WANT TO HELP,PM ME.]
http://i658.photobucket.com/albums/uu304/toxicpanther615/year2238-2.png
as of now we are still in the modeling process,modeling things such as the environment, vehicles,characters,and what not.
Today is the first day we have released any pics.
and we have alot.
our newest vehicle is called the tx10. [seen below]
http://img15.imageshack.us/img15/7510/tx10hmf2.jpg
unfortunately that's the only vehicle we have managed to create at this time,but we are far ahead in weapons as well,so far we have 3 weapons,we are hoping to make around 30-50. [2 weapons seen below]
http://img138.imageshack.us/img138/4648/assaultfinal1.jpg
"silver fish"
NEW SHOTGUN CONCEPT COMING SOON!

we are also working on a few of the enemies and characters.
right now all we have are enemies,but characters will come soon.
http://img189.imageshack.us/img189/5411/eelbeast75.jpg
please don't mind the bubbles and the other stuff in the background,it was photorendered to give it an enviornment.
that goes for the following images aswell.
http://img130.imageshack.us/img130/7716/quadroped75.jpg
"quadroped"
http://img709.imageshack.us/img709/2777/lizard75.jpg
"raptorHumanoid"
http://img690.imageshack.us/img690/2493/sinscalling75.jpg
"big ass spider" lol jk. "sins calling"
and we are also working on a space ship for when the humans take away from earth to head for a new planet.[yeah, sorry for the spoiler],but the pictures were taken down for now.

please tell us how we are doing and any criticism is welcomed.
if you want a position in the development of the game please pm me,I'm the president of clysmic studios and i'll get you a job in the development of the game.
like i said it's early in production,but it has high expectations.

http://img528.imageshack.us/img528/5863/aerialsharkf.jpg
yesterday we showed you guys the tx10,well we also had another new vehicle that was just released this morning.
it's called the aerial shark,we are still working on the textures but the overall model is complete.
it is capable of high altitudes and and extremely fast speeds,it's also equipped with two gauss cannons on the front.
http://i658.photobucket.com/albums/uu304/toxicpanther615/HeadsUpDisplay2.jpg
INSTRUCTIONS FOR USING THE HEADS UP DISPLAY,BELIEVE IT OR NOT,I'M DEAD SERIOUS
the only thing you need to learn on the hud that you shouldn't already know is the radar and information panel.
these are both VERY complex tools,and i'll explain how it works,please read,because you'll be confused as hell about the two if you dont.
the radar is split into 4 sections,and each one of those sections has 2 sections inside of it.
[you'll have to look close,it's easier to see in game trust me]
do you see that red dot?
it is located on a position called 2,1,1,and that pops up on the information panel.
here is how this works.
the top portion alone is 1.
the bottom portion alone is 2.
now i'll get a little advanced.
the bottom left portion is 2,1.
the top left portion is 1,1.
the bottom right portion is 2,2.
the top right portion is 1,2.
[lol just follow along]
now i'll get even more advanced.
the bottom left- top portion, [the portion with the red dot in it] is called 2,1,1.
now the bottom left- bottom portion is called 2,1,2.
now the top left- bottom portion is called 1,1,1.
and the top left - top portion is called 1,1,2.
[please just follow along,i know this is a pain]
now the bottom right- top portion is called 2,2,1.
the bottom right- bottom portion is called 2,2,2.
the top right- bottom portion is called 1,2,1.
the top right- top portion is called 1,2,2.
ok,you are almost done.
the middle circle is called a simple 0.

wait you aren't done lol.
so you may ask,what if there are multiple enemies,well all you have to do is refer to the beginning.
if there are 3 enemies in multiple locations on the top half of the radar,it will say "enemies located at 1"
if there are 3 enemies on the bottom half,it will say
"enemies located at 2".
now if there are enemies covering every single spot,it will say, "enemies located at 3",3 means all locations.
[you are nearly done,i swear.]
now,i'll get even more advanced.
if there is an enemy at 2,1,and 1,2.it will simply say "enemies located at 2,1 / 1,2".
let's do another example.
if there is an enemy at 1,2, and 2,2. it will say "enemies located at 1,2 / 2,2"

now you are so close to being done,it's not even funny.
[last examples i swear]
if there is an enemy at 1,2 and 1,1,and there is another enemy at 2,1.
it will say "enemies located at 1 / 2,1"
and the same for the bottom and every other variable for this case.
i hope i haven't confused the **** out of you,even though i more than likely have,trust me this took me bout 5 minutes just understanding it my self,and another 10 trying to explain it,but this will help people quickly locate enemies with a quick glance on their hud.

now 1 MORE thing about the radar,and that is the radius.

the middle circle is a 15 ft radius. any enemies with in a 15 ft radius are in that circle.
the middle circle is a 25 ft radius,any enemies with in a 25 ft radius are in that circle.
and the last circle is a 35 ft radius,any enemies with in a 35 ft radius are in that circle.
_________________________________________________





This is the layout for the Heads up display.
The cross hair came to me when a friend pointed a flashlight at me,and that's how i got the idea for this unique cross hair. it had a few circles around it,with one dot in the center,it was perfect for the game.

__________________________________________________ _______________
OPENER[BASIC LEVEL]/TEASER TRAILER-The teaser trailer is set to release july 20th 2010,and will use some of the story seen below. This is also the very beginning of your first mission,a mix between cut-scenes and basic training. **-credit goes to clone of 501 for this story.-**

You enter a gleaming spaceport, a scene that contrasts with the
bloody red sky. The clouds are gloomy and overcast, unleashing a
torrent of filthy rain. Despite the gloomy weather, soldiers march in
formation, the water bouncing off their gleaming armor. Mechanics
scurry frantically, attending to mechanical errors. The ground
trembles and rocks fly as a tremendous rocket starts off. You shield
your eyes from the flying debris.

You are led to an armory on the edge of the port by a training
sergeant. Inside are hundreds of high tech armor suits. You pass your
hand over one, feeling its rubbery texture.

Sergeant: Mark Class 5 armor. Nothing is going to penetrate that
without having trouble. This is the finest armor you can get it.

You suit up in the armor, and the sergeant approaches with a helmet.
He places it on your head, bringing the HUD to display.

Sergeant: Shields, ammo, infrared, night vision, radar, everything.
You have in your disposition the finest and most advanced armor made
yet.

You are led over to the next room, filled with more guns than you can imagine.

Sergeant: Pick one. You have a choice of a primary and secondary
weapon. Choose wisely, it could be the difference in the future.

You select your gun and pistol. The sergeant proceeds to the training room.

Sergeant: Here's where you learn basic controls. Always watch your HUD.


Sergeant: Now let's see how sharp you are on a range.

An array of moving targets appear on the range. You pass the
proficiency test with your main weapon, and then your secondary.

Sergeant: Not bad, not bad at all. You're ready to go. USS Jackson is
about to take off. Platform 54, better hurry over there.

You open the door to leave, the rain still pouring, bouncing off of
your visor. Platform 54 is just 3 platforms over. You stare in awe at
the grand spaceships in hangars as you make your way over. You catch
up with another marine making his way up the USS Jackson, a capital
warship. You are dwarfed by the vessel's shear mass. The sound of the
large hatch closing makes you turn around, and you see your last
glimpse at earth, as the engines start.

IMAGES WERE RESIZED,CLICK ON THEM TO VIEW LARGER.

The link below was rendered in 3ds max,it is a dual weilding gatlin gun machine,that is currently untextured.
http://www.youtube.com/watch?v=53OjV2WhvWU

BorisK
01-31-2010, 04:06 PM
the presentation is aaaaawesome

im praying you guys actually get it up and running. 30-50 weapons. awesome.

hope we get a vid soon too btw

toxicpanther
01-31-2010, 04:35 PM
the presentation is aaaaawesome

im praying you guys actually get it up and running. 30-50 weapons. awesome.

hope we get a vid soon too btw

thanks,we need all the feed back possible.
the teaser trailer will come out late Febuary,and actual game play footage will come as late as july. so it's a slow process,but we want to make sure this game is top of the line,and is competitive with the games coming out this year such as halo reach and mass effect 2.

Blades
01-31-2010, 04:36 PM
I really like these designs. Good job. Keep up the work. I'm looking forward to updates.

toxicpanther
01-31-2010, 04:43 PM
we work on the game quite alot,of course we have personal lives,we spend a great deal towards the game.
that means updates can come very various,anywhere from a week,to a day is how often it could get updated,so check back in,we could have it updated again as early as tomorrow.

Cow Muffins
01-31-2010, 05:43 PM
If you want to compete with Halo and Mass Effect, then you're going to have to get some better gun modelers. Those guns look really blocky, and the textures are solid...

toxicpanther
01-31-2010, 06:20 PM
yeah i agree,like on the shot gun the barrel isn't smoothe, but it's still in early production,i don't think we'll compete with mass effect 2 or halo reach,but we will certainly come close in the end.

BorisK
01-31-2010, 07:00 PM
yeah i was waiting for someone to say something about the weapons. they kinda need more detail/things on them for decoration they are abit too plain

th shotgun is awesome but the handle can kinda be improved

that walker at the top is my favourite, very nice

have you got these models in game and animated too??

