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NVIDIA Competition 2008 / Villain - Spambergo's New WIP

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Spambergo
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Posted: 29th Nov 2006 00:19
Well, less than two months to go, and I'm restarting my entry... That said, instead of a Space Shooter, I will be making a adventure/beat'em up of sorts... It will be done in the style of a comic book, although probably NOT cel shaded. Your character? Well, the title says it all: You will be playing an up-and-coming villain.

It will be mission oriented, with experience and rewards given on completion. That's it for now, I'll post screens and more info as soon as its ready... but not a moment before!
Xenocythe
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Posted: 29th Nov 2006 02:42
Cool


Spambergo
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Posted: 1st Dec 2006 04:23 Edited at: 1st Dec 2006 04:23
Ok, I have tons of work to do, so this will be short. Basically, I would like to give the player a degree of control over the character's back story, and this will decide what powers and abilities the character has. This is all tentative at the moment though; I would LOVE to get this all done in time for the compo, but I have a sneaking suspicion that I won't have time. Therefor, the compo version may restrict a play to a specific set of power/abilities.

Anyway, here's a generic girl, and three potential villains she could become:



Also, on the game design level, I've decided that later missions will be unlocked based on a central set of attributes:

Infamy is the main stat: How well known is your character?

It will be derived from three substats:

Vanity: Are you a villain for attention? Defines how much of a showboat you are. A vane character will care more about style and image than efficiency.

Obsession: You are on a mission, and all your actions follow a direct course. Anything else is just a distraction.

Cruelty: Regardless of why you became a villain, you have discovered that inflicting pain is your true calling.

Ok, thats all for now, LOTS of work to do... yikes.

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Bizar Guy
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Posted: 1st Dec 2006 04:54
This is a really neat idea. I'd really like to see the final version of this show why the bad guy is bad, and why they don't see themselves as evil just for the sake of being evil. The best examples of this I can think of are the villains in Naruto. None of them think they are evil, though some have truly twisted minds and all of them have an extremely skewed view of right and wrong from our point of view. The best villains you can feel sorry for, because if their lives had turned out differently they could have been pure of heart people. In fact, the most evil villains are often the ones who would have been the purest if they grew up the way the hero did. They are often mirror images of the hero.

Yes, I'd have to say Nartuo has some of the best villains I've ever seen because they are so human. Most of the episodes which reveal the best of the villains haven't been aired in America yet though. I love you tube.

What I'm suggesting may be even more daunting than what you were planning, I can't say. But I would love to play a game where I was a villain who started as such a pure person. It calls for a deep understanding of psychology though to pull this off. This was the big failing for me in Fable. I saw no reason to be evil when the character had no motivation. Basically if you wanted to be good you were good, and if you wanted to be bad, you were bad. I by nature always become good, because I never have to fight to be good. Being evil would take more work for me, and is just too similar to being good. Still, Fable is one of my favorite games, even though it's far from perfect.

I look forward to this. It's one of the most interesting concepts so far.

Spambergo
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Posted: 1st Dec 2006 22:04 Edited at: 1st Dec 2006 22:06
Hey, thanks for the reply! I've only seen a very little of Naruto, due to my lack of cable tv/money. Some of my favorite villains came from the Batman: The Animated Series. Ignoring the Joker, most of the villains had fairly deep backgrounds- Mr. Freeze is the perfect example... all he really ever wanted was to save his wife, and when he was betrayed, and lost legal the means to his end, he resorted to crime. (Actually, this is why I LOATHE the new animated series "The Batman"... it wrecked one the best villians Batman ever faced by making him into a petty jewel thief).

I've always liked games that allow good and evil... I had considered allowing both choices in this game. But, that would add an extra layer of complication to the design, and with a limited amount of time I don't want to promise anything. Also, I kind of wanted to let the player be bad for once. But how bad will be left up to you.

Ultimately, I would like to let the player define much of the character's motivation, which is the point of the attribute system. In-game actions will affect your character's progress. Your character could range from a generically evil spoiled brat, to a sympathetic loner with a vision.

