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Work in Progress / Fallen 2020

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C0wbox
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Posted: 10th Jan 2009 16:49
@ djchaos
The art looks a lot better in that screenshot, although the maps still seem very, closed in, and somewhat fake as there is a too much bulky-rubbish lieing around (such as a tire in a street without a road down the middle.) And the plants also don't look green enough to be real plants, even if they are growing out of concrete.

This may just be my opinion, but it puts me off commenting, because it doesn't look right. :S
djchaos
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Posted: 10th Jan 2009 17:12
Quote: "The art looks a lot better in that screenshot, although the maps still seem very, closed in, and somewhat fake as there is a too much bulky-rubbish lieing around (such as a tire in a street without a road down the middle.) And the plants also don't look green enough to be real plants, even if they are growing out of concrete.

This may just be my opinion, but it puts me off commenting, because it doesn't look right. :S "


This will be changed in the final version, this is only placeholder art, well it's not even that i just thought we needed a new (press) screenshot while i am making the final artwork.

some of the streets with the houses on will be tall and give a claustrophobic look, but not many, most will be like any British town

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Twu Kai
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Posted: 10th Jan 2009 18:06
I really like the look of this, and that last screenshot is really nice. I will be following this!

I am sorry for my not replying to my last thread that asked for help.. I am active now and will try to reply to help!
Violent Pigeon
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Posted: 10th Jan 2009 18:37
Thanks, pop into our forum for more updates as well as quicker previews!


Butter fingers
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Posted: 10th Jan 2009 19:06 Edited at: 10th Jan 2009 19:10
Is that latest screenshot from 3DS or from DBP?
I'm interested in how you game is going to handle all that detail!
Have you created some kind of culling system, especially for the trees, I have a nightmare with too many alpha textured objects in my maps.

*edit* Just saw the small print in the corner! So I guess that kind of answers my question, but I'm still interested as to if you think DB will handle all this, it looks visually quite intensive, especially with the mechs and eventually characters. I'm not trying to knock this, it looks totally excellent, I mean, really good. I'd love to put that much detail and foliage into my maps, but I fear that it'll just slow to a crawl!

I want robotic legs.
Violent Pigeon
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Posted: 10th Jan 2009 20:37
yes, we have a programmer working specifically like only on culling and LODs


Airslide
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Posted: 11th Jan 2009 06:17
The art looks amazing. And from a technical perspective, the engine sounds pretty good too. I just hope the gameplay lives up to all that. Also, is your engine easily expandable in terms of weapons or characters? I highly recommend LUA for this, you'll find that if you use it early on as the basis for entity management then you'll have a much easier time down the road making entities with unique behavior.

I'm using Barnski's plugin, and giving LUA primary control of the game (leaving things like culling, resource handling and the core entity management to the engine). Given the scale of your game it may be ideal speed-wise to have the engine handle more, with LUA handling specific actions. For example, where my engine allows LUA to control the AI, it may be ideal for yours to handle the AI in the engine, with LUA setting properties and priorities along with specific actions that the entity can perform.

Anyways, I'm sure you've already thought this through, just giving a little input. Great work, keep it up

Violent Pigeon
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Posted: 11th Jan 2009 11:24
Thanks, I will discuss it further and add in your points of criticism next time I get to chat with the teams programmers

Thanks,
Svothe


Deathead
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Posted: 11th Jan 2009 16:00
My only problem is..
Quote: "Fallen2020 is a new scifi post apocalyptic MMORPG being developed by Go3 Media"

Reasons why:
1.I have no idea why all games now have to be MMOs or "Multiplayer" related.
2.Your robot things are a little too high for a standard MMO counts.
3. Like Butters said, it may not handle all the detail, I know some MMOs like Age of Conan has great detail but if you think about it you have to think about the limits DBPro has with Polycount even if you are implementing LODS.



djchaos
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Posted: 11th Jan 2009 19:36 Edited at: 11th Jan 2009 19:38
Quote: "1.I have no idea why all games now have to be MMOs or "Multiplayer" related.
2.Your robot things are a little too high for a standard MMO counts.
3. Like Butters said, it may not handle all the detail, I know some MMOs like Age of Conan has great detail but if you think about it you have to think about the limits DBPro has with Polycount even if you are implementing LODS."