Xendance
01-31-2010, 07:03 PM
My tip: Don't get swamped by ideas and half-finished works. Concentrate on making a small base on which you can build upon.

toxicpanther
01-31-2010, 07:13 PM
@BorisK
all weapons are in alpha build right now. but we take any advice given to us.
what specifically needs to be fixed on the handle? [we'll try to improve it asap]
The answer to your second question,no not yet,as mentioned above we are in the modeling process of development right now,maps,guns,characters,and what not,we'll take care of animation as soon as we get a full perspective of everything we have.

@Xendance
agreed.

danimal'
01-31-2010, 09:24 PM
My tip: Don't get swamped by ideas and half-finished works. Concentrate on making a small base on which you can build upon.

Quoted for truth. Not to crush anyone's aspirations, but it's hard to imagine doing 30-50 guns well. Makes more sense to do a few well. Otherwise you're going to end up with a lot of clones that aren't nearly as well done as if you had concentrated the best 5-10. My 2cents, the concepts look very nice!

Jade-Phoenix
01-31-2010, 09:31 PM
the Tx10 how are you going to replicate the hud display because the one on the prop looks really nice.

toxicpanther
01-31-2010, 10:40 PM
@danimal
we have 3-4 modelers who work year round,the game won't be complete until sometime July of next year.
realistically we are looking at 30 weapons,but it could be anywhere from 30-50.

@Jade-Phoenix
i'm thinking about integrating it into the ui.
what i mean by that is that when you get into the vehicle,in the middle of the screen the heads up display will fold open as seen on the tx10,that way we can give you the experience that the hud is coming from the vehicle,and your enemies won't be able to see it.

toxicpanther
02-01-2010, 01:19 PM
http://img528.imageshack.us/img528/5863/aerialsharkf.jpg

this is our newest vehicle,we are still working on the textures,but the overall model is complete.
it is a high altitude,extremely fast,..well jet really.
kind of like star wars,except this can go higher.

Digital Nightfall
02-01-2010, 01:27 PM
Where are you rendering these models? None of them look like they've been imported into the UDK. Is it all just concept work right now?

What kind of game is it? 1PS? 3PS? Single? Multi? CoOp?

toxicpanther
02-01-2010, 01:32 PM
@Digital Nightfall
none have been imported into the udk,but they are actual models,what you see is what you get.
the textures are all real,and so are the models.
they are rendered in a special photo program,[i'll get you the name here in a sec,i completely forgot].
and the answer to your second question,it's a first person shooter,but you can change it in the settings to be a third person if that is how you want it.
it will be online,that means you'll be able to play single player,multi player, and coop with all of your friends,we just have to buy the servers,but that is later on down the road.
right now we are again focusing on the models.

toxicpanther
02-01-2010, 01:40 PM
Sorry for the wait Digital,they are rendered in something called bunkspeed hypershot.
very expensive and effective program.

Jade-Phoenix
02-01-2010, 02:21 PM
Well the Airspeeders do look nice. I will give you that. I can't wait to say how they render in game though thats going to be interesting to see how it handles the models whne they are brought thru.

toxicpanther
02-01-2010, 02:43 PM
im working on getting the tx10 in the udk today.
i'll of course have to do the animations and export it in actor x.
so i'll make sure to post a pic when i'm through.

Max Power
02-01-2010, 02:59 PM
The lighting and shader renders makes them look cool, but the reality is they are all basic box and cylinder shapes. For baking materials you need angles and detail to catch lighting. Thus, even at a conceptual level, they are useless to your project. You need to take a step back from presenting until you're really presenting work in game. You will find what you have shown here will require a major overhaul from the concept up before they represent your vision in realtime.

Luditemu6ici
02-01-2010, 03:28 PM
Awesome designs guys keep up the good work:)

Blades
02-01-2010, 03:57 PM
It would be nice if you could actually get some better skins on it. Just adding a solid material on different parts doesn't pass anymore in this industry. I still like the concepts though.

BlackHornet80
02-01-2010, 04:14 PM
those sketches/drafts are really nice...great artwork there, but honestly the whole rest looks way to blocky, the weapon is aweful, or its only the texture work, but i dont like them :/

toxicpanther
02-01-2010, 05:30 PM
@blades
like we said,weapons and other models are early in production,we'll add more such as scratches,dents,and different colors to the textures later.

@BlackHornet
well they aren't artwork,they are at this moment 3d models,but thanks anyways.
what about the texture,or weapon is it that you don't like,be more specific,and we'll fix it asap.

toxicpanther
02-01-2010, 09:05 PM
here is the newest update.
it is a layout of the heads up display.
the only thing that works as of now is the health,we'll get the ammunition and cross hair to work as soon as we import enemies and guns. [not to mention ammunition]
http://i658.photobucket.com/albums/uu304/toxicpanther615/HEADSUPDISPLAY.jpg

warlord57
02-01-2010, 10:23 PM
I am loving the Aerial Shark :D Keep up the good work and can't wait to see more.

toxicpanther
02-01-2010, 10:38 PM
I am loving the Aerial Shark :D Keep up the good work and can't wait to see more.

Thanks,feed back is always appreciated!

danimal'
02-02-2010, 12:36 AM
I think what people are gently, or not so gently, trying to make you aware of is the tremendous difference between something rendered in another application vs in unreal engine 3. The assets themselves sort of lend to the conception that you're not fully appreciating how different those models and textures will look in-game.

Unless you're going for a very "simplistic" angular art style specifically (which might actually be interesting), the models are overly blocky and hard-angled. Normally, you would either bevel/chamfer the lower poly model somewhat, or use normal maps to get rid of the harsh angles and lighting. It's sort of bizarre too, because the modelers clearly do have talent. The normal work-flow I think people are expecting to see would be a low poly, high poly, normal/diffuse/specular maps. Instead it's low poly's with lots of rendering tricks which is sort of throwing people off.

Anyways, not trying to be critical or harsh, I'm just trying to point out what I think several posts are trying to say in a more direct, but hopefully constructive way! I really do think as concept art it's very cool stuff, and nice to see the HUD in-game! :)

prelusion
02-02-2010, 01:49 AM
I think what people are gently, or not so gently, trying to make you aware of is the tremendous difference between something rendered in another application vs in unreal engine 3. The assets themselves sort of lend to the conception that you're not fully appreciating how different those models and textures will look in-game.

Unless you're going for a very "simplistic" angular art style specifically (which might actually be interesting), the models are overly blocky and hard-angled. Normally, you would either bevel/chamfer the lower poly model somewhat, or use normal maps to get rid of the harsh angles and lighting. It's sort of bizarre too, because the modelers clearly do have talent. The normal work-flow I think people are expecting to see would be a low poly, high poly, normal/diffuse/specular maps. Instead it's low poly's with lots of rendering tricks which is sort of throwing people off.

Anyways, not trying to be critical or harsh, I'm just trying to point out what I think several posts are trying to say in a more direct, but hopefully constructive way! I really do think as concept art it's very cool stuff, and nice to see the HUD in-game! :)


You are completely right!,
I am actually the modeler of everything in this thread..lol, ive been waiting a couple days for my account to clear "moderation" to be able to say something..
These models have a blocky appearance because i modeled them all in sketchup..lol (which as you may know isnt good at all for curvature) also the software doesnt work with polygons...lol
the creatures however are made in zbrush..
I actually made these primarily as prototypes/ concepts.. im starting a 3d animation course in april in which i will learn maya..
then i will make proper models with proper textures. Also i know these models would look allot different when rendered in unreal..lol, these are high resolution images that took 5-25minutes to render each.. then i touched them up in photoshop..

heres another weapon, once again.. not many curves.. but still i bold design i think :D
http://img522.imageshack.us/img522/9452/kingpind.jpg (http://img522.imageshack.us/i/kingpind.jpg/)

Digital Nightfall
02-02-2010, 02:08 AM
Hi prelusion.

I understand now, because I've used sketchup quite a bit myself. It'd really best as a rapid prototyper for architectural designs - not really for the creation of game assets. I am not even certain if it can export to ASE format... with the pro version you can export to 3DS but you're going to need another bit of software to convert it from there. Anyway; you're going to be blown away when you switch to Maya or 3dsmax and find out how much deeper they are than Sketchup.

prelusion
02-02-2010, 02:25 AM
Hi prelusion.

I understand now, because I've used sketchup quite a bit myself. It'd really best as a rapid prototyper for architectural designs - not really for the creation of game assets. I am not even certain if it can export to ASE format... with the pro version you can export to 3DS but you're going to need another bit of software to convert it from there. Anyway; you're going to be blown away when you switch to Maya or 3dsmax and find out how much deeper they are than Sketchup.

Yes, they are much better.. i just dont know how to use them as of yet.. I have a considerable amount of experience in zbrush although thats primarily just for organic modeling..

danimal'
02-02-2010, 02:33 AM
I actually made these primarily as prototypes/ concepts.. im starting a 3d animation course in april in which i will learn maya..

Totally cool and I'm glad you took it in the right spirit, I actually think the above weapon is really awesome and its really nice concept work IMO. I was just sort of trying to clarify some of the negativity (heh although no one asked me to) in previous threads. There's absolutely no reason you couldn't take the above model into any 3d app and make it game-ready though.

