SV2.0's BogBug (untitled WIP)

Game Design, Story, Game Play.
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SV2.0
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SV2.0's BogBug (untitled WIP)

Post by SV2.0 » Thu Jan 31, 2008 7:36 am

Hey everyone. I haven't been around for a little over a year (and even then I wasn't very active in the forums) so I don't know if anybody remembers me, but anyway I've recently found my need to make games has been rekindled. My new project is kind of a cross between Pikmin(visually) and God of War. It'll be an action game with a few puzzle elements and the combat will be as visceral as I can make it. I just finished modeling and rigging the main character and I have started work on some terrain and a few enemies.
Here's a shot of the main character, currently labeled BogBug.
http://img208.imageshack.us/img208/1979/bogbug3ot1.jpg
Note that this is not a screen from realityfactory, but a render from my modeling app. Nothing is running in RF yet.

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steven8
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Re: SV2.0's BogBug (untitled WIP)

Post by steven8 » Fri Feb 01, 2008 8:25 am

That looks great!! I love the eyes!
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SV2.0
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Re: SV2.0's BogBug (untitled WIP)

Post by SV2.0 » Fri Feb 01, 2008 8:54 am

Thanks man. Here's a few more screens- two enemys I did this morning. Not rigged yet. The tiny space men will have a mining operation goin' on that will be... disrupted during the course of the game. The grub is a mostly harmless larval stage of a larger bug.
links>> http://img148.imageshack.us/img148/687/enemy1ox3.jpg
http://img148.imageshack.us/img148/8056/enemy2xn9.jpg
Both really low-poly. Space man is around 300, Grub around 220.
Space man's texture needs some touch up work, he looks a little blurry...

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federico
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Re: SV2.0's BogBug (untitled WIP)

Post by federico » Fri Feb 01, 2008 11:38 am

Look good. You kept a fashinating design stick with high performance. What kind of gameplay control do you have in mind? what kind of weapons? free-combat mode, auto-targeting multiple attacks (like in Prince of persia sands of time)?
I look forward to some new model. :wink:

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Re: SV2.0's BogBug (untitled WIP)

Post by Destron » Fri Feb 01, 2008 4:32 pm

federico wrote:(like in Prince of persia sands of time)
THAT WAS AN AWESOME GAME!!!! I LOVED IT!!!! :lol:

Sorry.

SV2.0: I like your approach; a more cartoony and exaggerated game world.
I'm assuming this is going to be third-person, rather than first-person?

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Re: SV2.0's BogBug (untitled WIP)

Post by steven8 » Fri Feb 01, 2008 4:52 pm

Those are cool. The Grub looks awesome!
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Re: SV2.0's BogBug (untitled WIP)

Post by SV2.0 » Fri Feb 01, 2008 5:56 pm

Glad you guys like it.
It'll be a 3d person melee combat game with a few fps elements. Sorta like American McGee's Alice. As far as weapons go, I'm considering just having abilities that will be unlocked by solving certain puzzles. Stuff like a venomous bite or some kind of stinger projectile.

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Re: SV2.0's BogBug (untitled WIP)

Post by Agentarrow » Sat Feb 02, 2008 3:51 am

Love it! so it's a cartoon style game right? :mrgreen:
sorry to get off topic, but I didn't like sands of time, It's like you'd be stabbed, the guy would pull his sword out and so you'd be re-stabbed, un-stabbed, and go back to fighting. like here
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SV2.0
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Re: SV2.0's BogBug (untitled WIP)

Post by SV2.0 » Sat Feb 02, 2008 8:06 am

Kind of cartoon style. Very stylized but with realistic colors and textures. I guess I'm trying to capture that feeling of surrealism when you imagine some bizzare, impossible creature inhabiting the real world... Like it doesn't quite fit in but it's there anyway. ...if that makes any sense...
Prince of awesome... Isn't that the same guy that did metal gear awesome? >> http://www.youtube.com/watch?v=fGSmgYMWBaw

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Re: SV2.0's BogBug (untitled WIP)

Post by Sph!nx » Sat Feb 02, 2008 1:37 pm

Nice work, SV2.0! I like the graphical style a lot! I always tend to go for a more abstract or cartoony style myself too.
Regards Sph!nx

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Re: SV2.0's BogBug (untitled WIP)

Post by SV2.0 » Sun Feb 03, 2008 2:03 am

Thanks
I should be able to get some more work done after the weekend and perhaps have a few more screens shortly after.

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Re: SV2.0's BogBug (untitled WIP)

Post by SV2.0 » Tue Feb 05, 2008 7:17 am

The beginnings of a level. http://img512.imageshack.us/img512/6976 ... el1yn9.jpg
I want to make the mushrooms bouncy, so I'm thinking a gravlift triggered only when you touch em'.

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Re: SV2.0's BogBug (untitled WIP)

Post by Sph!nx » Tue Feb 05, 2008 1:34 pm

Nice. Looks like you a building your map in a model editor, right? Always wondered what would be best, building the world of world brushes or model meshes.
Regards Sph!nx

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Re: SV2.0's BogBug (untitled WIP)

Post by SV2.0 » Tue Feb 05, 2008 7:49 pm

You get much better performance if you stay away from BSP geometry as much as possible.

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Re: SV2.0's BogBug (untitled WIP)

Post by paradoxnj » Tue Feb 05, 2008 11:54 pm

Not with this engine. It's built for BSP. It's a DirectX 7 Engine. It's made to render one poly at a time. Having a lot of actors in view will cause the engine to slow down more so if you used BSP brushes.
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