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Work in Progress / The New Syndicate: Remastered

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BearCDPOLD
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Posted: 9th Mar 2006 05:20
Me like le video. And I still have about 20 bucks lying around for a tshirt...


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Supremacy
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Posted: 9th Mar 2006 20:13
this project going nowhere...again !

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Wiggett
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Posted: 10th Mar 2006 04:00
now now mustrix there is a lot of hidden work going on. just because we aren't posting every line of code or frame of footage on the thread doesn't mean it's not happening. next week I shoot the main story sequences.

Syndicate remastered: Corporate persuasion through urban violence.
Cian Rice
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Posted: 10th Mar 2006 04:03
You mean to say there will be life action sequences (have not been following the thread)? Reminiscent (sp?) of the original Resident Evil or Insomniac's Disruptor?

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Wiggett
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Posted: 10th Mar 2006 04:05
yepo! just download the 5.5 meg clip to see the test I done up, still haven't added the special effects, waiting on a copy of after effects.

Syndicate remastered: Corporate persuasion through urban violence.
Earl Walker
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Posted: 10th Mar 2006 06:19
Good to see this is still going. Even though I wasnt really doing much, this is still one of my favorite projects. I finally have the cash to order DB Pro so I'm only going to work my own projects now due to year 12 taking up so much time. Going to dl the clip now, cant wait!! w00t

zircher
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Posted: 21st Mar 2006 05:42 Edited at: 21st Mar 2006 05:46
My son was shopping around for clothes and found an interesting page that you might want to borrow some design ideas from.

http://www.kinkyangel.co.uk/store/index.php?main_page=index&cPath=110_35

While I would not steal the t-shirt designs outright, it would be very easy to use that style when creating character textures.

[Hell, for all I know you might be able to talk them into a product placement deal where you get to use the designs and they get listed in the credits. And, it might lead to some interesting promotional deals for the live action footage as well. Couldn't hurt to check it out.]
--
TAZ

One interesting tidbit is that many of the materials are UV reactive. Inside of a game that would be a good excuse to use 100% ambient colors or other special effects.

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 21st Mar 2006 08:09
i'd like to get one of these for costuming. Only I don't have money

http://www.kinkyangel.co.uk/store/index.php?main_page=product_info&cPath=110_35&products_id=722&zenid=7aa26fcad43ed2a2136c41814ba92306

Syndicate remastered: Corporate persuasion through urban violence.
zircher
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Posted: 22nd Mar 2006 05:49
LOL! That's the one that my son specifically mentioned.

Given the prices, it might be better for Justin to sharpen his sewing skills and build the gear that he wants rather than buy it.
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TAZ

After a little analysis, you can get all the parts fairly easily: black muscle shirt, black fabric for the front and back to attach the panels to, cut the panels from a sheet of black plastic or rubberized material, assorted hardware to fasten the panels to the fabric, and several sets of nylon straps and buckles (you can buy them pre-=assembled). Nothing too exotic, between Walmart and a craft store you could find everything you need.

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 22nd Mar 2006 13:30
well we don't have walmart, but I'm sure I can find all the materials. I'm just busy setting up my video game show teh w00t so I haven't had time to make costumes (or learn the special effects program )

Syndicate remastered: Corporate persuasion through urban violence.
BearCDPOLD
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Posted: 30th Mar 2006 03:21
Amazing how you can find body armor costumes at a site called "kinkyangel".


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zircher
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Posted: 31st Mar 2006 07:18
Yeah, they contain an interesting assortment of gear.
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 5th Apr 2006 15:34
sorry I haven't been around much to put in my words on this guys,but i've been busy organizing my tv show http://www.tehw00tshow.com . once it settles and I can have a few days rest i will get back to filming the scenes