That's why I said earlier, my 2 cents is to take the "best" of those guns and really work them. I think the above gun would be my favorite by far so far, that one's actually pretty close to game-ready mockup, you could throw that bad boy in 1st person and see if you like the silhouette. Fair warning though, 1st person models can look drastically different. I wish I still had the article, but someone on the crysis team broke down how much of a model is actually visible in 1st person. Basically 20% of your model will be 80% of what the player actually sees and there's considerably viewer "distortion". A great example is the shock rifles 1st and 3rd person packages, you'll note a rather incredible distance different on the long "prongs" that come off of it between the two models. It's looking good, cheers.

prelusion
02-02-2010, 02:40 AM
ya i could take these models to in game, just one problem.. tri count is really high... this is because i was making curves with tons of faces.. so the model will need maps and stuff, but the models dont have sub divisions either.
the creature models just need to be retypoed with maps... and they should be good to go.
anyway, heres another model that was missed out.
http://img138.imageshack.us/img138/4676/slug75.jpg (http://img138.imageshack.us/i/slug75.jpg/)

McTavish
02-02-2010, 06:05 AM
For that HUD are you using HUD widgets ? are those like graphics that have been imported r are you using all function the HUD has to draw those in including the FONT/TEXT etc ?

BlackHornet80
02-02-2010, 06:41 AM
@BlackHornet
well they aren't artwork,they are at this moment 3d models,but thanks anyways.
what about the texture,or weapon is it that you don't like,be more specific,and we'll fix it asap.


What i meant was: the texture grain on your models looks really strange to me, in addition the hard-edged models...no normal person could fight with the rifle...the approach of the gauss gun is better to handle.

Anyway if the complete world style is hard-edged it might be good....some sort of being Tron-ish ^^

toxicpanther
02-02-2010, 10:50 AM
For that HUD are you using HUD widgets ? are those like graphics that have been imported r are you using all function the HUD has to draw those in including the FONT/TEXT etc ?

for the health and ammunition letters i used widgets because they are simply just letters.
then imported a font for the percentage,i set up the blocks on each side so that every time you lose 10% 1 block goes away.
[that's bound to change for the ammunition]
it's very simple really.so the answer to your question is, no for the letters,but yes for the percentage and blocks on the side.

prelusion
02-03-2010, 06:00 AM
Some people said they didnt like the shotgun i made, so here is the new model im working on.. what you see is the basic version of it... i still have to add detail to it...
also you may have noticed ive been nameing my guns/vehicles.. ANY ideas for this one?
http://img198.imageshack.us/img198/4669/comparec.jpg (http://img198.imageshack.us/i/comparec.jpg/)

toxicpanther
02-03-2010, 08:31 AM
that is kind of basic there.
I say you just rename it tactical shotgun.

prelusion
02-03-2010, 09:12 AM
yup, cant read can you? i am still adding detail to it!!!

Robbyh
02-03-2010, 12:43 PM
btw. nice presentation style. tip tho since im one of those naggy people, if ur gonna represent an actual model whit the smoke and all, make sure u apply it on the reflection, since u can see its post work from photoshop.

McTavish
02-03-2010, 01:00 PM
for the health and ammunition letters i used widgets because they are simply just letters.
then imported a font for the percentage,i set up the blocks on each side so that every time you lose 10% 1 block goes away.
[that's bound to change for the ammunition]
it's very simple really.so the answer to your question is, no for the letters,but yes for the percentage and blocks on the side.

so how did you do the blocks ?

Nikola
02-03-2010, 01:54 PM
Maybe u could try to bevel edges of the gun, u could "catch" highlights for the greater realizm

toxicpanther
02-03-2010, 08:23 PM
@Mctavish
i'll get you a tutorial here in about a week or two.
it'll explain how i did it.
and what do you mean,the red and blue blocks?
i made those in paint.net actually,then positioned them in the script and told it to remove one for every 10%.
very easy to do.

toxicpanther
02-03-2010, 08:25 PM
OPENER[BASIC LEVEL]/TEASER TRAILER-The teaser trailer is set to release july 20th 2010,and will use some of the story seen below. This is also the very beginning of your first mission,a mix between cut-scenes and basic training. **-credit goes to clone of 501 for this story.-**

You enter a gleaming spaceport, a scene that contrasts with the
bloody red sky. The clouds are gloomy and overcast, unleashing a
torrent of filthy rain. Despite the gloomy weather, soldiers march in
formation, the water bouncing off their gleaming armor. Mechanics
scurry frantically, attending to mechanical errors. The ground
trembles and rocks fly as a tremendous rocket starts off. You shield
your eyes from the flying debris.

You are led to an armory on the edge of the port by a training
sergeant. Inside are hundreds of high tech armor suits. You pass your
hand over one, feeling its rubbery texture.

Sergeant: Mark Class 5 armor. Nothing is going to penetrate that
without having trouble. This is the finest armor you can get it.

You suit up in the armor, and the sergeant approaches with a helmet.
He places it on your head, bringing the HUD to display.

Sergeant: Shields, ammo, infrared, night vision, radar, everything.
You have in your disposition the finest and most advanced armor made
yet.

You are led over to the next room, filled with more guns than you can imagine.

Sergeant: Pick one. You have a choice of a primary and secondary
weapon. Choose wisely, it could be the difference in the future.

You select your gun and pistol. The sergeant proceeds to the training room.

Sergeant: Here's where you learn basic controls. Always watch your HUD.


Sergeant: Now let's see how sharp you are on a range.

An array of moving targets appear on the range. You pass the
proficiency test with your main weapon, and then your secondary.

Sergeant: Not bad, not bad at all. You're ready to go. USS Jackson is
about to take off. Platform 54, better hurry over there.

You open the door to leave, the rain still pouring, bouncing off of
your visor. Platform 54 is just 3 platforms over. You stare in awe at
the grand spaceships in hangars as you make your way over. You catch
up with another marine making his way up the USS Jackson, a capital
warship. You are dwarfed by the vessel's shear mass. The sound of the
large hatch closing makes you turn around, and you see your last
glimpse at earth, as the engines start.

AutopsySoldier
02-03-2010, 09:36 PM
This is what your guy's guns look like to me...

http://img.photobucket.com/albums/v486/autopsysoldier/Lego_Halo_Sniper_Rifle_by_Mate397.jpg

why are they so blocky??

All those sharp 90degree angles on steel would probably cut your hands in real life.

Also, that first robot thing on the first page....how does that move? It doesn't seem to work at all. It has bars that are bolted at the joints for legs...where's the hydraulics? Cables?...anything a robot actually has?

Here's a link to a robot thing that looks like yours from Resitance 2...

http://img.photobucket.com/albums/v486/autopsysoldier/284471_full.jpg

http://www.gamershell.com/static/screenshots/12824/284471_full.jpg (a link to a higher rez image)

Compare it to yours...

http://img15.imageshack.us/img15/7510/tx10hmf2.jpg

...Yours is really boring and doesn't even seem to be able to move. And there's nothing on that gun turret to indicate it would move or swivel around.

You guys need to think about design and functionality...and maybe get some decent modelers.

My 2cents.

prelusion
02-03-2010, 10:07 PM
you know what, your right.
at this stage EVERYTHING will be remodeled as these are just concepts.
I will be remodeling these in maya\3ds max when i have learned how...lol, im only 18 you know. and these models are made in sketchup, which is inferior for curvature. "this has forced me to go with the style i have, which by the way i think is not too bad considering.
im starting a 3 year course in game development in april, this will significantly boost my technical knowledge.
your advice is appreciated although it was a little blunt..lol
how bout the organic models? nothing to say?

AutopsySoldier
02-04-2010, 12:19 AM
Hey man, I apologize. I come off harsh sometimes, but it's all for you/the teams good.

Rather get harsh crits now right? Rather than once the game is out...get's horrible reviews and everyone talks about how crappy stuff looks...

Anyways...why not do some research and get either affordable or free 3d software?

May I recommend Blender...

http://www.blender.org/

It's free, it has almost everything 3ds max/maya have plus sculpting abilities. Learn that, stop messing with Sketchup, it aint for games.

I really don't have much crits on the characters, the idea is good...they're not the most "amazing" characters I've seen...but they work a lot better than that robot and the guns.

chess
02-04-2010, 01:21 AM
Well, for my part i really liked your models :P specially the robot, and i do see ways it would work, maybe not the most efficient ways, or tecnologically available at the time, but there are ways

@AutopsySoldier:If you're gonna critisize, you could say that the floating hologram thing wouldn't be possible, but i guess that in your world things can also fly and glow :S.


The weapon models are kindda square i agree, but saying that it would cut your hands is stretching it a little bit :S.

AutopsySoldier
02-04-2010, 02:14 AM
Well, for my part i really liked your models :P specially the robot, and i do see ways it would work, maybe not the most efficient ways, or tecnologically available at the time, but there are ways

@AutopsySoldier:If you're gonna critisize, you could say that the floating hologram thing wouldn't be possible, but i guess that in your world things can also fly and glow :S.


The weapon models are kindda square i agree, but saying that it would cut your hands is stretching it a little bit :S.

Please tell me how it would move on it's own...the way it is.

You can include your technology that "isn't available at the time" to make it easier for yourself.

And yes, my "world" is different than yours...because I was criticizing the "technology" (which I wasn't)...I was criticizing the robotics...the mechanics...this thing wouldn't move the way it is now, nor 100 years from now unless you create some lame ass excuse.

And about the sharp angles..yes, those sharp angles will definitely cut your hands. Never had a paper cut? It's paper...it has a sharp edge...it cuts. Now look at all those sharp angles on the gun...made out of steel...it will cut your hand.

chess
02-04-2010, 02:40 AM
Well first of all, no i never had a paper cut.

Second, there are plenty of things with "90º angles" that don't cut.