Anyway, BACK TO WORK... browsing the forums won't help this game's completion

Here's a in-progress model of the main character:



1500 Triangles

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Bizar Guy
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Posted: 1st Dec 2006 22:49
Yeah batman has some really good bad guys. And never speak of "The Batmon" again. I saw one episode (actualy only half)... and that was enough.
But you don't need cable to see Natruo. You Tube is your friend...


I like the character model so far, but her arms seem rather thin, and her feet a bit big.

Spambergo
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Posted: 3rd Dec 2006 05:02 Edited at: 3rd Dec 2006 05:02
@Bizar Guy: Thanks, I'll work on those arms. The feet are basically placeholders, made to be morphed into feet, shoes, sandals, etc, depending on the character type.


Speaking of character types, I would like to include all of the pictured classes above, plus at least one more. However, there is a very real possibility I won't be able to pulled it all off in time for the compo.

That said, I will probably start by focusing on one character class. It would be helpful if people told which was their favorite idea. Here are some descriptions( with vague "class-titles"):

1. Dark Mystic: Powered by an artifact or spirit, the Dark Mystic has a variety of magic powers and abilities to reach her ends.

Strengths: Magic, Academic and Tech skills.
Weaknesses: Strength, Close combat, most powers will
drain energy; careless use will leave the
Mystic vulnerable.

2. Empathetic Elementalist: Has an empathetic link to nature, and can manipulate plants, animals, and maybe the earth itself.

Strengths: Elemental abilities.
Weaknesses: Tech skills, powers will drain energy

3. Blind Fighter: After losing her vision, her other senses grew strong; unnaturally so. Has senses and reflexes that defy logic, and maybe even the ability to experience time on a different level.

Strengths: Close Combat(Speed), Stealth, some unnatural
abilities.
Weaknesses: "Powers" will cause a huge energy drain, not
not heavy on brute strength, Collecting
information might be difficult without
assistance.


4. Nano Suit: (Not pictured) Armed with a strength boosting Nano Suit, she use what comes easiest: brute force.

Strengths: Brute force, defense, intimidation.
Weaknesses: skills, stealth.


Ok, thats it for now. None of these are set in stone, and I'm always open to suggestions.
headcrab 53
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Posted: 3rd Dec 2006 16:28
These look like some excellent ideas!


Bizar Guy
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Posted: 4th Dec 2006 00:24
The empathetic elementalist or the blind fighter. But I have trouble seeing you able to pull off good "Vision" for her on-screen in time for the compo. But if you can, that would be really good. I think it would be amazing to see sonar, sent, and vibrations from where ever she's touching on screen...

Spambergo
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Posted: 7th Dec 2006 23:16 Edited at: 7th Dec 2006 23:16
I've basically completed the basic character model and texture. This is before the character has any powers or abilities. Here are four shots of the textured character in DBPro:



It weighs in at 1928 triangles. Anyway, back to work... so much more to do.

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Dared1111
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Posted: 8th Dec 2006 19:44
This is one of the few which are open for the player to choose what they want to do, i like it but where are the male things?

Moenex is started in Dbpro!see:http://www.freewebs.com/memexthegame/index.htm
FROGGIE!
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Posted: 9th Dec 2006 15:59
This is coming along nicely, I like the style of that texture.

Quote: "This is before the character has any powers or abilities"


Does this mean her appearance will change as you get further into the game?

The blind fighter idea sounds cool.
Dared1111
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Posted: 9th Dec 2006 17:12
I'd be Elemental and dress as dark as possible.

One question, will there be stealth?

Moenex is started in Dbpro!see:http://www.freewebs.com/memexthegame/index.htm
Spambergo
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Posted: 9th Dec 2006 18:24
@Froggie: Thanks! What I mean about "before the character has any powers", is that I intend to have player shape the backstory. So, based on how the player chooses, this girl could become one of the villian-types pictured above. The current and texture model is her dressed in casual clothing... as opposed to suited up for a mission.