1: it is multiplayer because that is the way it is, it is an online game and some parts require you to work in groups. I said exactly the same thing bit in vice versa about Fallout 3 "Why does it have to be single player"

Single player games don't have that aspect of sociability or sence of realism to them

2: those WILL change, they are the high poly versions, the textures may change a bit also. All models with to many or to little polygons will be leveled out when we have a fair bit done.

3: we are using 3 level LODS (2 for some objects) that fade out to a lower LOD quite close, it will not seem to obvious tho.

Also objects will disappear once hidden behind other objects, Each building will be a single object and will have it's own LOD mesh.

Trees will have 3 LOD's the last one being an "impostor" billboard, some smaller objects such as trash will also do this



We have some very experienced programmers (1 has worked with DB and DBPro for over 6 years) so if things are looking slow I'm sure we can overcome that obstacle when we get to it

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Butter fingers
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Posted: 11th Jan 2009 19:53
I think the reason people are asking these questions is because you have some VERY lovely screenshots, really impressive stuff, but they aren't actually from the game, their mockups of the final look.

Once you actually have characters moving around and so on, I think people will stop asking these questions.

Out of interest, is the gameplay going to be realtime? When the characters engage in combat will it be in MMO style, or is it going to be more like battlefield?

Are you going to create an editor to put all these assets you're creating into the game?

I want robotic legs.
djchaos
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Posted: 11th Jan 2009 21:49
just so u guys can see what things will look like later on i will post a pic of the finished town house facade (it's only the facade, no windows or roof or anything)



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djchaos
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Posted: 12th Jan 2009 03:04
here take a mozy at this

w = move forward
s = move back

mousemove = look around

up/down arrows = move sunlight

1 - 4 = change suns colour
4 - 8 = change suns strength

tell me what you think (sorry about the crappy programming, I'm not a programmer)

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Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 12th Jan 2009 12:03
Looks good - the modelling/artwork is excellent.

Based on buildings in Brighton or Hove perhaps?
Violent Pigeon
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Posted: 12th Jan 2009 15:27
Surprisingly enough most of our textures and model bases are from areas in and around london.


djchaos
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Posted: 12th Jan 2009 17:30
Quote: "Looks good - the modelling/artwork is excellent.

Based on buildings in Brighton or Hove perhaps? "


this particular set is actually from Bristol, it is modern AND a sh!t hole so it\'s good for what i am making. I wouldn\'t use any distinctive buildings for the city

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Violent Pigeon
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Posted: 19th Jan 2009 22:34
Whats up guys, sorry for the long No updates area, heres some concepts Were sorting out the core engine features and server and client stuff so not a huge amount to see at the moment im afraid :\
http://www.fallen2020.com/pbpbb3/download/file.php?id=50&mode=view
http://www.fallen2020.com/pbpbb3/download/file.php?id=44&mode=view
http://www.fallen2020.com/pbpbb3/download/file.php?id=43&mode=view

Hope you like
Svothe


Sushi01
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Posted: 20th Jan 2009 21:59 Edited at: 21st Jan 2009 01:57
this games concept is awsome, Fallout 3 is my favorite game and ganre. Violent Pigeon nice concepts on the characters. Are you handling character modeling and texturing as well?

www.ktt3d.com
djchaos
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Posted: 21st Jan 2009 08:03
We are currently looking for a hlsl shader programmer

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Violent Pigeon
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Posted: 21st Jan 2009 18:24
Sushi, No Actually I am the projects Leader/Manager but I am also responsible the launching of worklogs including that of the concept artists so I just tend to post them up a lot I guess xD We have seperate artists working in each area really, specific character artists, environmental, then those working in concept art and design.


Sushi01
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Posted: 21st Jan 2009 21:52
Quote: "Sushi, No Actually I am the projects Leader/Manager but I am also responsible the launching of worklogs including that of the concept artists so I just tend to post them up a lot I guess xD We have seperate artists working in each area really, specific character artists, environmental, then those working in concept art and design."


Dude awsome, I cant wait to see your character concepts in full 3D. Nice stuff...
Violent Pigeon
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Posted: 22nd Jan 2009 00:36
Thanks, there in development.


Butter fingers
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Posted: 22nd Jan 2009 01:12
VP, where in london are you?

Your concept art is interesting, but do you have actual orthographic images for you 3d artists to work from, or are they going to just take inspiration from the images?