Third, to make that robot you could first consider to move it quimically (i'd explain but i can barely speak "normal" english without strange terms), second you could consider each of those bars as "pipes" with cables attached to gears in the joints, you could also consider smaller yet functional mechanic parts (pistons (i hope that's the word) maybe?) that would be impossible to do with actual technology but in time, everything is possible. Hell, you can say that everything is based on the perception of one or a group of individuals and use an entirely inexplainably different set of rules and it would be completely justified (hey, you were the one who talked about different worlds).

About the difference you implied between technology and robotics and mechanics, i don't know about the english term, but as far as i know, technology is science applied to practical cases, soo isn't robotics and mechanics technology?

And if you can't make a piece of glass float or a hologram appear like that, how come you know about mechanics and robotics from 200 years in the future? The way i see it, there's been about 200 years between newton and einstein. and another 200 between copernico and newton?

Does a "lame ass excuse" actually exist? The way i see it, it's either possible or not, and since we're running 200 years behind neither of us can prove any of this, specially you, who doesn't seem to know the first thing about anything.

Here's a nice exercise, try to take more than one premise in consideration ^^.

prelusion
02-04-2010, 03:08 AM
well, heres the truth... im not taking sides.. chess i can see your trying to defend me or something, but in all honesty.. it should proberly have pistons and stuff "if only to look cool" but when i was modeling it i thought the legs could kind of fold in such a way that it would become a stable mobile turret with boosted power and accuracy. and yes i was defiantly thinking off putting pistons there, but as i say its just a concept and it doesn't really matter too much. ya maybe ill go in and do some more work, but not anytime too soon as i want to produce other models before i forget them.
And as for the guns, i dont think they would cut anyone either.. the software i use for rendering is a little blunt in lighting which can make some of the angles look sharp and 90 degrees but actually they are not. for example, the last image of the shotgun- the back edge of the handel looks sharp when actually it is a nice curve or the back. just things like that bring it off as a little more blocky and sharp then it really is.
Also im not sure why on page 1 where toxic put that game logo thing year 2238, its not the proper logo.
here is the one i created ages ago, that has more interest to it... and even reflects the story quite well.
but before posting that, ill show the blurb that i thought would be on the back of the game to give the overall plot.....


In the year 2238, humanity’s hunger for power depleted all of Earths natural resources. In a desperate attempt to salvage the human race,
The United Nations funded thousands of space expedition probes to find another planet capable of life. Probe no.3642 did just that,
however the planet was inhabited by primal life and needed to be cleared of any danger. Nuclear weapons were not an answer, so the UN sent millions of troops to clear the planet.
This is where we came in, as troops our mission was to eradicate any and every threat to man. It was meant to be easy, or at least we thought so…

http://img188.imageshack.us/img188/4890/logo1op.jpg (http://img188.imageshack.us/i/logo1op.jpg/)

so as you may see, i intended the logo to reflect earths state in year 2238 by useing a foul decaying metal look. then to show the blood shed ahead on the new planet.. splatted some blood over it. i feel it has its own little story which is kind of cool, but yeh.

AutopsySoldier
02-04-2010, 03:26 AM
Well first of all, no i never had a paper cut.

Second, there are plenty of things with "90º angles" that don't cut.

Third, to make that robot you could first consider to move it quimically (i'd explain but i can barely speak "normal" english without strange terms), second you could consider each of those bars as "pipes" with cables attached to gears in the joints, you could also consider smaller yet functional mechanic parts (pistons (i hope that's the word) maybe?) that would be impossible to do with actual technology but in time, everything is possible. Hell, you can say that everything is based on the perception of one or a group of individuals and use an entirely inexplainably different set of rules and it would be completely justified (hey, you were the one who talked about different worlds).

About the difference you implied between technology and robotics and mechanics, i don't know about the english term, but as far as i know, technology is science applied to practical cases, soo isn't robotics and mechanics technology?

And if you can't make a piece of glass float or a hologram appear like that, how come you know about mechanics and robotics from 200 years in the future? The way i see it, there's been about 200 years between newton and einstein. and another 200 between copernico and newton?

Does a "lame ass excuse" actually exist? The way i see it, it's either possible or not, and since we're running 200 years behind neither of us can prove any of this, specially you, who doesn't seem to know the first thing about anything.

Here's a nice exercise, try to take more than one premise in consideration ^^.

Are you so into being "right" that you're going to tell me, you never had a paper cut?? Come on dude...everyone gets paper cuts...hell, paper get's paper cuts, lol.

Also, I'm talking sharp 90 degree angles. I'm looking around...and can't find anything that sharp...looking at my desk right now...the edges are slightly beveled...same with my laptop, Wacom tablet...monitor...other desk, TV, alarm clock...can't find stuff with those sharp angles...cuz the manufacture of those products made sure to not have those angles cuz it would cut you.

What you said about pistons and cables...Dude...that's what I was talking about in my first post, lol.

I also never said anything about the hologram/glass not working or being plausible...and you were the one talking about different worlds.

It's like...you read what I typed....

...then go to type your response, and completely forget what I just said...or you get your thoughts mixed up with I had typed...I dunno.

Anyways,

If it'll make you happy...

You win.

I don't want to keep arguing with you, because you don't matter.

Edit: That logo is pretty sick, man!

chess
02-04-2010, 03:46 AM
Also, that first robot thing on the first page....how does that move? It doesn't seem to work at all. It has bars that are bolted at the joints for legs...where's the hydraulics? Cables?...anything a robot actually has?


Please tell me how it would move on it's own...the way it is.

You can include your technology that "isn't available at the time" to make it easier for yourself.

The hydraulics can be there, like i said, and, also, may not be necessary.


And yes, my "world" is different than yours

If we're getting into existencialism...


Are you so into being "right" that you're going to tell me, you never had a paper cut?? Come on dude...everyone gets paper cuts...hell, paper get's paper cuts, lol.

Well, i like being right... most of the times at least... but seriously, i never had a paper cut, i don't use paper that much and i think you'd have to be pretty dumb to cut yourself with it :S.


What you said about pistons and cables...Dude...that's what I was talking about in my first post, lol.

You asked where were they, and i told you.



Also, i saw a couple of days ago in mass effect 2, some sort of smg weapon "magically" turning into a way bigger sniper rifle... didn't bother me, nor anyone i know actually, because you're not looking for explainable things... you're lightyears and lightyears away from earth... why the **** would you care about magic weapons? how about, how to get there from earth since it would take i don't know... 100 years of travel at the very least.
So, lets think about it, you can travel faster than speed of light, but you can't make a robot/vehicle entirely out of nanobots? The way i see it, a robot like that will be possible WAY sooner than traveling to other solar systems, let alone galaxies (if it will ever be possible).

So, being a complete ignorant, you should keep your opinions on physics to yourself, or at least you could be polite.


Edit: Maybe the quotes will help you understand what i'm referring to, and it's not MY posts...

BlackHornet80
02-04-2010, 04:07 AM
Remebers me of Terminator 2 ^^ everything is possible if it plausible -.-

and all of the models here might be look different, but maybe its just because of the static images. Animation can make things look totally different, maybe the legs use an outstanding morphing animation, nobody knows, we will have to look forward to the results

And no lets go back to topic...this is a show off forum, who all are just wanna see the progress

prelusion
02-04-2010, 04:16 AM
Here is a mecha that i started ages ago, i sort of gave up cause making a robot with sensible robotics takes a REALLY long time!!! anyway i felt i needed to prove that i have the ability to create a robot by your standards autopsysolider.
I specifically chose these materials to expose detail.
i may get around to finishing it, but who knows
http://img524.imageshack.us/img524/7017/image1rh.jpg (http://img524.imageshack.us/i/image1rh.jpg/)
http://img442.imageshack.us/img442/2549/image2uzi.jpg (http://img442.imageshack.us/i/image2uzi.jpg/)

AutopsySoldier
02-04-2010, 04:39 AM
Yeah, that's awesome. I see that and it makes my brain happy...that somehow those legs would be able to move around.

The TX10, I just can't picture it moving around.

SageHunter
02-04-2010, 11:05 AM
Here's a link to a robot thing that looks like yours from Resitance 2...

http://img.photobucket.com/albums/v486/autopsysoldier/284471_full.jpg

http://www.gamershell.com/static/screenshots/12824/284471_full.jpg (a link to a higher rez image)

Compare it to yours...

http://img15.imageshack.us/img15/7510/tx10hmf2.jpg

...Yours is really boring and doesn't even seem to be able to move. And there's nothing on that gun turret to indicate it would move or swivel around.

You guys need to think about design and functionality...and maybe get some decent modelers.

My 2cents.


Yeah... Like Resistance 2 is the first game to have a robot with spider legs... And I don't think it looks boring. It's a bit plain but it's still in early stage.

toxicpanther
02-04-2010, 05:21 PM
Hey man, I apologize. I come off harsh sometimes, but it's all for you/the teams good.

Rather get harsh crits now right? Rather than once the game is out...get's horrible reviews and everyone talks about how crappy stuff looks...

Anyways...why not do some research and get either affordable or free 3d software?

May I recommend Blender...

http://www.blender.org/

It's free, it has almost everything 3ds max/maya have plus sculpting abilities. Learn that, stop messing with Sketchup, it aint for games.