@Dared1111: Thanks for the comments... as for a male character, it was included in my orginal design. In fact, I would like to include several different age/sex characters to choose from. However, the project has been scaled down, because I have WAY to much work to do as is. I can't promise any other character choices than the girl at the moment. As for stealth, yes I am planning to include stealth as an option, but not a requirement.
Spambergo
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Posted: 10th Dec 2006 15:57
Well, my video card is mostly dead, so there probably won't be too many updates for a little while. I can barely see what I'm doing on my screen, so most work will have to be done on other computer, or on paper for now.
Spambergo
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Posted: 28th Dec 2006 06:17
Ok, its been more than a little while... I have a new video card, and have been back on track. Hopefully I'll have some new screenshots up tommorrow.

At the moment I'm texturing the "Elementalist" character. After that, focus will be shifted to the game engine itself. Currently I have a basic collision system in place that allows the player (and in theory, any other entity) to move about and climb up reasonable step heights. Basic gravity has been implimented as well.

That's it for now, good night!
Spambergo
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Posted: 29th Dec 2006 06:01 Edited at: 29th Dec 2006 06:02
Alright, here's a few of the promised screenshots. They feature the semi-completed and textured "Elementalist" character, and an obviously incomplete level. Enjoy

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TEH_CODERER
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Posted: 29th Dec 2006 11:45
Great model and texture! Even the scarcely existent level looks good!

Spambergo
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Posted: 30th Dec 2006 07:02 Edited at: 30th Dec 2006 07:03
@TEH_CODERER: Thanks! Glad you like the shreds of level that exist.

I've spent my free time today doing one of my least favorite activities: rigging a character model. I've completed the basic (non-powered) character's rig... can't wait to get cracking on the elementalist...

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TEH_CODERER
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Posted: 30th Dec 2006 09:28
Is she hitch-hiking? Nice framerate!

Dared1111
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Posted: 30th Dec 2006 10:20
i'd love it if you could steal cars on there and whatever....

How do you earn obsession?

will the civilians learn and try not to get in the way of your most common actions?

Game progress- 30 percent
Spambergo
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Posted: 30th Dec 2006 19:22 Edited at: 30th Dec 2006 19:24
TEH_CODERER: Ha, no she's just giving me a thumbs up for getting the rig done. The pose is just a test pose really...

Dared1111: In order to actually get this done in time for the compo, I'm not quite going for a GTA level of ambition... As for civilians, your infamy rating will affect their reactions towards you. If your infamy is low, they'll just ignore you, but if it gets higher, they'll flee you on sight( and maybe alert the police). I might add an alter-ego system, so you can change in and out of you costume to avoid unwanted attention.
Bizar Guy
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Posted: 30th Dec 2006 19:33
Nice shots! Glad to see you're still working on this. I really like the girl model, but I think you need to make those dark lines on the hands much lighter and thinner. They make her hands looks really ugly when they're not.

Alter ego sounds nice. It would make a really interesting mechanic if you had to find something like a phone booth to change into it.

Dared1111
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Posted: 30th Dec 2006 22:03
can we like have glowing symbols on different parts of our body (in appropriate places like shoulders , backs, any part which is right to have on in

Game progress- 30 percent
Spambergo
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Posted: 4th Jan 2007 05:37 Edited at: 4th Jan 2007 05:37
@Bizar Guy: Thanks! I'll definately try to fix those hands, but that will be second to many more pressing issues.

@Dared1111: I have considered adding a feature like this. Whether or not it is in the compo version, we will see...

I have finally tried out some shaders in my game. Here's a before picture:

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Spambergo
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Posted: 4th Jan 2007 05:38 Edited at: 4th Jan 2007 05:40
And here it is with evolved's Paralax Shader:


Honestly, I'm not entirely pleased with how it looks... I'm going to keep fooling around with the maps, and check out some other shaders.

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Spambergo
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Posted: 4th Jan 2007 18:45 Edited at: 4th Jan 2007 18:45
Ok, here's another shot... I'm liking the shaders more now, but the frame rate is taking a hit

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Mr Crazy
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Posted: 6th Jan 2007 22:38 Edited at: 6th Jan 2007 22:39
Lovely use of bump mapping there ! I hope it won't kill my fps if I try the demo I can only support V1.1, meaning I will get even lower fps than yours when I play it. If I were you, I'd only add effect to objects in range.

