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Posts posted by ChrisV
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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.
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I like the idea of an intense horror game too.
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.
Having the game indoors is not a bad idea, but I would also add an outdoors level if possible.
Cheers
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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.
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.
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
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is there any way to change
TBody ballbody=CreateBodySphere();
so it will act as a character not a ball?
Why not use a cylinder instead of a sphere?
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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
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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.
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
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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.
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.
Cheers
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This is SWEET stuff, paramecij! Nice work, dude! Awesome.
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.
The bump map texture, I could do them myself if necessary.
Cheers
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Thanks! Heheh, yeah I might do that.
Sorry that I didn't upload the rock model yet. Have been working on the tree model, which had a bit of an upgrade.
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.
Cheers
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Finished a free rock model that I'll be uploading to the asset store tomorrow when I wake up.
Here a few screenies. The model has 3340 tris, and was made and textured in Sculptris.
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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.
This way, I didn't need to change the radius size of the character controller.
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The glove looks like it was dipped in lava
You mean the red spots? ?
They are supposed to look like bloodstains, but they could use an upgrade.
I'll probably add a bit of shine and a bit more bump to the glove aswell.
Cheers
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Will be uploading a free rock model and a tree one of these days.
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.
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Thanks, man!
Yeah, the idea of a model library for the Leadwerks engine has been on my mind aswell. I think there's plenty of good programmers willing to make a game, but they don't have the media to do it, so this might help.
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You're welcome, guys!
Already working on another tree. And also a few rock models. I might do a few non-nature models aswell.
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Here's a free tree model I've done, to be used in your game(s), either commercial or non-commercial.
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.
Uploading the model to the store now.
Cheers.
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Hum...for some reason, I can't get it to work.
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.
EDIT: clicking apply makes the ocean (red plane) dissappear, and also the name.
Any ideas/suggestions? Thanks.
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Ok it's in the store now, let me know if it works
Checking it out now.
Thanks a lot, man! Nice work!
Cheers
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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.
Thanks, paramecij!
Yeah, that would be great! The more textures, the better.
If you'd agree, I could make a few free models to add to the store with your textures?
Cheers
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Yeah thats kinda what I meant more...
I used Truespace to model them. As Benton said, you can create 'em in any 3D modelling program.
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.
A person who likes modelling, doesn't mind doing the work.
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Thanks for the comments!
May I ask how you make this sort of thing perhaps?Sure.
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.
Cheers
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Your ocean water is starting to look really sweet, shadmar! Awesome!
So, do the waves affect the boat? ?
Nice work!
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Here's a screenshot of a few new models I've done the last couple of days. Rocks, a tree, ferns, grass, and weed.
Going to make lots more, make some kinda model library.
Cheers
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how do you scale stuff in the editor then?
You can't scale in the editor. This might get fixed in Leadwerks 3D, though.
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.
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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.
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.
Next skybox will probably be one with a distant planet in the background.
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Me too.