I really don't have much crits on the characters, the idea is good...they're not the most "amazing" characters I've seen...but they work a lot better than that robot and the guns.

ouch your last quote kinda got me pissed,but yeah we need criticism to understand what it is that needs to be fixed.
as mentioned by prelusion,everything you see will be remodeled and designed later,they are just concepts at this moment.
but seriously,i didn't think our models were bad at all until you said something.

toxicpanther
02-04-2010, 05:22 PM
sorry double post....well might as well make the most of it.
we certainly won't be using sketch up for our models.
but there is no need to flame AutopsySoldier,because what he said was correct. [but some was unnecessary at this early stage in development.]
what he also said about the tx10 not being able to move was correct aswell.
i had a horrible time trying to animate,and eventually gave up and told prelusion to come up with a new design.
one that had the ability to easily animate.[i know not everything is easy,but not to the difficulty of the tx10]
but as mentioned above it's just a concept,something we will redo and correct later on down the road.

McTavish
02-05-2010, 03:49 PM
@Mctavish
i'll get you a tutorial here in about a week or two.
it'll explain how i did it.
and what do you mean,the red and blue blocks?
i made those in paint.net actually,then positioned them in the script and told it to remove one for every 10%.
very easy to do.

I understand the script (mines does exact same) just havnt done any graphical HUD stuff yet, I use Drawrect :D I just wondered what they actually were, imported 2DTextures ?

toxicpanther
02-05-2010, 05:07 PM
I understand the script (mines does exact same) just havnt done any graphical HUD stuff yet, I use Drawrect :D I just wondered what they actually were, imported 2DTextures ?

oh,yeah sorry for the misunderstanding.
yes Drawrect is what i use.
and then for the position it would look something like this.
DrawRect(float RectX, float RectY
and so on and so fourth[of course you'll have to tell it what texture you are using aswell.
but i assume you know how to do that.
completely sorry for the misunderstanding lol.
i couldn't exactly tell what you meant.

Frito Bandito
02-06-2010, 01:04 AM
everything is awesome and cool looking but i couldnt help but notice that who ever wrote the descriptions and that write up for the trailer has the knack to be repetitive in word choice.

toxicpanther
02-06-2010, 05:39 PM
well one person wrote the descriptions beside the enemies,[prelusion i believe],and clone,[our story writer],wrote the opening mission and teaser trailer.

toxicpanther
02-06-2010, 05:40 PM
UPDATE: beta menu coming in 3 weeks.
character animations and main characters coming in 2 months.
BETA,coming late october.

ExoCet
02-06-2010, 06:06 PM
If you guys are going for realism why the crosshairs ?. Surely it would make sense for iron sighting the weapons and no artificial aids when not using them ??.

Anyway looking real nice so far, keep up the good work.

toxicpanther
02-06-2010, 06:24 PM
well let's face it,most of the games today have a cross hair.
some people even get mad if there isn't a cross hair,but you gave me a brilliant idea,what if we had a setting so that you can turn off the cross hair,and use default sightings,in this case it would be attached to the weapon.
thanks for the idea!

AutopsySoldier
02-06-2010, 07:51 PM
well let's face it,most of the games today have a cross hair.
some people even get mad if there isn't a cross hair,but you gave me a brilliant idea,what if we had a setting so that you can turn off the cross hair,and use default sightings,in this case it would be attached to the weapon.
thanks for the idea!

If you intend of having different difficulties....you can take the crosshairs out in Hard mode and leave them in for Normal and Easy.

I prefer a game without crosshairs...I like looking down the sight of the gun.

toxicpanther
02-06-2010, 08:52 PM
i may just do that,i do however prefer the setting where you choose if you want the crosshair or not,but thanks for all of the suggestions.

Blue Klayman
02-07-2010, 04:02 PM
This looks amazing. Keep up the good-work.

toxicpanther
02-07-2010, 10:14 PM
This looks amazing. Keep up the good-work.

thank you,but i'm going to be a jack ass lol,and say it currently isn't amazing,it's a great wip,but far from amazing.
lol i know i just can't take a compliment,but thanks.

potato chip
02-15-2010, 06:31 PM
i recon it impresive i would play it.

i realy like the weapon display that hooked me in.

( sorry about the spelling)

toxicpanther
02-15-2010, 06:56 PM
thanks,actually tomorrow a huge update will occur,showing documentary on the first map that is being worked on called fallout,and the first characters and heads up displays being implemented into the game.
we are also thinking of a public beta for every one to try coming out late july.
the real game however is set to release mid 2011,we can't however tell anyone the price we are expecting,because we currently haven't purchased a license,but we will do that very shortly.

mafiadude1
02-15-2010, 11:48 PM
your weapons look like datadyne weapons from the classic perfect dark game :D

Pyronious
02-16-2010, 01:14 PM
i actaully liked the modern simple look of the models :D atleast they dont represent a chaotic look like everything in games does nowadays.

toxicpanther
02-16-2010, 07:32 PM
missions 1&2 coming soon.




You are at the helm of the USS Jackson, watching the lush terrain
below you. In the distance, a behemoth of scrap metal begins to form.
As your ships draws closer, a man made fort comes into view. Men the
size of ants scurry about, everyone in advanced military Armour. The fortress
is massive, a courtyard large enough to house the USS Jackson. Your
ship slowly descends down into the clearing, and a team of mechanics
run over to undock the ship as the massive engines create a powerful
wind that makes the metal walls of the fort rattle. The engines are
powered down and the exit hatch opens.
As trained, your team moves out, spreading out around the area.
Hundreds of men now fill the courtyard. Your captain steps off the
ship and salutes to whom you take to be the leader of this base. They
are heard mumbling in the distance. You look around, taking in your
surroundings. The fort is constructed desperately from scrap metal,
due to the lack of resources on earth. Many of the panels are dented,
rusted, or destroyed. mechanics scurry about to replace these
panels constantly. Besides your ship's team, no soldiers can be seen.
Your captain nods to the man and calls for you to assemble. He orders
the crew to secure the area. As ordered, you make your way up the
shanty steps to the top of the wall, overlooking plains that turn to
abrupt, dense jungles. The sky is almost as cloudy as when you left
earth. Slowly, dark clouds consume the sky, making things very dark.
The rain comes abruptly, rattling on the metal and pouring all over
the fields. The rain becomes a large torrent, making visibility very
limited.
You take your place at one of the corners of the square fort. To your
right is a massive gatling gun with large batches of ammunition
hanging from the feed. You relax, and turn on your night vision. The
sun of this planet is distant, and the cloud cover makes it almost
night. You focus your vision on the woods, but find nothing of
interest. You continue walking along the wall, but machine gun chatter
makes you snap around.
Your night vision makes out the figure of men fleeing the dense
jungle. The mud must be dense, for they make slow progress and many
fall flat on their faces. You snap to alertness, and run to the corner
of the wall, prepared to give cover fire. From the jungle,you see an 100's of unknown raptor humanoids, screeching an unbearable high
pitched noise. The few men had no chance. Stumbling in the mud, they
were ripped to piece.
/End of Cutscene
/Start of Gameplay

Soldier: GET ON THAT TURRET, SOLDIER!

You rush to the turret and cock it. You check the hair trigger and
loose away, the gun thundering away, making you deaf. The power of the
turret makes your entire body shake. You mow down the arachnid beasts.
The helm of your armor has a binocular feature, and you use it to zoom
in on the fallen soldiers. One man catches your attention. His arm has
been ripped off and he struggles to stand.

Soldier: Medic! Medic! Let's get that hurt man outta the field!
/End of Gameplay
/Start of Cutscene
You're violently pulled from the turret and into line with 5 men, one
of who is a medic, signified by the red cross on his armor. The gate
is raised and you sprint as fast as you can across the field. However,
you find the mud here distinctive. It feels like quicksand and your
legs are consumed with it every step. You strain your muscles to yank
your legs out. By the time you reach the hurt man, you're soaked in
the muck.
Not to your surprise, but to your horror, the high pitched screams
resound from the jungle. You can hear the patter of the humanoids
getting closer. One of the soldiers screams at the medic to hurry. In
desperation, the medic slings the man over his back and begins
sprinting towards the fort. You're left as the vanguard.
Reacting quickly, you seize one of the fallen's machine guns. Dual
wielding, you hold the trigger and sweep back and forth until you hear
to your horror, the clicking of an empty clip. Hurriedly, you throw
one away, and search for a magazine, panic stricken. You seize the
magazine, but it flies out of your hand as one of the humanoids slams
into you, full force, dazing you. The mud meets you face first,
splashing all over your visor. You feel the beast jump on your
backside and claw at your armor. Yanking the combat knife from your
legstrap, you slash at the beast, its blood splattering over your helm
blinding your vision completely.
Wiping your visor with the back of your hand, you look back and to
your dismay, see many more of the spiders making their way towards
you. The rest of the team is already at the gate, screaming for you to
hurry. One of the beasts lunges towards you and in midair, is ripped
apart by the gatling gun. The rest of the monstrosities are mowed down
before your eyes. Wasting no time, you sprint back to the gate, never
looking back, as the gatling gun rumbles on. With a loud clang, the
gate closes behind you.

/End of cutscene

/Start of Gameplay

You stand outside the medic tent, awaiting news of the fallen soldier.
Your commanding officer steps out of the tent, looking sullen. He nods
his head gloomily, the man had fallen. He holds a manilla folder that
he holds up to you, beckoning you to follow. He continues on past you
to the hatch leading to the USS Jackson. You follow him as he makes
his way into the tactical room of the ship. He sets down the folder he
is holding on the table.

Officer: He didn't make it. With his last breath, he muttered about
some unknown artifacts his team had found when scouting the area.