Syndicate remastered: Corporate persuasion through urban violence.
Black Mesa
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Posted: 6th Apr 2006 02:35
Awsome game dude, it looks well planned and I love that you are making vids as well. I remember playing the original syndicate in computer club years back, that was such an awsome game.
zircher
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Posted: 18th Apr 2006 16:51
So, what can I do to keep this project moving forward? Programming, graphics, 3d models, level design, recruit my son to create sound effects or game music?
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 19th Apr 2006 18:57
hehe sorry I haven't been at th ehelm recently, but yeah organizing a show is a hug ejob, haven't had my pc at my home in over a month. From what I recall we are still waiting on van-b's modified version of OIE, as soon as he shoots that across to us you are more than welcome to throww in some models and see what you can come up with programming wise. As soon as I get my first episode for the show up I will go back to getting live action video going (actually I bought some funky looking lazer guns secretly because I want to work on my syndicate footage )

Syndicate remastered: Corporate persuasion through urban violence.
Van B
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Posted: 19th Apr 2006 19:42
Slow going on that still I'm afriad Wigget, been busy with my TYTT game so that's kinda taken presedence over everything for now.

I don't want to hold other people up, but I doubt it'll be ready for another month - perhaps I can make up some template models for people to get the scales from though. Like I have a bloke model, and knocking up some buildings would'nt take long - that way media should be able to go right in. Remembering how shady scaling objects in DBPro can be when using line intersect collision (most accurate bullet collision) it's best that we're all on the same page. Polygon counts is a concearn because you really want it to be able to handle lots of characters, maybe some detail limits can be agreed on as well.

I'll see if I can get some templates done this weekend.


Van-B

Aegrescit medendo
Wiggett
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Posted: 21st Apr 2006 05:42
no probs Van, take your time with it, and good luck with the tytt game.

Syndicate remastered: Corporate persuasion through urban violence.
tiffer
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Posted: 25th Apr 2006 18:40
i'd definetely like to see the end results of this project leep up the good work wiggett

They have the internet on computers now
Virtual X
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Posted: 2nd May 2006 19:50
I was a huge fan of syndicate in the AMIGA days, looking forward to see the end result
zircher
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Posted: 15th May 2006 05:29
Just an FYI, I got some reference material from Van B. So I can begin work on rescaling the vehicles to something that will be more compatible with the level editor.
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 16th May 2006 08:48
awesome, I can't do much as I'm pretty busy with my show, but when I get further into it I'm going to designate most of my busying tasks to a team of people so that way I have more time for my other projects (ie syndicate film)

Syndicate remastered: Corporate persuasion through urban violence.
zircher
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Posted: 17th May 2006 04:30
Van B and I have been corresponding back and forth on some of the finer points of editor design. How much of that talk do you wanted posted to this forum or should we settle for small bits of news when they happen?
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 17th May 2006 05:23
feel free to release what ever you feel is needed, though everyone loves screen shots with WIP posts, even me! Thanks for also going on with the project while I'm not around guys, I feel so darned pooped that I haven't had enough time to sit down and work on organizing syndicate. But the pilot for my show is coming along good, and I've got some good skills with the green screen now so I will be going into the syndicate footage project with a good background, should be able to speed up the production for cut scenes etc.

Syndicate remastered: Corporate persuasion through urban violence.
zircher
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Posted: 17th May 2006 15:35
Coolness.

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
zircher
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Posted: 20th May 2006 18:12
Just a thumbnail to let you all know that Van B and I are making progress on the editor. Basic fuctionality for tiles, structures, and vehicles is working and some of the OIE is still in place as well. As you can see, I 'll have to ditch the 'toon' textures for the vehicles at some point.


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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
zircher
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Posted: 20th May 2006 23:12 Edited at: 20th May 2006 23:13
Just a fun observation... When Van B, Wiggett, and I think of Syndicate. I think we're thinking of three different games: Syndicate Wars, Syndicate NES, and Syndicate PC. I just found a demo of Syndicate Wars, so I have a much better understanding of the style that Van B is going for now with the tile set and level editor. All three games have a different feel for the characters, architecture, and vehicles. Perhaps at some point we should sit down and come up with what we want to use from each of the games.

I definately need to find a screen capture utility that plays nice with Syndicate Wars. The vehicles are different from the other versions and it currently plays too fast to get a good look at them.
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TAZ

[For those forum munchkins that are freaking out about my double or triple posting... Just pretend that I'm blogging and deal with it.]

