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Geek Culture / Soharix's Vision - back in development

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Blobby 101
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Posted: 23rd Jul 2012 23:47 Edited at: 23rd Oct 2012 18:41


<BACKSTORY>

Good day! Some of you might remember Vision, it was a game made by Soharix (mostly just Cowbox and Joeeigel, although I joined the project right at the end) around 4 years ago now. Most people seemed to really like it at the time, and we certainly did too! Unfortunately it didn't work out, though the project stayed at the back of our minds over the next few years, with 2 unsuccessful attempts to finish/remake it.

Eventually, we moved on from DBP with Cowbox learning Java and me improving my 3D modelling/texturing skills. Then I found UDK. After playing around in it for a few months, I decided to start on a real project: remaking Vision. Properly.

</BACKSTORY>

So this is it - It may not be finished soon, but by god it will be finished eventually. Vision deserves to be finished for once
Anyway, on with some screenshots (click the thumbnail for full size):



And a couple of older shots:





and finally, the full version of the character render in the banner:


If you haven't heard of the game before (I know the population of TGC has changed a fair bit since then) it is basically a story driven, third person action game. The basic plot follows a remote controlled worker robot at the top secret Project Vision facility somewhere in the USA. After a plasma leak causes an explosion that nearly destroys the whole facility, Unit 1 must embark on a mission to rescue survivors and his operator. But is there more going on there than meets the eye?

No trailer or demo yet, I'm having a few problems programming wise (my email / MSN is in my profile if you're at all experienced with UDK and think you might be able to help) but the game is coming along well, with the second area being worked on now. I'll try to get some comparison shots of the old game vs the new version up soon as well.

Cheers!

MAJOR UPDATES
#2 - 08/10/2012
This next video shows the start of the training centre, the tutorial level of the game. Only the first 3 rooms are done, but there's a lot more to come!


#1 - 09/09/2012
First video done! Shows the first area of the game with a few missing features and some bugs. (Note the frontend is a mockup, but behaves how I plan the finished menu etc to.)



-Credits (so far)-

Rhys Clarke (Blobby 101) - 3D models, textures, level design
Stefan Iarca - programming
Chris Van Wijmeersch (The Slayer) - textures
Duncan Davey (C0wbox) - voice acting, original project + ideas

JLMoondog
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Posted: 24th Jul 2012 02:00
Very cool, I think I do remember this a while back. The game looks very Portal inspired, not a bad thing mind you. I like that clean graphics look.

Blobby 101
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Posted: 24th Jul 2012 04:31
Haha, yeah - thanks! That was brought up at the time, Portal was and still is a pretty big influence on the game, as well as Half-Life and Ratchet and Clank.

There is a bit more I can show soon, but the game won't *really* be playable for anyone external until I get rigidbodies working properly :/

C0wbox
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Posted: 24th Jul 2012 13:33
Woo

Soharix lives on...

Blobby 101
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Posted: 24th Jul 2012 13:40
Yes it does.

More on topic, the problem I'm having is to do with physics. I know there are a few UDKers here so I don't know if anyone could help, but basically my character has no effect on rigidbodies, they just block like they were a static mesh, and if I place one in the air, it falls really fast and clips straight through the level floor.

Ideally, I could do with someone else to do the (very few) scripts the game needs, but just someone else to take a look at it and see if they can find a fix would be incredibly useful too!

Thanks

Dark Java Dude 64
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Posted: 24th Jul 2012 15:00 Edited at: 24th Jul 2012 15:01
Quote: "Soharix lives on..."
I'm GLaD!! And greetings to thee, c0wbox!
The Slayer
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Posted: 24th Jul 2012 15:53
Very nice, Blobby 101!
I'm really looking forward to see this getting finished.
It would mean a lot to Soharix (of which I was also a member for a short period).
The game reminds me of Half Life, Portal, and that is a compliment.
Also, the robot is really cute. So, well done, man! Keep it up.
And, I hope you can make the physics work, or find someone who can give you a hand.