Your CO places down some photographs. They are inscribed with some
language you have never seen before. They are not relics, however.
These are pieces of steel, well crafted. The edges are burned off, as
if someone had welded it from something.

Officer: They weren't able to properly analyze or take any samples of
these. While they were scanning the artifacts, they were ambushed by
the local humanoids. Overwhelmed, they fled
and retreated their way to the fort, where you saw what happened. The
beasts are vicious and agile. They easily mutilate men at close range.
You are going to find these artifacts and retrieve them back for us.
The humanoids make agile hunters, picking up on the smell of squads.
You'll be going in alone to avoid detection. The coordinates have been
uploaded to your radar, good luck.

You sweep the photographs off the table and take them with you.
Stepping off the ship, you make way to the city gate. As you make your
way across the seemingly empty courtyard, a bearded man makes his way
over to you. He wears civilian clothing and has a devious smile on his
face.

Man:I see you've been picked for the solo
excavation mission. No, no questions asked. I know it's top secret and
such, but word makes it around in the town. I've smuggled some non military equipment around here, but I only use them for self defense,i think this will be better off with you.

He hands over a private contractor pistol. While not military
approved, it dwarfs the power of your standard issued pistol. You
accept his gift gratefully. He walks away to a near by hut.

You holster the pistol and continue onward. The gate makes a
screeching noise as it is raised. You continue to the plains that had
turned into a battlefield just the day before. As you reach the woods,
you begin to slow, fear seizing you. Bringing up the radar, you adjust
your HUD to have a beacon for your objective.
A man made path is visible up ahead, leading its way to the never
ending darkness of the thick jungle. Determined, you proceed onward to
the woods. The trees become thicker and thicker until it seems like it
is night around you. You pause to turn on your nightvision[WE HAVE NOT YET HOWEVER DECIDED ON NIGHT VISION,SO THAT PART COULD BE VOID]. The path
in front of you becomes clearer, but the dense amount of trees makes
it hard to make out details.
The crunch of brush to your right snaps you to attention, and you
bring up your crosshairs. An abnormally large "spider" looking creature scuffles up a tree. You are too
late to fire, and you begin to pick up the pace, desperate to leave
the woods. The ground begins to tremble and one of the "spiders" jumps
from the bushes, rolling across the path. The beast opens its massive
fang and lets out the piercing, dready cry. You step back and swivel
on your feet, as you open fire you're life is threatened by this deadly encounter. Two more of
the monsters run across the path, bearing their fangs at you. You draw
your assault rifle and fire at the head, blowing one of them away.
The beasts seem to have intelligence, only one of them daring to
charge at you. You draw a small burst, putting the creature down. You
turn to face the other creature, which flees back into the dense
foliage. It is suicide to proceed off the path, so you continue to
your objective, sprinting, eager to leave the woods as soon as
possible.
As you flee the jungle, you encounter fewer and fewer of the
"spider" looking creatures. They seem to fear you by the time you leave. You do not
encounter the hundreds that ambushed the marine squad, suggesting that
they really do depend on a large sense of smell. The jungle opens up
to a series of plains not so different as the one you departed. You
stop to check your radar once again, noting you are half a klick north
of the objective.
The ground begins to tremble as you hear some sort of machinery just
over the hill, where your objective is.
You overcome the hill, just shy of your
objective. As you pass over the hill, your radar beeps, and your visor
flashes red. You swivel around quickly, scanning the perimeter with
your crosshairs. Nothing is within site. Content, you stand up and
proceed at a walking pace to the objective. Once the overlooking
scenery comes into view, you know something is wrong. You begin to jog
to the placed marked on your map, but find nothing.
You kneel at the grass, passing your hands over the indents where the
objects once laid, making the grass flat. You are too late. The
machinery that had just moved away from the scene, you presume, stole
the artifacts. Unaware to you, a blur of a humanoid figure moves
behind you. You hear and see nothing. You stand up, ready to call in
to headquarters the mission failure.

/END OF 1ST MISSION


/Start of Gameplay

A rope dangles just before your eyes. You seize it with your right
hand and are violently pulled into the sky. You raise your eyes to the
sky, and you feel the powerful gust of the helicopter upon your face.
You grunt as you seize your way up the rope. A fellow soldier grasps
your hand and pulls you in. Not to your surprise, you find your
Commanding Officer aboard, sitting alongside a tactical table. He
stands and salutes you. Beckoning you over, he displays the table to
you. A map lights up on the display of the table, displaying the local
terrain and marked areas. A red flashing dot symbolizes your convoy's
location as it progresses its way back to headquarters.

CO: So we've heard the site has been contaminated. That's very
disturbing news, because we have a new report in. It seems that the
animals brood next to these things. A scout party sent shortly after
you said they ran across a small site of relics similar to yours. Upon
contact, reports claim that humanoid creatures rushed out of the forest and
attacked them, but formed a circle around the relics. It would seem
that whatever they are, the beasts are out to protect them. Upon
exaction, we flew over their site. The relics had been removed as
well, and the humanoids are gone gone. Apparently, these relics are new, because
the locals claim they have scouted the area continuously in the past
weeks and have not come across these before. There are several
outposts around here led by soldiers who defaulted from the main
force. While the military looks upon them with contempt, they dwell
deeper in the land, meaning they might have some knowledge of these
abnormalities. You'll have to scout out the locals and find what they
know. Good luck.

You feel a lurch as the chopper lands on the ground, flattening the
grass and rattling the metal. You step off as the rotors begin to
power down, settling down the rough gusts. You and the commander split
off, as he makes his way back to the USS Jackson.

A lone mechanic in beat down armour approaches you.

mechanic: Private,I have a dispatch for you. The military wants you to check out a the local armory,it is military owned,and you'll find basic weapons for survival,along with a few weapons locally found in a disclosed area.

You head over to the armory,the interior is
dark and if not for your visor, your nose would be filled with the
bitter smell of gunpowder. Men in heavy duty armour approaches you.


Soldier 1: Ed Smith is the name. You may wander why i have approached you. Rumor told me that you were selected to be sent on
a solo mission. Being a man of honor and kindness, I bestowed upon you
one of my spare firearms. However, that is not why I asked you to come
here. You may remember me a while ago,i'm the on who handed you the oversized hand gun. You see, while they ways I obtain my armada may not be legal by
today's standard, I am counting on your patronship from turning me in.
Of course, you may turn me in, but then you will have no special equipment,or ammo,not to mention upgrades aswell. So let me tell you how to upgrade weapons. There is
no currency on this foresaken planet. What there is, is lots of
valuable junk. Maybe not to you, but to me. I use that scrap to make
weapons for you and your comrades. I'll continue to serve you upgrades and ammunition aslong as you are alive,that's all i ask.

You don't have much choice, so you choose to accept his offer. Your CO had uploaded
local outpost locations to your map display. The nearest village is
Cort, an outpost in the woods. Data shows that it contains 23
residents, as of last population count. The village is not too far
from the missing relic site you were sent to investigate.

You follow the main road into the woods, and are not surprised to
find a humanoid ambush lying in your wake. You notice something odd however,that one of them are holding what looks like a potentially foreign weapon.
They don't notice you at first,so you follow up behind on and on the heads up display appears the following message to the player: "press space bar + b to melee". you jump on the humanoids back and stab him in the back. you quickly steal his weapon and take out the remainder of the humanoids. startled by the discovery,you follow the same path as on your
first mission, until you come to a small fork in the road which you
passed by without noticing before. The foot path is narrow and
vegetation tangles around, making travel both slow and dangerous.

The foliage blocks your view to the left and right, and the rustling
of bushes near the path gives you no comfort. Suddenly, the spider creature now known as sins calling rips
through the bushes, fangs open, ready for the kill. You shield
yourself with your arm, but still take most of the blow. Your vision
is blurry, but you manage to stand up with much difficulty, sharp pain
running down your leg. You've been pushed aside into a clearing,
surrounding by rocks, which large spiders are perched on. These
"sins callings" are larger than usual, and dwarf your size. You don't stand a
chance against them in melee.

The leader of this hive is not to find. A massive arachnid, easily
five times your size crashes down, screeching, and you cover your
ears. The massive beast begins to charge at you head on. You hold the
trigger of your assault rifle, but the bullets merely bounce off the
spider's hard shell. Seeing your weapon is useless, you run out of the
way and the beast just misses by a hair. One of the rachers looks at
you with mocking eyes, and a few of them join in on the fight. No
shell is evident on these animals, and while stronger than regular
spiders, you can manage. As you are ambushed by them, 2 jets appear and bomb the surrounding area,you get lucky as every one of them miss you and take out the remainder of the enemies.
\End of Gameplay

After a pattern of attacks, you manage to down the beast and its
hive. Low on ammunition, you hurriedly make your way away from the
clearing back to the path. The village lights can be seen ahead,
piercing the darkness of the woods. As you see the gates, you begin to
jog, eager to reach safety once again.

A big man approaches you, wearing some sort of modified military
armour. He dwarfs you in sheer size and he carries a massive weapon.
You are grateful that you are fighting for the same cause, or so you
hope. He takes a long glance at you, examining your condition before
speaking.

Man: You can call me Jake. I run this outpost, if you haven't already
figured out. You're one lucky bastard. That hive you took out has been
ravaging this town for weeks. We've been struggling to hold back the
onslaught. I am grateful for your help. Who knows how long we would've
lasted?

