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ChrisV

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Posts posted by ChrisV

  1. Yes indeed, sound in a horror game (and also the lack of sound = silence) is very important in horrorgames. Horrorgames are all about trying to make the player feel as if he's alone, and yet surrounded by evil things. Making the player feel insecure and abandoned / in danger.

    It's those sudden things (like in Amnesia) that can scare the hell out of you.

     

    P.S. that is an epic zombie btw...

    Thanks, Benton. This one is still WIP. smile.png

  2. I like the idea of an intense horror game too. smile.png

    Doesn't have to be zombies, it could also be some kinda monsters/demons.

    Regarding the zombies, though...making them is not that hard. Here's a model I did yesterday for another game I'm working on. This one is really low poly...only 861 tris. I would suggest between 3000 - 4000 (or maybe 5000 at the most) for high detail.

    The good thing about having zombies/monsters, is that you only need one rig with animations for all the monsters.

     

    zombieLow.png

     

    Having the game indoors is not a bad idea, but I would also add an outdoors level if possible. smile.png

     

    Cheers

  3. How about a post apocalyptic survival adventure game? Something like in "The Book Of ELI" With a destroyed civilization and few people left. A bit like fallout but subtly different.

    I like this idea too. smile.png

     

    Let's make a FPS but bow and arrows instead of guns, with cannons and horses!

    As for characters, I would also keep them limited. Making horses is not something everyone can do. wink.png

    Best to sit down and talk with the group members, discussing what is possible, and what is not.

     

    As for cutscenes, you also should decide which way to do them. Either by comic story telling, by ingame cutscenes, or by movies. This will also depend on the skills of the members.

     

    Cheers

  4. Could be interesting, if it could be done as an editor game using lua objects, and a game script.

    Would be very sharable and reusable then

    + 1

     

    I think every project needs good management and dedicated people willing to finish it. Getting a game finished is the hardest part. That and also deciding what game it'll be if you work in a team. I've done a few games from start to finish (mostly 2D), but not big projects. Keeping motivated and inspired is what'll get you furthest.

    Also, good leadership is essential, but not to the point of becoming bossy. We're making this game for our pleasure and to learn, not to become enemies. smile.png

    Best would be a small game, maybe a simple fps shooter. It would be good to have something to promote the Leadwerks engine. Show what it can do.

    And, if the game turns out to be decent, we could take it one step further and make it better and better.

    So, yes I'm willing to participate. I'm not the best programmer, but I'm quite good at media (3D models, 2D art, sounds, music...).

     

    Cheers

  5. One more FREE skybox added to the asset store. A night time skybox with stars and moon, perfectly suited for horrorgames, or for night time scenes. smile.png

    By changing the background colour in the properties panel of the 'Atmosphere', you can achieve some cool effects. Here's how it looks with the background colour set to dark red. smile.png

     

    BleedingMoon.png

     

    Cheers

  6. This is SWEET stuff, paramecij! Nice work, dude! Awesome. smile.png

    Did you take these pics yourself?

     

    My texture "library" is not finished, so far I've only done ~25% from the pictures I took, some still need a little tweaking (color correction etc), while most don't have a normal map (yet).. But if they would be of use to you, I can upload them somewhere this weekend...

    Yes indeed, they could be of good use to me (and also the LE community). I could make some sweet vegetation models with this. smile.png

    The bump map texture, I could do them myself if necessary. wink.png

     

    Cheers

  7. Thanks! Heheh, yeah I might do that. biggrin.png

    Sorry that I didn't upload the rock model yet. Have been working on the tree model, which had a bit of an upgrade. biggrin.png

    Upgrade includes: less polies, improved collision .phy file, billboard, and made as a vegetation layer, so now you can just paint with it in the terrain editor. Oh, and I also lowered the tree model to prevent having a gap at the roots of the tree when the terrain has steep curves. The collision now only works on the trunk and branches, and not on the leaves.