It's difficult to judge the quality of the concept art without knowing what they are pictures of. Alot of the images feature pictures of people standing astride corpses, but who are these people? Are the different factions? Are they NPCs? They are ok images, but I'm just wondering what they are actually meant to represent.

This again brings us back to the gameplay. I'd really like to know what the different groups are. I know that the environments are from UK places, but I take it that the game is set in a fantasy world? As in, not a real city.

Also, I see a car. Does this mean there will be vehicles in the game?

Another question, will the combat be real-time? Most MMOs that I have given time to have a realatively crude combat system, whereby damage and victory is dependent on the character's stats as opposed to their ability to butoon bash, or shoot accurately. WIll you combat be realtime? If so, how are you going to handle so much data using DB?! I'm not trying to get down on you guys, but as someone else trying to make a post-appocalyptic shooter, I'm interested in how you're handling all this data! Or is it the case that this really is just concept right now, and the actual coding of the combat and so on is not yet in place.

Whatever, this is looking really good. For a game so big, it would be great to hear a bit more from your design breif, like how the combat will work, how characters will interact, how the environment will be devided up, etc.

Good work though

Butters

I want robotic legs.
djchaos
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Posted: 22nd Jan 2009 06:37 Edited at: 22nd Jan 2009 12:13
Quote: "VP, where in london are you?

Your concept art is interesting, but do you have actual orthographic images for you 3d artists to work from, or are they going to just take inspiration from the images?

It's difficult to judge the quality of the concept art without knowing what they are pictures of. Alot of the images feature pictures of people standing astride corpses, but who are these people? Are the different factions? Are they NPCs? They are ok images, but I'm just wondering what they are actually meant to represent.

This again brings us back to the gameplay. I'd really like to know what the different groups are. I know that the environments are from UK places, but I take it that the game is set in a fantasy world? As in, not a real city.

Also, I see a car. Does this mean there will be vehicles in the game?

Another question, will the combat be real-time? Most MMOs that I have given time to have a realatively crude combat system, whereby damage and victory is dependent on the character's stats as opposed to their ability to butoon bash, or shoot accurately. WIll you combat be realtime? If so, how are you going to handle so much data using DB?! I'm not trying to get down on you guys, but as someone else trying to make a post-appocalyptic shooter, I'm interested in how you're handling all this data! Or is it the case that this really is just concept right now, and the actual coding of the combat and so on is not yet in place.

Whatever, this is looking really good. For a game so big, it would be great to hear a bit more from your design breif, like how the combat will work, how characters will interact, how the environment will be devided up, etc.

Good work though

Butters"


For the environment it gets loaded on the fly, in reality all you will see is 1 or 2 (or 3 at most) streets at once, buildings that are behind other buildings (that you can't see) will not be loaded until you can see them, same as all the games art. Most stuff will have different LOD meshes, all trees will become "imposters" once you move far away enough (thus allowing for heavy forestation and growth).

Characters will have 3 LOD meshes, same as the mech's and vehicles.

-snip-

-snip-

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Violent Pigeon
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Posted: 22nd Jan 2009 12:18
Quote: "VP, where in london are you?"

I like to keep my personal details relatively to myself, but near cockfosters


Butter fingers
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Posted: 22nd Jan 2009 17:55
Quote: "-snip-

-snip-"


does that mean you answered my other questions then removed the answers?!
Quote: "
I like to keep my personal details relatively to myself, but near cockfosters"

LOL, I didn't want you're address. I'm in london bridge. I was just interested. Do you guys have an office, or is this a garage thing?

I want robotic legs.
djchaos
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Posted: 22nd Jan 2009 18:05
na i snipped the answers because they were incorrect or had missing details,lol

Butter Fingers do you have msn?

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Butter fingers
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Posted: 23rd Jan 2009 01:34
yeah, add the address in my profile

I want robotic legs.
Violent Pigeon
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Posted: 23rd Jan 2009 02:34 Edited at: 28th Feb 2009 13:32
Although we dont work in house, I do believe we have an office, its somewhere in Canada or something like that, we got tons of projects going im merely the leader of our 3D MMO Department and me and my team work from around the world but yes, I think we have an office ;D


C0wbox
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Posted: 23rd Jan 2009 11:47
@ Violent Pigeon
Hah, that's more than Soharix has, we just work from our homes.