Every 500ms or so, do a distance check to see if an object is within... I don't know... 2000 units from the player. If it is, activate shader, if not, deactivate.

"God - he's my favourite fictional character." - H. Simpson.
Spambergo
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Posted: 7th Jan 2007 03:06
@Mr Crazy: That's a good idea, and I'll definately consider using that on the scenery objects... however, each type of scenery currently present on the screenshot is a single object. In other words, all the buildings are one, as are the sidewalks, and the roads.

I'm going to include an option to play without shaders, for slower computers, or maybe different levels of detail.

Anyway, thanks for the comments!

My Nvidia Compo Entry - Villain:
http://forum.thegamecreators.com/?m=forum_view&t=94427&b=32
Dared1111
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Posted: 7th Jan 2007 21:20 Edited at: 7th Jan 2007 21:22
LOOKS Cool!!!

Edit: are you completing this after the compo?

Game progress- 30 percent
Spambergo
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Posted: 7th Jan 2007 22:28 Edited at: 7th Jan 2007 22:28
@Dared111: Thanks! Yeah, I intend to take this project beyond the compo... how fast it happens will revolve around my schedule, which is becoming quite busy as of late.

My Nvidia Compo Entry - Villain:
http://forum.thegamecreators.com/?m=forum_view&t=94427&b=32
Dared1111
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Posted: 7th Jan 2007 22:44
Well its worth the wait

Game progress- 30 percent
Spambergo
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Posted: 12th Jan 2007 06:44 Edited at: 12th Jan 2007 06:46
Well, I've been working on getting my "Entities" system working, which will allow NPC characters and enemies to go about their business. Unfortunately, as few as 10 animating models cause a large hit to the frame rate.

I'm searching for options to eliminate this problem... currently the game checks if they are on the screen or not, and stops animating them if not. This is far from perfect, because models behind buildings still count as "on screen".

They polygon count doesn't seem to be the issue, as I've loaded 100 none animating versions of the model, and it ran very smoothly.

Anyway, here's an early screen of 20 characters (using the basic player model) wandering about.


My Nvidia Compo Entry - Villain:
http://forum.thegamecreators.com/?m=forum_view&t=94427&b=32

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Micophone
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Posted: 12th Jan 2007 07:00
The textures are very clean and crisp. I like!

She's kinda cute. Whats her name? Does she have a boyfriend?
Spambergo
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Posted: 12th Jan 2007 16:40
@Micophone: Thanks! Her default name will probably be Cassandra, but you can rename her upon character creation. As for a boyfriend, no, not YET... *hint*hint*

.... Although aspects of the game like that are taking a back seat to more important things, like, improving the frame rate

My Nvidia Compo Entry - Villain:
http://forum.thegamecreators.com/?m=forum_view&t=94427&b=32
Blobby 101
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Posted: 12th Jan 2007 18:41
looks good
are you gonna make a bit of a demo sooner or later?


perfection is not achived, it is earned.
Spambergo
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Posted: 20th Jan 2007 18:36 Edited at: 20th Jan 2007 18:37
@blobby 101: Thanks! I plan on releasing a demo as soon as I've got some sort of combat system in place.

Well, its been a while(again). I still haven't found an acceptable solution to my frame rate issue with animated models, so I'll still debating whether or not this will be an action game. If all the animations kill the frame rate too much, I may just decide to make the game into a hybrid strategy/adventure game. If this happens, the combat would be in the vein of Final Fantasy Tactics. But honestly, I'm still working it over in my head.

ANYWAY! On to actually progress, I've got word bubble system functioning... At this point, characters have a chance of stopping to chat with you as you walk by. Here's a tongue-in-cheek example:



Well, back to work... I've got a LOT more to do.

My Nvidia Compo Entry - Villain:
http://forum.thegamecreators.com/?m=forum_view&t=94427&b=32

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Tom J
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Posted: 20th Jan 2007 19:59
This game is looking brilliant!

Can't wait for a demo to come out
Bizar Guy
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Posted: 21st Jan 2007 16:23
Gah! Give me back my word bubbles!

