-
Posts
383 -
Joined
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by ChrisV
-
-
Hey guys!
We at Rimfrost Software (Roland and myself) finally decided to share our idea and plans for a game that will get developed with LE.
The game we're going to build is a first person sci-fi horror shooter with stealth/survival elements.
This project is in a very early stage, but we will update this thread as we progress, and keep you guys informed as much as possible.
The story:
The year is 2371...
After several decades of intense research and experiments, scientists have finally found and developed an ion based engine, using a fusion and laser technique, that makes it possible to go faster than the speed of light. Plans for missions to land and investigate on Earth like planets take shape, and hypermodern spaceships are being created on a large scale.
You are Jones Bonez, a 27 years adventureous guy who signed up for one of these missions.
'Eclipse' is the name of the spaceship that will take you to planet Ergon, an Earth -like globe. There you will land, investigate and explore, taking samples and return to the home base here on Earth.
As usual, things don't work out the way they supposed to...
You have troubles getting asleep, so you took a couple of sleeping pills.
While you're in dreamland flirting with an imaginary beauty, a shuttle (with the Captain on board) was launched to land upon Ergos, but an unknown force disables the board systems of Eclipse.
When you wake up...you find yourself alone...except for the dead bodies of your fellow crew mates...but wait...it seems you're not alone at all...it seems there are some other beings on the ship...creepy creatures...bloodtirsty things...hostile beings!
The Gameplay:
- First person shoot and survival/stealth mode. Blast your way through the enemy lines, combined with stealth to preserve (limited) ammo.
- Solve basic puzzles (handles, switches, timer based puzzles, etc...).
Your weapon arsenal:
- Coming soon -
We appreciate comments and suggestions, so don't hesitate! Thank you!
- 10
-
No problem. Will start on it asap. Might even do a small (fire/explosions) effects pack for the workshop.
-
I could provide you some pretty realistic fire effects, but it involves a mix of particles and spritesheets. Was working on a particle fx pack a few months ago, but as usual, (free) time is hard to find, and i started to work on other things instead. If you want, i can quickly make a couple of fire/torch effects for you to try out?
- 2
-
Yeps, that's why entire character packs (done by the same artist) are much better. My plan is to do such pack(s), but unfortunaly, finding the time to do them is not easy. Whenever i do have some spare time (besides projects and work), i am working on art for Leadwerks, though.
- 1
-
I think that some of these features/improvements should be standard, not voted for. Things like speed optimization, vegetation painting, water, bug fixing, editor improvements are beneficial/needed for everyone (or at least, the majority ).
The other features/improvements are also needed or very helpfull, but maybe Josh can concentrate on the standard ones, and a couple of the others, and let a third party work on others, or maybe another kickstarter?
Anyways, it's just a suggestion.
-
For intergration I would love to see some work done for Daz, as their character models, props, scenes are well done and they have gaming licences available for using Daz Content.
I think the (indie) gaming license for their models costs $500, and then you also need to pay for the models. Also, keep in mind that their character models are fairly high poly (30K is a minimum, i think).
-
Now THAT would be really cool, shad!
+ 1000!
-
This seams to be the debug mode (F5) which is quite slower than the run mode (F6).
Actually, it's not in debug mode. I rarely run my games in debug mode.
The 30 fps i get (in run mode), is not constantly, i get around 45 to 60 fps in less populated areas, and around 30 fps when i'm standing in front of the panel to activate the crawlers to come out (AI and Events -map).
- 1
-
Here's my list of things i'd like to see improved/added.
- Performance improvements (both in editor, as ingame): I currently have quite a powerfull machine (Specs: Intel® Core™ i7-4770 processor 3.4 GHz, Windows 8.1, 16GB Memory Type: DDR3 1600 MHz, Hard disk capacity: 2.000GB, SSD Capacity: 256GB, Video Card: NVIDIA ® GeForce ® GTX 760 graphics card with 1.5GB of GDDR5 video memory), but yet the framerate drops to around 30 fps (ingame) when running the 'AI and Events' -map on a screen resolution of 1920*1080. Even a simple scene (1 directionnal light, 1 terrain, 10 low poly models (1K each), the crawler and three postscreen fx (bloom, dof and vignette) makes the framerate drop to +55 fps.
I can also notice lag or stuttering when moving the character (it's even more noticeable when looking down to the ground).
- Editor improvements:
- Uniform scaling (transform widget);
- Vegetation painting;
- Road/river tool (the road tool in LE 2.5 was pretty good, maybe something similar for rivers);
- Scene view enhancements (search box, method to organize the items in scene view better);
- GUI editor: a very basic GUI tool should be available for those not willing to buy third party tools, or don't know how to make one;
- Water/Ocean (buoancy, underwater fx, maybe even watersplashes/ripples );
- GSG (slice, carve, extrude, etc...);
- If possible: option to hide/show/dock panels, customize the window layout;
- Option to have custom icons on items we create, so that we can quickly see what is what in the scene views;
Import enhancements:
- When importing a model that has names for the different meshes, they all get renamed to 'surface01', 'surface02', etc...
Why not have them named after how they are called in the original model?
And, of course, all improvements on shaders that have been mentioned are also greatly appreciated. I love visual fx, so anything that is added, is a plus.
I might add more things later, but this is it for now. Thanks!
- 2
-
Really looking forward to this update! That polygon modeling looks so darn sweet!
Hopefully, it's free.
Makes me wonder, though. If this is just an upgrade...then, what other great goodies will the next major update have in store for us.