Howcome you have an office anyway? lol
Violent Pigeon
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Posted: 23rd Jan 2009 17:08
Well basically, I work for www.go3.net Go3 Media, the investors of Fallen 2020 and the owners of various other games, now because of the amount of shares they hold within fallen 2020 we think of them more as co developers and business partners so we use there stuff and offices and such. Although I am unsure if they actually have a office ;-D


C0wbox
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Posted: 23rd Jan 2009 18:26
@ Violent Pigeon
Hah, fair enough, it's still more than we have... yet...
CoffeeGrunt
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Posted: 23rd Jan 2009 22:33
I finally fixed Blender (yay!) so I've began work on the Nightclub scene again...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Violent Pigeon
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Posted: 24th Jan 2009 11:56
zapakitul
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Posted: 24th Jan 2009 18:44
Great Concept Art you guys have there. Looking forward to seeing more progress.
djchaos
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Posted: 24th Jan 2009 22:05
give it a week or 2 and i will have one of our first proper partial street scenes

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Butter fingers
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Posted: 26th Jan 2009 16:38
Loving the concept art, looking forward to seeing them as actual models.

If I'm honest, I like the mechs, but I think the Deathrally style cars are much cooler and would make a far more original form of transport.

I want robotic legs.
hookkshot
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Posted: 7th Feb 2009 22:11
loving the look of the game wish i had those skills

Silent Shade Download the latest Beta
djchaos
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Posted: 9th Feb 2009 04:38 Edited at: 9th Feb 2009 05:35
Just to show you that progress IS being made, here is a dev screenshot of one of the road and pavement textures

edit: The pavement textures have now been widened a bit (they were to narrow in this pic)



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hookkshot
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Posted: 9th Feb 2009 05:29
the image hasnt shown up

2.0Gh AM2 Processor, 9800GT, 2Gb Ram
djchaos
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Posted: 9th Feb 2009 05:35
fixed image

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Dragon Knight
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Posted: 9th Feb 2009 05:35
i keep thinking i've already posted on this but by the looks of it i haven't xD.

I love looking at sketches of characters / enemies and levels, I think you should include em at the end of the project as a reward. E.g. once the user unlocks a certain achievement they get to see them.

Green Gandalf
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Posted: 9th Feb 2009 19:00
Quote: "here is a dev screenshot of one of the road and pavement textures"


No snow?
Diru
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Posted: 9th Feb 2009 19:55
This looks awesome The graphics are really good. Good luck with it!

Dir en grey + Slipknot = Best bands ever
Xenocythe
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Posted: 9th Feb 2009 22:30
You have some great texture artists. Who are they?


I'd try a normal map on that road- would look great.


Violent Pigeon
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Posted: 10th Feb 2009 02:13
DjChaos does both modelling and texturing for all of our level design features. Gene our Character Artist and Entity Modeler does everything else.

Heres a little update, a Render taken from our Intro Video (In Construction):

Quote: "Img copyright GO3 Media, Jhon Seleria.(Mustang)

NOTE: IMG is a JPEG, 690 KB in size, HD, 93% Original Quality.

An image link is given instead of a post because the image you are about to see is too big for forum use.

It is purposely sized to 2880 X 1620, and you must visit a new browser to view it.

http://indieprowess.com/fallen/"



djchaos
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Posted: 10th Feb 2009 20:37
Quote: "You have some great texture artists. Who are they?


I'd try a normal map on that road- would look great."


I'm the only world texture artist and builder, i will take the textures of the vehicles and characters when they are done and run them through a colour and ambient process so the contrast, colour intensity and shade

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Butter fingers
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Posted: 10th Feb 2009 21:57
i will take the textures of the vehicles and characters when they are
Quote: "done and run them through a colour and ambient process so the contrast, colour intensity and shade"
....?
so they will.....

leaving us in suspense!

great texture, I like that you've taken the time to UV map the extruded curb, and line up the cracks in the slabs, very meticulous. we cant see the ends of it... is it seamless?

I want robotic legs.
djchaos
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Posted: 11th Feb 2009 01:52
Quote: "leaving us in suspense!

great texture, I like that you've taken the time to UV map the extruded curb, and line up the cracks in the slabs, very meticulous. we cant see the ends of it... is it seamless?"


yeh it is seemless but it wasn't when i took that pic, i'll take a new pic when i've finished all the surfaces

btw come onto msn aint seen u on there for ages

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