Spambergo
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Posted: 22nd Jan 2007 03:00 Edited at: 22nd Jan 2007 03:00
@Gaming Collosseum: Thanks! I can't wait for the demo either... it'll mean that a lot of hard work has been completed

@Bizar Guy:

Here's the Elementalist, rigged, textured, and ready for trouble!



My Nvidia Compo Entry - Villain:
http://forum.thegamecreators.com/?m=forum_view&t=94427&b=32

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Spambergo
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Posted: 1st Feb 2007 05:06
Still hammering away at this project... I plan to release some sort of demo soon, although it will be more of a tech demo than an actually game at this point

Spambergo
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Posted: 3rd Feb 2007 20:53 Edited at: 3rd Feb 2007 20:54
Ok, I've still got loads of work to do, but there have been a few updates, though few are visible in the attached screenshot. A few major collision bugs have been ironed out, the beginnings of combat are in place, and a new character model has been rigged and animated.

The new model is a security guard, for your beating pleasure.



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Dared1111
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Posted: 5th Feb 2007 16:48
looking good!!!

Who wants a Lemon?

I love lemons... and cats
Bizar Guy
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Posted: 5th Feb 2007 22:36
Nice cop-dude. Great style, though a bit stiff around the shoulders.

How full of stuff will the environment be in the compo version- like say will it look like an abandoned city, a game city, or a real city?

And just curious, because it will probably effect the compo version a lot, how good are you at faking far away environmental effects? If you haven't thought of it much, really do, and if you need help definitely go check out Tinkergirls thread in the theory board. There are at least three docs there I bet you'd be interested in.

If fact, it you make the actually play area only a few blocks big and fake the rest really well, you could make the city look incredibly busy and crowded. Just an idea (that I would do, but that's just me), not sure if you want to do that for the compo version or final version either.

In any case, if you haven't seen Tinergirls help thread, I seriously recommend it. If she made a book of it, I would buy it, and read it about twice as often as I read the other help books I own for well, anything.

Spambergo
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Posted: 6th Feb 2007 04:49 Edited at: 8th Feb 2007 06:00
@Dared1111: Thanks, I'm trying!

@Bizar Guy: Yeah, maybe the cop has a stick up his... well, maybe I just need to work on that...

Thanks for showing me that tutorial, it seems like common sense, but it's so useful to have someone spell it out for you. I suck at level design...

For the competition, it'll probably be game-city, taking place on just a block or so... One huge problem is that animating models SEVERELY slow down the game. I have measures in place to minimize this: Check if they're on screen, only play idling animations at close range... but this still only helps so much. Crowds will have to stay relatively small...

I'll be quite honest, this game was a bad idea for a one-man entry to a short competition. I was originally making a space shooter as well, which ate up a month of my time. So it looks like I bit off more than I could chew.

That said, I fully plan to continue this project after the compo ends... I've put too much time and effort into this to quit now! (Although, it does have a sister project that I may jump back and forth between)

Anyway, I hope to have a small tech demo ready very soon... sadly, it will probably be all too close to the final compo version.

Spambergo
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Posted: 8th Feb 2007 05:58 Edited at: 8th Feb 2007 05:58
Ok, I majorly needed a break from coding, texturing, and modeling, so today I made a quick title screen for the game. I'll have a demo soon, after I get a few more timer-based issues sorted out. Anyway, here's the (tentative) title screen for the demo:



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TEH_CODERER
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Posted: 8th Feb 2007 08:11
Nice! The 'Villain' part doesn't look quite as good as the rest but still very nice.

Spambergo
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Posted: 8th Feb 2007 19:15
@TEH_CODERER: Thanks!

How dark do all these screenshots look on your moniters? I'm at my internship, and on this computer everything looks rather... dark. I wonder if my home moniter is set to max brightness or something.

TEH_CODERER
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Posted: 8th Feb 2007 19:28
They look fine here. I used to have a monitor which had very low brightness so I know what you mean.

Bizar Guy
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Posted: 8th Feb 2007 22:58
Nice menu. The screens are anything but dark on my moniter.

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