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 21st May 2006 13:47
hehe I will see if i can play syndicate wars on a psx emulator with my psx copy, I have played all versions of syndicate (though originally only the snes version) I most favour the snes version for its pixel art style and fluro colours, but all of them are pretty cool. When i think syndicate I think dark corporate future, mixed with 80s cyberpunk neon lights and fluro hair. I'd really like to get a mix of that in the game. When I show something of my video work you will be able to better understand, as I will have both dark corporate guys and fluro haired punks. but for now work on what you guys feel best suits your ideals, as all teh coding/modelling will be done by you guys anyway I just wan't to see a new syndicate game before I pass on....

Not that i'm terminally ill or anything I just really want to see a new syndicate game

Syndicate remastered: Corporate persuasion through urban violence.
Supremacy
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Posted: 21st May 2006 15:59
im making my own syndicate remastered

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zircher
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Posted: 21st May 2006 18:43 Edited at: 21st May 2006 18:52
Interesting, has it gotten far enough to the point that you can post images? I really liked the style of the thug character you posted earlier. That gives you a big head start over me since I'm not a character artist by any stretch.

That's also why I'm also interested in Ron's EZActor project, it might pull my feet out of the fire.

http://forum.thegamecreators.com/?m=forum_view&t=71838&b=8
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 21st May 2006 19:46
Quote: " im making my own syndicate remastered"


o....k, Not that I mind dude cause you were on teh original first person version and all, but are things cool with you? cause you seem like you are avoiding this game now because it differs to how we planned the FPS version. i'm still interested in making an FPS syndicate game, I could do movies for both, and have the storyline tied in. tell us more about what you are doing.

Syndicate remastered: Corporate persuasion through urban violence.
zircher
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Posted: 23rd May 2006 06:04
Perhaps we should lay out some ground work as to which tools and technologies that we want to use. For example, I have DBP + Enhancements + Adveanced Terrain (which may or may not be working with 6.0.) I'm also rather keen on Newton for physics and I have some ustilities such as Geoscape and TreeMagik (both editions.)

I wounldn't mind using Dark AI and/or Dark Physics if there is a concensus to use those add-ons. While physics systems like Newton and Dark Physics require more set up, I believe they add a lot when it comes to the general feel of the game, game logic, explosion physics, ragdolls, vehicles, etc.

ExGen and the EZActor tools are also possible purchases in the future.
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 23rd May 2006 06:57
ezactor looks pretty good. At the moment I have only got a standard copy of dbp. :/ but I have photoshop 7 and final cut pro 5 . Honestly though for matters of coding etc I will leave that up to you and Van, you are teh guys coding this at the moment. sheesh If I stay at teh office tonight I will take some test green screen footage for the syndicate film, (watch my super powers as I am both camera man and actor at teh same time!)

Syndicate remastered: Corporate persuasion through urban violence.
zircher
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Posted: 2nd Jun 2006 04:51
Just a technical note, Van B and I agreed to pick up Dark AI and Dark Physics and use them for the Syndicate Remastered project. Dark AI looks like it will be extremely useful for managing the masses. [How massive those masses will be remains to be seen. But some of the container logic looks like it will make for manageable city blocks on a region by region basis with zones uses as transition points between them.]
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 4th Jun 2006 09:10
any chance of more screens or a vid of the editor?

Syndicate remastered: Corporate persuasion through urban violence.
zircher
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Posted: 4th Jun 2006 19:30 Edited at: 4th Jun 2006 19:34
Nothing much to add unless Van B has something. I spent a good chunk of the weekend reorganizing my game media so I could work better. I still need to update the editor tiles and add more structures. (A city of lamps is a little dull.) Trust me, when I have something newsworthy I'll post it. Next weekend is Project A-Kon (a huge anime convention) so I figure that week end is booked solid between running around like a manic and reovering from it. (It's also a six hour drive to Dallas and back.) I'll see if I can get something done before the weekend that's worth a screenie. Unfortunately, things like reading the Dark AI help files and demo source code do not make for good action poses.
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TAZ

[insert mock photo of Todd reading] "Bwahahaha!"

