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Work in Progress / Ulidia WIP single player RPG

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Chris Ritchie
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Posted: 14th Apr 2006 04:42
Hello again all
Had to start this new thread because the last one wasn't updating posts for some reason.
For those who missed it Ulidia is a single player RPG set in and around Ireland in the 9th century. It will be history based as opposed to fantasy so I will try to keep to the look and feel of the period the best I can.
Updates for now

Calendar/clock (finished)
Day night cycle (finished)
Implemented Van B's cloud code (hope this is ok Van)
Rain (70% happy with)
AI (some coding with waypoints but holding off for Dark AI)
Currently working on the modelling of Emain Macha the main town. The modelling is taking up a lot of my time so hopefully things will speed up when the bulk of that is done. I will update soon.








Lead programmer ULIDIA
Belial Productions
Freddix
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Posted: 14th Apr 2006 11:42
seem really nice

All we have to decide is what to do with the time that is given to us.
Opposing force
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Posted: 14th Apr 2006 12:10
Chris Ritchie, great stuff, did you make the house models yourself?

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Chris Ritchie
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Posted: 14th Apr 2006 14:44
@programer

Yes the modelling of the houses is my own work.

Lead programmer ULIDIA
Belial Productions
TEH_CODERER
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Posted: 14th Apr 2006 15:00
Loking really nice. Can't tell too much but it looks pretty!

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Opposing force
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Posted: 14th Apr 2006 18:35
They are very good models.

Felony Rise 10% complete
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visit http://teammegabasic.proboards59.com/index.cgi for Felony Rise discussion and Dark Basic Tutorials soon
Xenocythe
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Posted: 14th Apr 2006 18:37
Pretty cool. What I need? Clouds... Day to night cycle... rain... lol your way ahead of me.

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zzz
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Posted: 15th Apr 2006 12:02
Nice work!

Bob da reaper
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Posted: 15th Apr 2006 14:19
great weather effects, i need to get working fast on my RPG

I pwn n00bs
Sergey K
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Posted: 16th Apr 2006 14:05
waa! nice work dude! v. nice done!

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Chris Ritchie
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Posted: 11th May 2006 03:56 Edited at: 11th May 2006 04:00
Hi again all thanks for all the comments they really do help.
Just a quick update as the modelling is still sapping up a lot of time.

Collisions (All outdoor collisions have been added with sliding collision, indoor collisons are nearly right so about 90% done)
Rain (Finished and happy with added a bit of random thunder and lightning)
NPCs (Placeholder model walking around the landscape also with sliding collision and walks on top of the landscape as opposed to straight through it)
UI (Some graphical work done to the UI but still tweaking)
Walk/run (added the option to walk or run, although not sure how usefull it will at the minute)
Modelling (Well I got five models into building the main town when I realised they just didnt look right for the period the game is set in, so instead of binning them ive added them to this post to see if anyone can make any use of them)





The models in the compressed file are not lightmapped as obviously the lights direction is never going to be the same, but the models are fully optomised and weigh in at around 2500 polys. Feel free to do whatever you want with them.
Well back to the grind again hopefully next time ill have some gameplay to show which lets face it is the fun part

Lead programmer ULIDIA
Belial Productions

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Hawkeye
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Posted: 11th May 2006 04:01 Edited at: 11th May 2006 04:14
Wow dude, thanks for the model donation, I might try to do something with 'em

edit:
ahm I hate to be an idiot, but I can't get any of them to load... not even this works


Which of course should work with anything. Can't get it to display with any of my engines either. Am I missing something obvious?

What scale are you using? I try to keep my characters around 10-30 units, but I backed the camera all the way out to -2k and still couldn't see anything... meh.


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Chris Ritchie
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Posted: 11th May 2006 05:14 Edited at: 11th May 2006 05:28
Hmm not sure what the prob is Hawkeye I did edit the download once so maybe try downloading again. There is a chance that the objects are quite large as I didnt scale them because I wasnt using them so try scaling down the object in dark basic.
Edit
Yeah the models are on the big side I can see them using this


Let me know if you have any joy

Lead programmer ULIDIA
Belial Productions
Hawkeye
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Posted: 11th May 2006 16:22
Yeah, they work now. Silly me only moved the camera out about 2k units, I didn't know they'd be so blasted big

This'll bring lotzah joy to me


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Chris Ritchie
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Posted: 11th May 2006 17:54
Glad you got them working mate enjoy

Lead programmer ULIDIA
Belial Productions
Carolina South
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Posted: 11th May 2006 18:31
How do you get your torches where they need to be?

I've been working on using limb functions to get my
emitters to the proper positions in the world but I
run unto trouble when I wind up with models from 3DWS
that I can't get accurate limb info from.