    To install, create a folder in the 'Trees' folder of the 'Vegetation' folder, and unzip all the files in there.

    Uploading to the asset store now. Have fun with it. biggrin.png

     

    Tree001b.png

     

    Cheers

  8. I had the same problem with my gun and arm model. Adjusting the scale of the model and also changing the position of the model got rid of the issue. smile.png

    This way, I didn't need to change the radius size of the character controller.

  9. Will be uploading a free rock model and a tree one of these days. smile.png

    Have been working on my western gun model, and a gloved hand/arm. This is how it looks. I'm quite pleased with the result.

    Any comments? Thanks.

    Going to add a left arm aswell, and figure out how to make them shoot in sequence. Any suggestions on how to do that in Lua?

    After that, I'll be concentrating on getting a muzzleflash spritesheet at the tip of the barrel when the player shoots. smile.png

     

    Gun2.png

  10. Here's a free tree model I've done, to be used in your game(s), either commercial or non-commercial. smile.png

    Only 938 polys. It includes a diffuse and bump map texture for the bark, and a diffuse for the leaves/twigs.

    Hope you'll like it. Credits are appreciated. Thanks.

    To install, create a new folder named 'Mytrees' in the 'Vegetation' folder, and unzip all the files in the 'Mytrees' folder.

    Here are a few pics of the tree model. smile.png

    Uploading the model to the store now.

     

    Tree001a.png

     

    Tree001.png

     

    Cheers.

    • Upvote 1
  11. Hum...for some reason, I can't get it to work. sad.png

    I did as mentioned, copied the shaders in the 'mesh' folder of the shaders.pak, and put the 'ocean' folder in the 'Models' folder. I can see and put the ocean patch in the editor, but I only see a transparent red plane. I've matched the skybox material of the atmosphere to the one in the ocean material, but no changes. Also, when I click the checkbox 'Active' in the 'General' settings of the ocean and click apply, the name of the ocean patch dissappears. Very weird.unsure.png

     

    EDIT: clicking apply makes the ocean (red plane) dissappear, and also the name.

     

    Any ideas/suggestions? Thanks.

  12. Looking good. If you need any additional vegetation textures or source photos, I have a huge growing library of them, that I'm willing to share. smile.png

    Thanks, paramecij! smile.png

    Yeah, that would be great! The more textures, the better. wink.png

    If you'd agree, I could make a few free models to add to the store with your textures?

     

    Cheers

  13. Yeah thats kinda what I meant more... wink.png

    I used Truespace to model them. As Benton said, you can create 'em in any 3D modelling program. smile.png

     

    Unless you like making a bunch of faces with fern textures on them, it's a waste of time.

    I'd hardly consider it a waste of time. First of, you can't buy everything you need (unless you have the money for it), and second, being able to create your own models is better, since you can model it the way YOU want. smile.png

    A person who likes modelling, doesn't mind doing the work.

  14. Thanks for the comments! smile.png

     

    May I ask how you make this sort of thing perhaps?

    Sure. biggrin.png

    The ferns and weeds are fairly simple to make. They're just textured plains.

    The trees on the other hand, are not as easy. The trunk has to be modelled/textured, and then it's time to add a bunch of plains for the branches/leaves, which is rather time consuming. blink.png

     

    Cheers

  15. how do you scale stuff in the editor then?

    You can't scale in the editor. This might get fixed in Leadwerks 3D, though. smile.png

    Best choice is to scale em in your 3D modelling program, and save (export) them again (under the same name of course). Also, remember to delete teh physics (.phy) file related to your model after you've done any change to your model. wink.png

  16. Mine were done in Bryce 7 Pro. Which is affordable too. But, if you hurry, you can still get the Pro version for free HERE. smile.png

    Vue is indeed a great program. Used the demo for quite some time. Never bought it, though.

    I'm also working on a program to render realtime clouds/atmospheres. So far, I already have the clouds working. biggrin.png

    Next skybox will probably be one with a distant planet in the background. smile.png

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