You see that the man can be trusted, so you see no harm in proceeding
with your request. You mention the artifacts to him and question if he
knows of them.

Jake: Ah, the artifacts. Those relics didn't start showing up until
just a few days before the USS Jackson landed at the base. Ever since,
nothing seems to be going right. The rachers[another name for the sins calling], which used to be savage
creatures that would tear each other apart, now seem to be fighting in
unity. And whatever the reason is, they seem to be protecting those
damned things, with the rest of the local wild life. Attacks on this
town kept getting more frequent, so we decided to assemble an
excavation team to recover some of these relics. We sent them out just
yesterday, and they've set up camp around a site. It's heavily
guarded, so the rachers don't have a chance of getting there. You can
check it out. I can upload the coordinates to your map display, along
with the town. We've got an armoury here, and local military.

The coordinates are uploaded to your map, along with a note. It says
“Find Dr. Zacharias.” The dig site is just west of your position, in a
heavily wooded area. The town is dwarfed by the military base, but the
people are still disciplined here. Men in similar armor to yours walk
along the walls, keeping an outlook on the forested area around them.
Torches posted on the wall glow in the darkness of the dank woods. you make your way towards the military base. There is an
armoury, an armor upgrade station, modification stations, and torn down apartment like
buildings, which house the outpost's residents. It does not take you
long to reach the back entrance of the outpost, which faces the
direction in which you must head.

you see an advanced military air craft jet just ahead. As you progress towards the jet you notice their isn't a pilot,you'll be flying it to the near by base.


you land at a disclosed area,you step out of the jet and a man in heavy duty armor approaches you.

Man: I'm sorry sir, this is a restricted zone. No US military
personnel are allowed on this property.

A man wearing a lab coat quickly rushes out of a tent and runs to the
scene. Panting, he explains the incident to the guard.

Doctor: thank you sir,but this man has clearance. We
can let him in.

The sentry guard looks at you with a displeased look, and backs off,
leaving you and the doctor alone. The doctor looks at you for a
second, and begins.

Doctor: Yes, you've probably heard of me. I'm Doctor Zacharias, head
of this dig site. We're lucky that it was found in the swamps. Rachers
never venture in here, for fear of the eels that lurk in the pools.
Anyways, we are on dry land, so there are no threats here. I hate
dealing with the security here.

He waves his arm towards the heavily equipped men around him, most
noticeably the man who stopped you. He leads you to the tent he just
exited, and you enter a scene full of high tech gadgets, contrasting
with the outside scenery. Scientists shuffle around, leaning over
papers and analyzing samples. You see the relics stored in separate
glass cases, with 2 guards posted at each case. These people are
taking the excavation very seriously. The doctor leads you to the rear
of the tent, where a series of monitors are set up.

A map display, similar to your own, is put up on one computer. It
shows that just up ahead, the swamp clears to make way for more
plains. A red dot is on the screen, moving towards a purple triangle.

Zacharias: We've found more relics, but they are in these plains as
you can see, completely open for rachers to snatch. They are of high
priority to retrieve. The red dot shows our excavation squad making
their way towards the site. These relics are of utmost importance. If
you don't mind, would you kindly help them? We will talk once you have
returned with the artifacts.

You are led out of the tent, back to the murky and dark swamp. The
coordinates of the extraction team have been uploaded and the swamp
just ends ahead, so you are close. You leave the camp, ignorant of the
danger close by.

You depart the camp, walking at a brisk pace to catch up with the
excavation team. The swamp thins out to make way to another plain, and
sure enough, you make out the figures of men leaned over stones. One
of them stands up in the distance and waves you over. Within a few
minutes, you have arrived at the site. One of the men grins at you and
hands you a backpack. You look at him confused, unsure of what the
contents are.

Man: Don't just stand there. That bag is full of the relics.
We collect the more manageable pieces. Other pieces are too big for us
to handle.

He waves his hand over towards the massive pieces of block, which
would require heavy machinery to even move. As you grab the bag, you
hear the sound of rocks bouncing upon each other. The other men around
you follow your lead, placing the packs on their back. From their
belts, they unclip their assault rifles, prepared for the unknown.

The squad spreads out, in some sort of formation unknown to you.
Seeing that you don't understand, the man who appears to be head of
the squad explains.

Man: Those damn rachers. Unless we spread out our formation, they can
easily take us out. One group of men can be devoured, when bunched
together.

Unknown to you, the tactic will be the undoing of your squad. As your
squad leader approaches the camp, something is wrong to you. The
torches that once lit the area are gone, leaving you in darkness.

Man: Damn it! What the hell?

From the corner of your eye, you see a blur, and the snapping of a
branch. Fear grips your heart and one of the squad members screams,
firing his weapon. As he looses the rounds, his body is snatched and
you hear the shredding of flesh behind bushes. He howls in agony, but
no one is there to save him, since your squad is spread apart.

Man: Holy ****! Gather up! Gather up!

Seeing that a loose formation is futile, the men start to run over to
their leader, but one of them gets snatched up in a blur, and you
finally see the enemy. It is a raptor, of normal human height, but
incredibly nimble and fast. As soon as you see the blur, it is gone.
Seeing as the camp makes better cover, your squad backs up into the
circular area. Men lay scattered about, their bodies mutilated, many
limbs strewn around the area. The ground is soaked in blood.

Another snap of a branch above you brings you back to attention. You
pull up your sights and fire, but the blur is gone. You try focusing
on the creature, but have no luck. The enemy is too fast for your
senses to see. Left and right, you see the blur of the creature
attacking your squad. You stand no chance as the raptors mercilessly
destroy your squad.

Luck seems to come to you, for you see a blur of an object making for
you, straight ahead. Acting on instincts alone, you bring up your
sights and hold down the trigger. The object slows down, but only
enough to see its form in clear detail. You see the ferocious creature
stumble, and in its last dying breath, ram into you, bringing complete
darkness on the world around you.

Slowly, the world comes back into focus again, but your vision
remains blurry. Your visor is cracked and your systems are offline,
rendering your armor useless. You can hear the pounding of your heart
as you slowly get up. As you get to your knees, you hear a drop hit
the ground and look to find that your armor has been penetrated and
you have a deep wound.You can't seem to find the weapon you once stole from the raptor.

The blood dripping and hitting the crusty dirt echoes in your ears as
you limp over to the lab tent, which has been effectively shredded to
pieces. Lab equipment is strewn around the camp, much of it
effectively destroyed. All around you, the excavation team lies on the
ground, their bodies torn apart. The sand turns into mud as the blood
soaks into the ground. You finally gain enough consciousness to stand
up, but your helmet is cracked and broken, making it hard to see.
Taking off the helmet, you realize that you now have no HUD, which
means all help and defense is offline.

You discard the helmet and make sure the area is clear. Without
the hud, your chances of survival against even the smallest enemies is
slim. Much to your dismay, you hear the sound of feet patting in the
bushes behind you. You swivel around and pull the trigger of your
assault rifle, but nothing happens. The rifle clicks and is broken.
You see the outline of the ferocious raptor tearing through the
vegetation, after you like a hungry beast. Reacting on instinct, you
throw away the rifle and run up to pick up the shotgun of a fallen
soldier.

You have now received the combat shotgun, which packs heavy firepower
in close combat. You pump the gun, a shell popping out and the gun
snaps back with a satisfactory noise. The raptor jumps through the
bushes, claws thrashing, aiming for your throat. Standing firmly, you
draw the gun upward and squeeze the trigger, decapitating the beast
effectively.

The body walls to the ground, withering, but a swift kick finishes it
off. A pleasant display of smoke smolders from the barrel, bringing
the sharp smell of burnt gunpowder to your nose. You pump out the
empty shell and it hits the bloody ground with a muted splash. The
adrenaline pumping through your veins makes your head throb, but your
body can now stand and move around quite well. Without your shields,
it'll be a tough time getting out.

You turn back to the scientist tent, where you can still make out make the
glass casings of the artifacts. The glass has been shattered on one
side and the artifacts are nowhere to be found, not to your surprise.
You step back, prepared to leave, but the body of Dr. Zacharias lying
at the end of the long tent draws your attention. Approaching his
body, you kneel down and examine his body for any evidence. To your
luck, the man has a stone in the pocket, and withdrawing it, you find
out what you've been looking for. It is a small piece of an artifact,
but still complete.

Seeing that there is nothing left for you to do at the campsite, you
begin to make your way back to the outpost, contemplating how to break
the mournful news



[you will soon not be fighting creatures found on the planet,but a human like race capable of technologies beyond your belief,the story really picks up later on,as of now,i can't tell you anymore,all i can say is that is a very action packed,and adrenaline rushing,heart pounding,story that will capture you in awe at the finest points in the game.]

prelusion
02-17-2010, 01:01 AM
hey, you dont stop fighting the creatures, you fight both the creatures and the alien race. I dont know if you understand the alien race but they are complexly integrated within the story, as elements of there explanation are directly related to human history. i explained this to clone, but not sure if he wrote anything about it.

prelusion
02-17-2010, 05:15 AM
hello, here is a hud layout concept ive created..
the weapon is a Gauss rifle in case you didnt know..lol
we haven't predefined how many weapons the player can old but three looks good on the hud :P
http://img718.imageshack.us/img718/3926/hud1m.jpg (http://img718.imageshack.us/i/hud1m.jpg/)

PixelHunter
02-17-2010, 06:22 AM
Nice clean desing.
the only thing its need a little darker outline, so it doesnt melt with the background

McTavish
02-17-2010, 06:51 AM
hey, you dont stop fighting the creatures, you fight both the creatures and the alien race. I dont know if you understand the alien race but they are complexly integrated within the story, as elements of there explanation are directly related to human history. i explained this to clone, but not sure if he wrote anything about it.