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
ALPHA ZERO PRODUCTIONS
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Posted: 7th Jun 2006 19:43
looks nice

Flindiana Jones
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Posted: 8th Jun 2006 00:36
Heh, I live only two hours from Dallas...


Nice to hear that SOMETHINGS being done on this.

zircher
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Posted: 9th Jun 2006 07:49
Updated the tile sheet and sent it to Van B for use/abuse.
I figure we have a good variety to work with. Time to work on some more structures so that we can start populating levels.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
zircher
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Posted: 19th Jun 2006 15:35
Adding structures to the level. Yeah, I'm no artist but it should give Van B something to bounce Dark Ai off of.




Wigget, Van B, at some point we need to knock heads together and come up with a style guide. Besides textures, we need to determine things like lighting, and such. I'm sure 100% ambient texture with no lighting will not cut it. We might want to come up with an alternate fog method as well since it dims full bright textures as well as normal ones.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Fallout
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Posted: 19th Jun 2006 22:23
bwahaha. Progress, you geniuses. Looks very cool. Don't forget to have the massive kick on the characters, flying back as they get shot. That was awesome.

zircher
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Posted: 20th Jun 2006 02:01
Since we're going to be using Dark Physics as well, you can bet we'll try our hands at weapon effects and explosions. Hopefully we can toss in some ragdolls for good measure.
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 20th Jun 2006 02:33
first off i want to say HOLY CRAP THAT SCREEN SHOT LOOKS COOL! sure the textures are little mspaint like but it's really something to see this project i started 3 years ago get a new look

Lighting is a factor, it needs to be dark but not too dark, I like the idea of glowing neon lifhts, something syndicate wars didn't really have as it was all one colour lighting. i like the dark future theme, but with more of a fluro cyberpunk look. The film I'm doing will suit the cyberpunk look better. how much slowdown would a particleesque system work for fog control? And yes the kickback after being shot is good, dunno how good ragdoll will be on such small models, unless they are fully detailed like the one supremacy made. But that is something else we need to look at, are we going for toned down models like in OIE, or full fledged models just smaller, and whom is going to model them

Syndicate remastered: Corporate persuasion through urban violence.
zircher
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Posted: 20th Jun 2006 06:08 Edited at: 20th Jun 2006 06:20
> sure the textures are little mspaint like...

Guitly as charged. I've got some nice art tools, but I keep falling back to MSPaint.

> but it's really something to see this project i started 3
> years ago get a new look

What can I say? You make cool sig banners.

> Lighting is a factor, it needs to be dark but not too dark,
> I like the idea of glowing neon lifhts,

Aye, and its a resource that needs to be carefully managed since there is a limit to the number of lights a single scene can have. One idea for the level editor might be proximity lights. Imagine placing dozens of lights on a level, but only those closest to the player controlled camera get activated. Move beyond radius X and the lights get swapped out for invisible entities. You just then need to budget your lights so they're not too close together. Of course, we have to reserve a few for explosions and such.

> something syndicate wars didn't really have as it was all
> one colour lighting. i like the dark future theme, but with
> more of a fluro cyberpunk look. The film I'm doing will suit
> the cyberpunk look better.

Full bright textures/colors are cheap and do the trick most of the time. How garish did you mean? Tron-like bright or more like Blade Runner with everyone wearing rave lights? [Note to self need to think about animating textures or cycling them for low budget animation effects.]

> how much slowdown would a particleesque system work for fog
> control?

It would be brutal since you're talking about filling the 'back' of the camera frustum with particles. A zoomd out shot would probably drag the machine way down.

> And yes the kickback after being shot is good, dunno how
> good ragdoll will be on such small models,

Um, damned funny comes to mind. Ragdolls would only come into effect when something is killed so it would not be a constant load thing.