Cheers

CoffeeGrunt
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Posted: 24th Jul 2012 17:27
What settings do you have on the rigib bodies, Blobby? Check the Movement setting and ensure it's set to PHYS_RigidBody. Also, check it's collision and ensure it's set to BlockAll...
Blobby 101
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Posted: 24th Jul 2012 17:48
Thanks!

And CoffeeGrunt, I checked the settings on the boxes and the physics and collision is set right, but it doesn't even seem to fall anymore now, it's like it's not affected by gravity and being touched by the player has no effect either :/ If you've got the time (I understand if you don't), I could send you the packages/scripts to have a look at?
Cheers.

Blobby 101
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Posted: 30th Jul 2012 16:33
Any other suggestions? Physics play a large role in this game, from the first task that just involves moving a box to more complex puzzles later on, if I can't get rigidbodies working then Vision's future will be looking fairly bleak :/

It's a shame, (as you can probably tell) art is my strong point, programming is not I've been trying to rope Cowbox in to do that but he's busy enough with his own projects at the moment. I can manage for basic tasks but if anyone's interested, I'm trying to put together a small sort of team to work on this. It wouldn't be anywhere near a full-time commitment, just anyone else who knows UDK helping out would be sure to bring the project on leaps and bounds!

NIlooc223
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Posted: 30th Jul 2012 21:18
I'm decent with udk been learning it for 2 months now... I'm mostly just level design though :/

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Insert Name Here
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Posted: 31st Jul 2012 03:36
Oh maaaaan, I loved Vision. This new version looks fantastic, can't wait to see how it turns out.

Blobby 101
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Posted: 31st Jul 2012 14:19
Hey, thanks anyway NIlooc, it's still useful to know other UDKers here

And thanks INH!

Seppuku Arts
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Posted: 31st Jul 2012 14:57 Edited at: 31st Jul 2012 14:58
Man, that looks pretty cool, glad to see you're working on this. I know I didn't really post anything in the thread, but I saw it and thought it looked cool (retroactively commenting ).

Nice to see good results coming out of more UDK users here. Not one myself, I went over to Unity3D, which means we're rivals. It'll be like the Dark/Blitz wars all over again. Suffice to say I think Dark Basic won that war.

Anyway, the media looks great and fits will together. Hey, I would probably even be willing to pay money for such a game.

Anyway, can't wait to see what the final game will be like. As your President, I order you to finish it.

Blobby 101
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Posted: 31st Jul 2012 16:14
Haha, yessir Mr President!
As far as UDK/Unity goes, I have and use both (+DBP) so I guess I'm a bit of a double agent there

Blobby 101
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Posted: 2nd Aug 2012 23:10
Good news everyone! I now have physics working! There are blue crates to knock about around the level, and I can get onto the next bit of the game. This puts the chances of a demo before september up considerably xD

Dark Java Dude 64
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Posted: 2nd Aug 2012 23:20
Ah nice! Will be glad to see that.
The Slayer
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Posted: 2nd Aug 2012 23:23
Sweeet! That's excellent news, Blobby.
Can't wait to see more progress.

mr Handy
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Posted: 3rd Aug 2012 13:35
Very good!
Despite some texture mapping issues, graphics looks nice! I've noticed relief mapping and SSAO?

Blobby 101
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Posted: 3rd Aug 2012 14:34
Thanks everyone!

mrHandy, there's normal mapping + specular shading on most things, parallax shading on the bridge to give the holes some depth (it's really just a flat plane). The scene also has very toned down HDR and bloom + colour grading but I *think* I disabled the SSAO Being a 3D modeller before a programmer, the art is what I've focussed on the most until now really

Blobby 101
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Posted: 7th Aug 2012 00:16 Edited at: 7th Aug 2012 00:17
Sorry about the repeated double posting, but I wanted to show you this:



I was trying to find ways of doing the destruction for after the plasma ignition (A lot of which I want to be real-time) and I made it so that everything in the game can be made dynamic when touched xD

It may not be practical, but by god is it fun.

