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Seppuku05
02-06-2006, 05:48 PM
I and a couple of Others are in progress of making a Samurai RPG called Ronin, I initially started this project when I started to learn 3D modelling a year a go, and well got hooked on that, and learnt what I needed for this project, as in 3D modelling.

Team Members
Bryn Price - Me!! - Asst. Programmer(Mainly graphical stuff, 3D modeller, texturer, director, Music, and 2D stuff
Gauthier (Don't know his surname, he's never been on here) - Main Programmer
Adam Biles - 3D modeller/Animator

Well our tools are:
Dark Basic Pro - Programming
Cinema 4D 6(Me) , 3DS Max 7 or 8(Adam)
Photoshop - 2D
Anvil (i know its midi, at the moment that the best I got) - Music
Lith unwrap - UVMapper, unfortunately I don't have Body paint.

Story:
Feudal Japan in the 1500 - 1600's, (not having a specific date) And you play as Akai who has been ordered to train with the legendary general (General Nachi) of your clan (Takeda clan) which has left open for a training level, here, there is a battle to defend Takeda castle, and Nachi has to send his army to fight of the Hojo clan, you have to fight off the warriors and fight the Hojo general along side Nachi. After the fight there will be a cut scene where Nachi is fighting the general with his Katana and Akai thinks he'll save the day by firing an arrow, but misses and hits Nachi instead, luckily Nachi manages to kill the general before falling, and Akai being dishonoured seeks the life of a Ronin, on his first mission as a Ronin he has to return to his old town by Takeda castle, and find a dirty secret of tyrrany rule planned ahead, and this power to achieve control over Japan, and this is where Akai starts the game off really.

Unfortunately, the engine is not yet complete (shame)
Engine progress:
-Shaders - As of yesterday, complete
-Collision - I heard Gauthier had trouble with terrian with his collision commands, but solved it Saturday evening
-Menu's- Not yet finished, I have to work on the graphics of these, the inventory is partially finished
-Battles- We have adopted the classic RPG style of battle, so turnbased and not hack and slash, I've always preferred this style, worked in Final Fantasy and The third age, so why not Ronin. This part is not finished, so far, you can just attack and defend, and critically attack, but special attacks, magic, items and summoning are planned, don't know what solution Gauthier will go for on the summoning, but I have a good idea.
-AI- There is battle AI, and NPC's can walk around, and they don't always say the same thing

Media Progress:
-Test level modelled and textured by me
-Takeda castle modelled and texture by Adam
-Tsuki Morita(Character) mesh modelled (not textured) by me
-Tsuki death animation by Adam
-NPC samurai -nearly there- by me
-Himika FMV model - Only face done- by me
-Music- Lost in reformat, I recently tried again, but will need more time before I can say we have music.

FEEBACK FROM our beta testers, didn't record who they are as gauthier is in charge of beta testers, but we've had positive feedback, with no or little bugs.

Demos?
Only beta demos at the moment for the beta testers, I plan a community demo for release for after half term, this week I will be working on loading screens and menu media, then next week will be 3D modelling and texturing preparing for the demo. So until then, I suspect a lack of comments on this, as you guys only have screenies to look at

Screenshots:
SHADER TEST:

BEFORE ANYONE POINTS THIS OUT; The suit is just a place holder for a character, he is just a low poly model :D The grass looks crude, but is animated and uses paralex mapping, so once I scale it down, it should look better. The number is not the FPS, its the light angle.
http://i5.photobucket.com/albums/y173/seppuku05/watergrass.jpg
Himika head media for FMV's, the hair is a place holder, I want to keep render times down, and that hair is not so render happy
http://i5.photobucket.com/albums/y173/seppuku05/finish.jpg
Original menu screen, was lost in reformat, so I'm gonna remake it
http://i5.photobucket.com/albums/y173/seppuku05/roninfrontcopy.jpg
Adam's Takeda castle model (This is the unfinished version, couldn't find the image of the finished version)
http://img420.imageshack.us/img420/5741/castel49xb.jpg

And the Tsuki Morita media by me (I know, no nose, I will fix it), rigged by Adam
http://img306.imageshack.us/img306/9172/fullyrigged8uq.jpg