Do you have any suggestions?

"Diplomacy is the art of saying 'Nice doggie' until you can find a rock." - Will Rogers

"The secret to creativity is knowing how to hide your sources." - Albert Einstein
Chris Ritchie
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Posted: 11th May 2006 22:16 Edited at: 11th May 2006 22:17
@ Carolina

The torches in the screenshot at the top are just ghosted plains which are manually added in the program itself and it was just trial and error until I found the correct place for them. I havent really looked into particles too much at the minute, I always found them too processor hungry for the job they are doing with the possible exception of smoke. Sorry I couldn't be of more help but perhaps someone with more knowledge may see your question.

Lead programmer ULIDIA
Belial Productions
Carolina South
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Posted: 11th May 2006 22:18
Thanks Chris.

The trial & error thing is 'ok' for a really small job but if I wanted to use a LOT of particles effects at specific points throughout my level then it would be much too involved.

"Diplomacy is the art of saying 'Nice doggie' until you can find a rock." - Will Rogers

"The secret to creativity is knowing how to hide your sources." - Albert Einstein
x1bwork
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Posted: 11th May 2006 22:41 Edited at: 11th May 2006 22:46
Very nice,Chris. The Thatch roof is an excellent idea. The torches im doing simular with my WIP but are torches planted into the ground not atached to wall.

The fog is a awsome idea during rainfall. Im afraid I will blatantly mimic you in that aspect as I failed to think of that.

Chris Ritchie
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Posted: 2nd Jul 2006 05:48
Hello all
A quick update on the games progress since the last visit

UI - A lot of work done to the UI this month including
:Added which day it was to Date/time window
:Status bars for health and armor when mouseover will state which bar it is and % of each
:Buy / Sell function added (shown in one of the screens below with a place holder model)
:New mouse pointer
:Stats window with money and food/drink

Graphics
: New leaves texture for the trees to make them look a bit more like foilage rather than a textured flat poly
:New detail texture for the landscape

Modelling

:New village house
:Village docks



Currently working on

The quest system with a few starter quests
The graphics for the inventory and quest journal windows
Modelling domestic items ie carts , buckets, barrels etc.

Well thats about it for now thanks again for the feedback and ill update soon.







Lead programmer ULIDIA
Belial Productions
Gil Galvanti
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Posted: 2nd Jul 2006 05:59
wow, this is great, don't know how I missed it last time. Awesome job .

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Cian Rice
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Posted: 2nd Jul 2006 06:05
Yeah, looks great. But that lady is creeping me out.

Sven B
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Posted: 2nd Jul 2006 13:31 Edited at: 2nd Jul 2006 13:32
Lol, she's selling food, but didn't eat well herself...
Maybe too much shadow...

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Have a problem, solve the problem, and have a new problem to solve.
Chris Ritchie
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Posted: 2nd Jul 2006 15:51
As stated before that's a placeholder model, not in the final game.

Lead programmer ULIDIA
Belial Productions
Megaton Cat
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Posted: 2nd Jul 2006 23:40
The HUD and buildings are looking quite nice. +1 to Kudos!


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Sergey K
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Posted: 3rd Jul 2006 00:18
hahaha.. directx's examples girl

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Seppuku Arts
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Posted: 3rd Jul 2006 21:18
Quote: "hahaha.. directx's examples girl "


I knew I've seen her somewhere, couldn't put my finger on it, thanks lol.

This is looking like a pretty good project, good luck in completion

Chris Ritchie
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Posted: 29th Oct 2006 04:19
Hello again
Sorry its been so long for an update but Oblivion got in the way a bit.
Work has progressed and things should hopefully speed up in the future as the time spent now is a lot of inner game workings and mainly modelling.
Progress since last update
Save/Load function added. (quick save and quick load at the minute)
Gravity added. (including jump function)
Grass mapping added. (with the choice of view distance)
Auto walk/run added.
Spiced up the rain a bit with cloud build up.
Currently still bogged down with modelling at present the first castle. Very much still a wip but its taking shape.







Back to work, Ill make sure I update a bit sooner this time

Lead programmer ULIDIA
Belial Productions
Gil Galvanti
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Posted: 29th Oct 2006 05:48
looking very good .

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iGd
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Posted: 29th Oct 2006 08:02
WOW! keep up the amazing work

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----------------------- Coming 2008 ------------------------
Silvester
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Posted: 29th Oct 2006 09:27
For some reason it wont load the images at all!

My arrival shocked some people maybe...but i dont seem to care anyway...behold my mights!
-Prince Of Darkness
Roxas
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Posted: 29th Oct 2006 10:15
Looks nice! Keep it up.