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Blobby 101
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Posted: 12th Aug 2012 22:55
Ok, I've created this poll to get people's opinions on pricing/funding options we have at the moment. I've been able to find a very good coder who's interested in the project, and we need to figure out how we can pay him/fund development to get a better game overall out of it!

POLL

It's only a single question, doesn't need registration or anything - I'd be really grateful if people could submit a response

C0wbox
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Posted: 9th Sep 2012 13:54




Blobby 101
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Posted: 9th Sep 2012 19:04
Oh yeah, I completely forgot to post that here xD There's a few bugs visible there (Laser beam offset from gun, physics engine needs adjusting slightly) but it should give you a decent idea of what the game'll look like!

Adding it to the first post.

RUCCUS
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Posted: 10th Sep 2012 02:19
Im curious why you spent all this time getting great looking shaders and level design in, and then made the main character a (no offense intended) quite ugly model. Is he only temporary? Putting aside the fact that he doesn't really look "cool" (because you may not be going for that), he just plain doesn't look believable in terms of his joints (metal legs that bend and deform?).

Anyways, just my opinion. Good work so far though regardless of my taste in the models.
Blobby 101
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Posted: 10th Sep 2012 11:07 Edited at: 10th Sep 2012 11:32
Hmm, well the robot was the first model I made, I might have to have another crack at it xD

The joints don't deform though, There's a simple ball joint between each limb and the body, and it only rotates around that:



Maybe I need to make this more obvious? I've probably been a bit blinded by creating it - but what about it gives it an uncool look?
I appreciate the honest feedback, so thanks!

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Matty H
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Posted: 10th Sep 2012 15:23
I mostly disagree with RUCCUS, I think the model is great. I think it looks a little awkward while walking since it has no knees, perhaps that could be improved slightly.

RUCCUS
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Posted: 10th Sep 2012 18:24 Edited at: 10th Sep 2012 18:25
He just seems extremely primitive, people like to see the mechanics of robots. Simple things like adding panels that show how his legs were put together of several pieces of metal, instead of a simple gradient, hydraulic cylinders going from the top of his hips down to the ankles of his feet (which would require this robot to have upper legs, lower legs and feet, which would add the ability to animate these and give a more realistic walking animation). Adding some asymmetrical design to him can add a lot of interest as well; things like moving his antenna to one side of his head, making his gun-wielding arm a completely new arm that has him attach his weapons into his arm instead of holding them like a human would, as this doesn't seem logical in terms of what humans would do to enable a robot to carry a weapon. Maybe a gas canister or battery on his left side to help us understand where his energy is coming from. All of these things can greatly increase the interest in your character while not completely losing the concept you've got so far.
Blobby 101
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Posted: 10th Sep 2012 19:04
Yeah, that's fair enough I suppose - I'll have a look at what I can do to update the design. As far as the gun hand goes, he's not *actually* designed to carry one - he's a worker robot, so the hand will stay, but those are some decent ideas, thanks

Matty H
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Posted: 18th Sep 2012 01:07
How about semi-spheres sticking out of the bottom of his legs, instead of feet, and then have him roll around? Or perhaps boosters and have him hover.

They might be options if you don't really want to change the model too much?

Don't take my advise too seriously as I know nothing about modelling Game looks impressive so far though.

Blobby 101
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Posted: 8th Oct 2012 22:10 Edited at: 8th Oct 2012 22:16
New video's up! This one shows the start of the new training centre. For those that didn't follow the original WIP, it's not part of the main game but is a separate option on the main menu which acts as a tutorial level. What's in the vid + the rest of the centre (about 5-10 minutes if you take your time ) will be released as a demo at around the end of the month.

Enjoy!



EDIT: here's a couple of pics of the original centre for comparison if anyone's interested:





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