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Geek Culture / Check this engine out.

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Xarshi
18
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Joined: 25th Dec 2005
Location: Ohio
Posted: 18th Aug 2006 10:12 Edited at: 18th Aug 2006 10:13
Ok,well,just check this engine out:
http://www.projectoffset.com

Here is the first video I want you all to watch:
http://www.projectoffset.com/media/project_offset_crowdtest.wmv

Here is the second:
http://www.projectoffset.com/media/project_offset_june_2005.wmv

What is your opinion on this engine?

Working on DBIrr. Done so far : objets,lights,cameras,billboarding. To come: Dark physics support,newton game dynamics support(or ode,can't really decide...)
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 18th Aug 2006 12:26 Edited at: 18th Aug 2006 12:29
Its looking awesome, wouldnt be surprised if MS$ took a glance at it when its further into completion.

<EDIT>

Thats the difference between indie and pro. The new market is calling for things like random animations and meshs for realism, Im sure thats just the beginning to the amount of details these guys are putting into the game, from the looks of the second video, they pay attention to everything.


Projects: Online CTF Game | Newcommer's Guide to FPS's
Lukas W
21
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Joined: 5th Sep 2003
Location: Sweden
Posted: 18th Aug 2006 13:21 Edited at: 18th Aug 2006 13:25
this is old news, but it looks amazingly great!
at first i got confused if Dark Messiah, and Project Offset was the same game, but after some research i found that i was wrong; dark messiah uses the Source Engine, while PO uses a custom built, called Offset Engine.

i am truly amazed by the graphical use in this game, and wouldn't be surprised if you need a dual geforce 7950 to run it
Kenjar
19
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Joined: 17th Jun 2005
Location: TGC
Posted: 18th Aug 2006 13:36
It's oblivion with multiplayer bit's by the look of it.

Doesn't it all make you realise just how far back we DBP developers are?

10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.
Cash Curtis II
19
Years of Service
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 18th Aug 2006 13:39
It looks too good

I tried to introduce a friend of mine to DBP a while back, and he showed me that video. One day, maybe


Come see the WIP!
Tinkergirl
21
Years of Service
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Joined: 1st Jul 2003
Location: United Kingdom
Posted: 18th Aug 2006 13:56
Apparently they have a 'powerful publisher' already, but they're not saying who yet.

Very powerful engine, very pretty art. Oh, and they seem to have airships on their concept art - so I like the look of that. (And cooperative play too.)

Richard Davey
Retired Moderator
22
Years of Service
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Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 18th Aug 2006 14:21
Yeah have been following this one for a while now. I wouldn't say this is a true 'indie' game, those guys are industry pros gone solo! But there is no knocking the amazingness of how it looks.

Then again I can name a thousand games that LOOK amazing, and play like crap.

"Bite my shiny metal ass" - Bender, Futurama
No pixels were harmed in the making of this post
"Don't ping my cheese with your bandwidth"
Xarshi
18
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Joined: 25th Dec 2005
Location: Ohio
Posted: 18th Aug 2006 21:25
Well,from the gameplay in the video showing the editor,I would say that this will play well. IF that is actually gameplay though(I believe it is). I just love the techinques for the characters they use,the random animations and everything. I'm just trying to think how they would do that. Encorporate physics into the animations?

Working on DBIrr. Done so far : objets,lights,cameras,billboarding. To come: Dark physics support,newton game dynamics support(or ode,can't really decide...)
Fallout
22
Years of Service
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 18th Aug 2006 22:08
The basic concept of uniqueness is pretty simple. Obviously we don't have the power with DB to do dynamic animations and all that jazz (it'd be possible, but just damn hard), but so long as you code to make things interchangable and generic, you can have the same uniqueness.

I have 7 generic zombie meshes, that use the same skeleton, 6 walk animations and currently 9 skins. I can combine them in anyway I want, giving me 378 unique zombies. I also vary the overall scale to have different heights and build scales, plus change the zombie speed/acceleration values, and adjust the animation playback speed accordingly to have them move at different speeds. The damage they can take, plus their damage animations are randomized, as are their sound effect sets, plus what is glued to their hands, how their AI works (how long they'll chase you for, how easily they'll spot you), plus things like morale (how easily they'll run away) etc. can be randomised.

That's all easy stuff to implement. If you then go on a techy drive, you could randomly create textures for your creatures at run time, or glue on different sets of clothing from random prefabs. You could manually adjust some limb rotations, to make your creatures hunch over a bit more all the time or perhaps have their head slightly tilted to one side. So many possibilities, you just gotta give em a try.

Obviously, the graphics in that game kick an infinite amount of asses. We can't hope to achieve that.

Gamedesign er20
18
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Joined: 30th Jun 2006
Location: The one place you would never look...
Posted: 18th Aug 2006 22:32
Totally Awsome!!

Though it will probably be way out of my price range :-<

Cocacola and Pepsi aren't that differnt. Deal with it.
Xarshi
18
Years of Service
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Joined: 25th Dec 2005
Location: Ohio
Posted: 19th Aug 2006 05:42
What are dynamic animations?

Working on DBIrr. Done so far : objets,lights,cameras,billboarding. To come: newton game dynamics support,Animation blending with cal3d.

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