You guys should really have a private forum for this :S

My team currently moved from google groups to punBB I would suggest looking into either, punBB if you have web hosting space (or a similar forum tool) Google groups is good if you dont.

Quite upnprofessional to be discussing such points on a public forum and really to even be releasing such information before the game is even prototyped or anything.

I dono, just my thoughts

Frito Bandito
02-17-2010, 02:35 PM
http://img706.imageshack.us/img706/5742/gunc.th.jpg (http://img706.imageshack.us/i/gunc.jpg/)

http://img534.imageshack.us/img534/4976/gun1.th.jpg (http://img534.imageshack.us/i/gun1.jpg/)

http://img651.imageshack.us/img651/1889/gun2.th.jpg (http://img651.imageshack.us/i/gun2.jpg/) Thats my two cents. Subsonic Infantry Rifle. Took about a half hour to do that. Very rudimentary and basic and i have no means of texturing or rendering it.

http://img175.imageshack.us/img175/2812/gun3q.th.jpg (http://img175.imageshack.us/i/gun3q.jpg/)

http://img251.imageshack.us/img251/151/gun4.th.jpg (http://img251.imageshack.us/i/gun4.jpg/)

http://img246.imageshack.us/img246/2259/gun5.th.jpg (http://img246.imageshack.us/i/gun5.jpg/)

toxicpanther
02-18-2010, 05:34 PM
hey, you dont stop fighting the creatures, you fight both the creatures and the alien race. I dont know if you understand the alien race but they are complexly integrated within the story, as elements of there explanation are directly related to human history. i explained this to clone, but not sure if he wrote anything about it.

not yet,but let's not give too much away prelusion.you are right though,and it will all come together in the end.
and yeah,you don't stop fighting the creatures,but they will become less noticeable.

toxicpanther
02-21-2010, 09:49 PM
UPDATE #6 THE NEW HEADS UP DISPLAY
http://i658.photobucket.com/albums/uu304/toxicpanther615/HeadsUpDisplay2.jpg
INSTRUCTIONS FOR USING THE HEADS UP DISPLAY,BELIEVE IT OR NOT,I'M DEAD SERIOUS
the only thing you need to learn on the hud that you shouldn't already know is the radar and information panel.
these are both VERY complex tools,and i'll explain how it works,please read,because you'll be confused as hell about the two if you dont.
the radar is split into 4 sections,and each one of those sections has 2 sections inside of it.
[you'll have to look close,it's easier to see in game trust me]
do you see that red dot?
it is located on a position called 2,1,1,and that pops up on the information panel.
here is how this works.
the top portion alone is 1.
the bottom portion alone is 2.
now i'll get a little advanced.
the bottom left portion is 2,1.
the top left portion is 1,1.
the bottom right portion is 2,2.
the top right portion is 1,2.
[lol just follow along]
now i'll get even more advanced.
the bottom left- top portion, [the portion with the red dot in it] is called 2,1,1.
now the bottom left- bottom portion is called 2,1,2.
now the top left- bottom portion is called 1,1,1.
and the top left - top portion is called 1,1,2.
[please just follow along,i know this is a pain]
now the bottom right- top portion is called 2,2,1.
the bottom right- bottom portion is called 2,2,2.
the top right- bottom portion is called 1,2,1.
the top right- top portion is called 1,2,2.
ok,you are almost done.
the middle circle is called a simple 0.

wait you aren't done lol.
so you may ask,what if there are multiple enemies,well all you have to do is refer to the beginning.
if there are 3 enemies in multiple locations on the top half of the radar,it will say "enemies located at 1"
if there are 3 enemies on the bottom half,it will say
"enemies located at 2".
now if there are enemies covering every single spot,it will say, "enemies located at 3",3 means all locations.
[you are nearly done,i swear.]
now,i'll get even more advanced.
if there is an enemy at 2,1,and 1,2.it will simply say "enemies located at 2,1 / 1,2".
let's do another example.
if there is an enemy at 1,2, and 2,2. it will say "enemies located at 1,2 / 2,2"

now you are so close to being done,it's not even funny.
[last examples i swear]
if there is an enemy at 1,2 and 1,1,and there is another enemy at 2,1.
it will say "enemies located at 1 / 2,1"
and the same for the bottom and every other variable for this case.
i hope i haven't confused the **** out of you,even though i more than likely have,trust me this took me bout 5 minutes just understanding it my self,and another 10 trying to explain it,but this will help people quickly locate enemies with a quick glance on their hud.

now 1 MORE thing about the radar,and that is the radius.

the middle circle is a 15 ft radius. any enemies with in a 15 ft radius are in that circle.
the middle circle is a 25 ft radius,any enemies with in a 25 ft radius are in that circle.
and the last circle is a 35 ft radius,any enemies with in a 35 ft radius are in that circle.

compare to the old hud
http://i658.photobucket.com/albums/uu304/toxicpanther615/hud.jpg
OLD

http://i658.photobucket.com/albums/uu304/toxicpanther615/HeadsUpDisplay2.jpg
NEW

chess
02-21-2010, 10:25 PM
I don't really see how showing all that info in text is useful :S specially having a radar right next to it showing you all that info in a way more direct way...

hyawatha15
02-21-2010, 11:35 PM
You have the HUD touching the edge of the screen which is a BIG no no. Some monitors and TVs will cut off a slight bit of the edge from your game.

toxicpanther
02-21-2010, 11:42 PM
You have the HUD touching the edge of the screen which is a BIG no no. Some monitors and TVs will cut off a slight bit of the edge from your game.

thanks for the tip,i'll move it asap.
also things are a bit hard to see,uploading really caused things to be very hard to see.
if you look closely the cross hair is in the middle,but you can barely see it.
all of the issues will be worked on,and resolved very soon,for the meantime,it beats the old hud.

toxicpanther
02-21-2010, 11:44 PM
I don't really see how showing all that info in text is useful :S specially having a radar right next to it showing you all that info in a way more direct way...

we hope to incorporate the info panel and radar connection into a more emmersive experience yet to come.
we haven't yet decided what more to do with the info panel besides display important messages and display enemy locations,but in the future we plan on doing much more than shown.

mikepurvis
02-21-2010, 11:55 PM
Looks nice, good luck.

hyawatha15
02-22-2010, 12:14 AM
You're welcome. You have the radar at a good distance from the left side of the screen. That is about the closest you'll want any HUD element to be near an edge.

Keep up the good work!

prelusion
02-22-2010, 11:23 PM
heres the new shotgun finnished, some people didnt like the last one i made so heres the new concept..
Also it hasnt got a name yet so suggestions are welcome.

please enlarge.
http://img682.imageshack.us/img682/6796/shotgun.jpg

mkandersson
02-23-2010, 03:21 AM
I'm no weapon expert but your handle is too square. Other then that is looking better and better imo. Nice shotgun shells.

prelusion
02-23-2010, 03:52 AM
the render just makes the handle look square, also the smoke covering it isnt helping..lol, but it is definitely smooth all round.

Drevlin
02-23-2010, 05:33 AM
I like that this project seems to be undergoing a rather interesting pre-production phase with very worked out concepts, and its interesting that its shared with the community. To those who are complaining about people being harsh or giving crits they dont agree with, lighten up. Its not final ingame art and has not undergone the hazzle of actually implementing it into the game so if there ever was a time to give crits, its now.
I have mixed feelings about the images i've seen (at work, to busy to read much of the text... sorry ;)). Some of the designs are cool, even if some is lacking in how it would actually work IRL (The spider robot on the first pages would be an example, as already pointed out by someone) and I also find some stuff lacking from a technical standpoint (ie modelling/texturing). You mentioned that you're only 18 and going of to game dev uni (awesome for you, i graduated from game dev uni in 2008. Have a helluva time! :)) and your technical know how will improve (knocks on wood) so I'll let you work more on it before I dig into actually giving you crits.

All in all, interesting approach and designs. I hope the project ends up being as interesting as well. :)

Also, work on the lighting in the environment. As a pro lighting artist I cry emotears when I see an environment where the lighting has just been tossed on. :)

prelusion
03-10-2010, 08:51 PM
Hello, here is the new concept for a triple barrel grenade launcher.
I worked a bit on my lighting Drevlin, but im no lighting specialist.
We are still looking for people to join the group, so please tell us if you can help!

Please enlarge!
http://img215.imageshack.us/img215/4413/grenadefinalu.jpg

JohNLA
03-11-2010, 02:01 PM
Sweet concept

CupcakeMan
03-11-2010, 05:59 PM
No clue how you would be able to hold that in real life, but cool none the less :D

AutopsySoldier
03-11-2010, 06:12 PM
No clue how you would be able to hold that in real life, but cool none the less :D

I was thinking the same thing.

Anyways, your best work to date, keep it up dude!

prelusion
03-11-2010, 06:43 PM
its quite hard to see, but it has a deployment bipod with piston powered extensions, like a telescope. also we intended the player to be able to walk around with it, but it slows them down.

toxicpanther
03-11-2010, 07:28 PM
i'll upload teh picture with the bipod,it's meant to be carried like the turret in halo 3,with the handle being at the top,it has a bipod that can be set up to allow for stability.