Megaton Cat
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Posted: 29th Oct 2006 14:28
Good work Chris.

Xenocythe
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Posted: 29th Oct 2006 17:27
Looks great! I'm still in awe.


Keemo1000
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Posted: 31st Oct 2006 00:49
I gotta agree, looks great. But you need to work more on the trees I guess, not on the models but the rendering.


http://forum.thegamecreators.com/?m=forum_view&t=82195&b=8
Xenocythe
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Posted: 31st Oct 2006 01:40
Honestly? I think the trees are beautiful.


Chris Ritchie
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Posted: 31st Oct 2006 03:43
Thank you very much for the comments guys.
Actually the trees, most notably the foilage is one of the parts of the modelling that im least happy with at the minute. I am currently changing and fixing things with them to try and get a realistic look and so far im just not overly happy. I have a rough idea how Speedtree does it and will try to mimic that before the end, but for the time being the trees are being placed in the world as they are to make things easier on me at the end. Keep the comments coming guys, im always open to constructive criticism.

Lead programmer ULIDIA
Belial Productions
Chris Ritchie
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Posted: 11th Nov 2006 20:22
Hello again
Just a quick update on the tree side of things. Tried a different approach and im finally getting close to something like the effect im after.



Attached a small video for you to check them out. I should hopefully have them blowing in the breeze by the next update.

Lead programmer ULIDIA
Belial Productions

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Duffer
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Posted: 12th Nov 2006 09:06
@Chris,

This looks fantastic - keep it up and going!

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
iGd
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Posted: 14th Nov 2006 04:39
Wow! looks even better

im jealous,
Wish i could acually create somethin decent.

Oh and i hate to go off the subject but were did you start your programming.
Like what books, tutorials.
Is there anything you could recommend.
I would LOVE to get my hands on some good tutorials and learning matierial

Once again looks really awsome,
-iGd

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Chris Ritchie
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Posted: 14th Nov 2006 16:45
Thanks again for the comments guys

@ iGD

I started programming basic a long time ago with Stos on the Atari ST.
After getting a PC I moved to Darkbasic and then onto DB Pro.
I read the manual cover to cover and what I didnt find there I found here. I dont claim to be a really good programmer and if it wasn't for the knowledge shared on these forums I would still be stuck at the start. Most of the stuff I didnt understand was already asked here before and explained well by the talented people in this community, the search button will be your best friend.

Lead programmer ULIDIA
Belial Productions
Chris Ritchie
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Posted: 1st Jan 2007 05:03
Hello again all and a happy new year to everyone.

Progress since last update

Changed the night lighting to give a bit more atmosphere.
Inventory system has been added and after many a cup of coffee is working. (so far)
With the inventory added the character screen where the player stats will be held.
Started work on the building interiors.
Gravity now changes when you enter water the player now swims instead of walking.
Added 3d sounds to the map water, fire, footsteps etc.
Currently working on the quest journal and the never ending modelling

Well until the next update happy programming all.








Lead programmer ULIDIA
Micophone
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Posted: 1st Jan 2007 14:28
Im liking the look of this game and you seem to be progressing well.

Just a question. The red, blue, green bars at the bottom right. What are those? I figured it could obviously be HP /MP percentage bars. But based on user interface design it would help to make it more obvious with symbols or labels. Just to make things a little user friendly.

Great job so far!
Chris Ritchie
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Posted: 1st Jan 2007 17:29
@ Micophone

Thanks for the comments. The status bars are from top to bottom Health , Armour and Experience. They indicate what they are when you mouse over them. I did it this way to try to keep the UI as clutter free as I could.


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The admiral
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Posted: 1st Jan 2007 21:47
Awesome dude its coming along well

The admiral
Roxas
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Posted: 1st Jan 2007 22:52
Reminds me Morrowind and Oblivion! Nice work keep it up!

I have no soul.. I nobody.. I have no heart.. I have felt in the darkness.. Im the darkness.. Whatever..
Xenocythe
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Posted: 2nd Jan 2007 02:16
Very cool. Same as my last comments- your doing amazing.

-Mansoor S

(Formerly Xenocythe)
Deagle
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Posted: 2nd Jan 2007 12:32
Dude, that's so awesome, keep working on it!
I especially like the interior scene
Micophone
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Posted: 2nd Jan 2007 13:32
Ah... thats understandable and well thought of.

Thanks for the reply Chris.
tha_rami
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Posted: 2nd Jan 2007 18:28
Hehe, well, you seem to programming what I want to program. I'll continue my work but I fear you'll beat me in every aspect. It would be deservered, it looks awesome!

tha_rami - the best way to predict the future is to invent it

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