-
from c++ or lua ?
Both would be equally usefull. Thanks!
-
Does it have a variety of armor, cloths and similar? If it can create a variety of them, I'm seriously considering buying it too.
Not sure about that, but it is possible to make custom clothing (using templates, i think), and import them...so basically, the variations are 'endless'.
For people not good at modeling/rigging/animation, it's quite good, it seems.
-
Yeah, i got the same problem. The black triangulated 'spots' appear when looking to the sky at a certain distance of the sky model and get bigger the further you go away from it (stepping backwards). Probably just the sky model that isn't big enough, as cassius said.
-
Really great job, shad (and, klepto too, i think?)! !!
There's still room for improvement, but what you have already done, is really awesome!!
Some godrays coming through the clouds would really be great! *HINT* *HINT*
-
I have noticed the decrease in texture quality on terrain textures also. Must be something in the conversion, or something similar. My terrain textures look high detailed and crisp before importing in LE, but they clearly loose detail/get blurry after import/conversion. I think this should be added to the bug section.
-
Not normal at all!
-
You're welcome, Alvaro! Glad it's sorted out.
As for skyboxes, don't forget to check out my packs on Steam. Plenty more skyboxes to come.
-
In the 'Root' of your level, there's now an option to choose a skybox .mat or .tex file to your scene. It should fix the models (using transparency) not showing up in front of the skybox. ;-)
-
I think one of the most important things in any team, is a good vibe/team spirit, dedication, communication, mutual interests (game ideas), and honesty.
Roland and me have been a team (and still are) for two years (could be more ). I'm very proud of that and also very happy that i got to know Roland. He's become a very good friend, fun to work with, and we do share the same ideas.
Also important, is find a good solution to share and store your project (files). We also live away far from each other, but have been managing quite good so far.
- 1
-
Added a cool sanddust particle effect (prefab) to the Desert Pack on the Workshop. As you can see, it nicely blends (no cut off edges that might occur when particles and other 3D models contact) with the surroundings. Also working on another skybox, and models to add.
One thing that bothers me a bit, is that the particles rotate (face) towards the cam (for example, when they come from behind the cam. Having particles face the cam is good in most occasions, but for a sand dust (or fog/cloud) effect, it might be better if they stay at the same angles, no matter where the cam is. There are three options in the particle emitter, and i tried all three of them, but none gave me the effect i was looking for. Maybe a good suggestion to add it in a next update, Josh?
- 4
-
It seems if I add a csg object as a child to the emitter and save the emitter plays, else it does not.
Good to know, TJ! Will test this out asap. Might serve as a temporary solution untill Josh fixes the issue. ;-)
-
Bought the Substance Indie pack a couple of months ago, and i love it.
Very usable programs that can really help to create great looking textures/substances, and then use them (substances) in Substance painter on your models. Very impressive stuff!
It's also possible to just save your creations as textures (diffuse, bump, spec, gloss, etc...). And, what's also a big plus, with only one substance, you can create thousands of variations.
For substance i found too much nodes to make simple textures i would make in some minutes using photo texture base + filters + modifications ans brushes/masks in Gimp2 for example.Substance Designer isn't the easiest of programs, but once you get to know what (basic) modules you need to create a substance (that exports diffuse, bump, spec), it's not that hard. It's even possible to load in your (textured) models, and apply any substance on that to achieve some impressive results. I think Substance designer gives you a lot more control over how your final textures/materials look like. But, it needs some time to master.
Quixel software are great systems , but you must have Photoshop.Quixel does look impressive indeed! But, as you said, it requires Photoshop, which is a bummer.
-
Working on a sunset/sunrise skybox pack for the Workshop.
Finishing up another skybox to go in the pack. Currently the pack has three skies in it, and i'll be adding more later and update whenever a new skybox is added.
More (themed) skybox packs will get uploaded, ranging from sunsets/sunrises to daytime, stormy, night time, and also special ones (alien environments, space, etc...).
If anyone has suggestions for custom skyboxes, let me know, and i'll see what i can do.
-
Good idea, YouGroove.
Was going to upload the files, but got too occupied with the wip desert art pack i'm working on.
Not really a demo, but i'll get those files attached asap so that Josh can have a look at the problem.
Hostile - a sci-fi horror game created by Rimfrost Software - WIP
in Showcase
Posted
Thanks for the interest and comments, guys! !
We'll do our very best to make this game as great as possible!
That's good to know, shad! We already have a couple of missions for you, if you're interested.
Could you provide us with a godray shader that doesn't use the day/night system? We'd like to have lightrays coming through the windows of the spaceship from one of the nearby suns. Can you help us with that? ?
Secondly, i noticed that the bloom shaders (both the one in Shaders/Posteffects, and the one from the Post Process Shaders pack) are kinda heavy on framerate impact. Is there a way to make 'em less demanding on fps? Or, could you provide one that is less performance demanding (would be good for the community also ). Thanks, dude!
Nono, it's not delayed or abandonned. We're still working on SCOT. It would be stupid to give up on that now.
As for choosing LE for this project, well...both Roland and me have been using it for quite some time, and we still love LE very much. Besides some missing features in current version, it has a great rendering and the lighting is really nice. Also, we're keeping this game small and simple (at least to begin with).
Furthermore, we want to proove that LE3 is capable of great games, and by developing this game we want to help Josh make his engine better by attacking him with unexpected issues/problems that might occur during development. So Josh...prepare yourself.