> unless they are fully detailed like the one supremacy made.
> But that is something else we need to look at, are we going
> for toned down models like in OIE, or full fledged models just
> smaller, and whom is going to model them

That's were we cross our fingers and hope EZ Actor will do the trick. I can actually, build character geometry with programs like Creature Creator Pro and DoGA, texturing and animating them is another story.

Depending on the level of detail that you want, the NPCs can be very simplistic. Torso, upper/lower arms, upper/lower legs will do quite nicely for the civilians, think marionettes for the level of detail I have in mind. Of course, I'd like to hear what Van B is thinking. One of the loose design ideas is the ability to be a first or third person shooter. If we keep that, we'll probably need higher detail characters with some LOD modelling. We might be able to take advantage of that proximity idea as well for character models.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Van B
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Posted: 21st Jun 2006 02:45
I think the engine could definately handle some nice neon lighting. If we improve the lightmapping, and I add in my vertice lightmapper, we can pre-calculate all the lights and apply them to the vertices, then you get basically a DX lighting look to things, but with unlimited lights and collision checking so you get real dark bits.

The terrain is already set up for vert lighting and has a basic lighting system, but I think it may be necessary to limit lightmapped objects to a single texture, that way objects can be broken down into memblocks and rebuilt.

I think I could come up with the civillian models, Zircher seems to have vehicles covered (looking cool ), and if someone can skin them, then we'd have a lot of variety. My low poly dude is probably good for the RTS mode, but he might look a bit roopey close up in FPS mode, perhaps that's something we'll have to live with. My more recent stuff is real high poly because it's only showing a few characters on screen, but I've been practicing so am in the mode. Welded on heads so we can change them?, I'll make some gluable bits too, like shoulder pads and headgear - best to get some decent subjects to humiliate with dark AI, I can't look at cones anymore.

Aegrescit medendo
zircher
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Posted: 21st Jun 2006 07:35
Speaking of glueable bits, don't forget weapons.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 21st Jun 2006 11:05
guys talking technical stuff has never been so hot looking!

I'd like the blade runner style of fluro lights, but you guys are coing it so go with what you think you can get away with to represent a similar feel. as for models, it is something that needs to be figured out, can we do an fps using the same engine? because we could stick with the low poly dudes and make the rts style game, then make a new one in an fps perspective with better models, unless that means you need to redo the ENTIRE engine. even with low poly models there is a lot you can do to make them look nice, especially with the glue on bits like shoulder pads etc. I'd like the idea of a company painter, like the war painter on dawn of war, nothing to descriptive, just like hair colour of agents as well as logo, and have it load the logo on the back of the leather coats or patches on sleeves etc. Infact tonight I am going home and i am gonan photoshop me some awesome logo's and stuff to put up for this project, its about time i did something productive for it i will post again soon!

Syndicate remastered: Corporate persuasion through urban violence.
Van B
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Posted: 21st Jun 2006 12:56
Using mask images along with the player models would let us change colours, hair, clothes, that sort of thing - also with glued heads it is quite easy to make variations. It should be possible to have the user change the appearance in a neat little editor, not talking EA gameface, more select your hair and headgear and import your logo.

Aegrescit medendo
Wiggett
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Posted: 21st Jun 2006 15:22
yeah taht's what i'd like to go for, like have several hair do's selectable, and like games as early as baldurs gate have that whole impoort portrait thing, and like in animal crossing use it as a texture for clothes etc. But for the high tech's it will be patches on their sleeves etc for corporate logos, but for the gangs it will be on their backs, like real colours! that would rock, still haven't done the images yet due to being sick and having my cup of tea gather a layer of frost while sitting it ON TOP OF my computer. that's really just how cold it is in my room this winter.

Syndicate remastered: Corporate persuasion through urban violence.
zircher
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Posted: 24th Jun 2006 07:27
Just for fun, another angle to consider is something very stylized like Stikfas characters. http://www.stikfas.com/products.html

You have to admit, they'd be simple to model in 3D and define in a physics engine. Since their personnality is defined by a few props and stickers, they'd be easy to 'accessorize' as well.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1

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