UNFORTUNATELY I CANNOT YET PROVIDE MAIN ENGINE SCREENSHOTS AS THE HOST GAUTHIER PUT THE PICTURES ON IS DOWN, I WILL PROVIDE SCREENSHOTS MYSELF LATER


thanks,
sepp

Seppuku05
02-07-2006, 10:49 PM
I got gauthier to put his images onto a seperate host, so now I can show you more in game screenshots, like the suit, the dwarf is a place holder, unlike the suit it isn't mine and is animated

Early screenshot of characters talking
http://i47.photobucket.com/albums/f198/SeppukuArts/Ronin2.jpg
Early Battle screenshot
http://i47.photobucket.com/albums/f198/SeppukuArts/Ronin5.jpg
Early (With more media) screenshot of him running
http://i47.photobucket.com/albums/f198/SeppukuArts/Ronin9.jpg
Recent screenshot with media and shaders, with him on terrain (appears that the grass shader didn't work for Gauthier)
http://i47.photobucket.com/albums/f198/SeppukuArts/Ronin13.jpg
Recent, My god its dward jesus, dunno if its a bug, or gauthier just leaving the collision turned on for that
http://i47.photobucket.com/albums/f198/SeppukuArts/Ronin14.jpg

JozaG
03-08-2006, 03:01 PM
Looks nice, but somewhat blurry

i mean, its not only the gras that looks blurry, but you have some sort of semi transparent wall effect on all of your game engine rendered pictures (that strange misty thing in the background, on pics watergrass.jpg and ronin 14.jpg)

but overall it looks nice, story seems ok, water shader realy looks sweet and, if i may comment your misplaced intro screen, from an artist point of view the composition is far too central, perhaps it would be better if those balls at the bottom would be placed a bit more on the left side of the screen and the ronin sig is just about to fall off frame, it might be better if you would place it downwards a bit, just a thought ...

Also, those samurai with axes look more like Vikings to me, i guess that the axes will be replaced with more exotic weaponary, such as katana or naginata?

I realy like that face pic (finish.jpg), you have some good modelling skils

Well, blurriness and my rambling aside, it looks good and might be realy fun to play this game, do you plan to release a demo anytime soon?

And dont get me wrong, i did not mean to criticise the work of you and your team, i just felt i need to point out what i see, consider it as a positive feedback :)

I wish you and your team good luck with this project, keep it up!
(and dont forget to release that demo, i am eager to try it :)

my regards,
JozaG

Seppuku05
04-09-2006, 11:40 AM
At the moment most of the media is test stuff and place holders as not all of the media is complete, the dwarf/viking dude is a fully animated model we found on the internet we borrowed so that Gauthier could progress with his programming without having to worry about myself and Oolite fixing up media in time. The blurriness of textures again is due to place holding, Gauthier needed a landscape to work his collision code on, so I modelled one quick and applied a grass texture without considering UV mapping, and the sky box (with the rendered images) is just a place holder for a bigger one (again its free media we found) it just at the moment augments the reflections of the water shader.

For the menu, I no long have that part, so I'll used your comments in the remake, thanks.

And thanks for the comments

I may as well inform you on the updates so far;
-Gauthier has made himself a scripting system (for when characters talk etc that will increase the speed of making text boxes etc)
-Gauthier has produced a technical demo, its got very little game play, just debug stuff and random battles with a inventory menu that isn't finished
-I have decided to go with higher polygon models for main characters (up to 3000 polys) and created a model of Tsuki which has been given to Cian for texturing, I am awaiting for that
-I haven't heard much of Adam, as soon as Cian gives me the texture, hopefully he will animate her quickly as we can put her into gameplay, if not I'll guess I'll be doing crude ones so Gauthier doesn't need the dwarfy guy
-Kindly, someone donated a 1000 poly samurai NPC with no texutre but is UV Mapped.

Its not a big update, but as member we have been very busy, with myself doing A levels and trying to extend my 3D modelling knowledge. We almost went for the FFVII style, but we'll leave that for our next RPG project

Well I may as well post Tsuki and the technical demo;
http://i5.photobucket.com/albums/y173/seppuku05/tsuki.jpg



Technical demo;
Download link
http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=829849

Controls;
-> arrowkeys: walking around, choose an option in a menu.
-> return key: select an action, in battle or in a menu.
-> shift: hold shift to run. Stamina decreases when shift is held(has a little bug).
-> i: for the in-game menu.
-> spacekey: talk with an npc when you're close.

Morphecy
04-09-2006, 07:34 PM
Not bad... this done in using what language?

btw - download link does not work for un-registered people (says: 'you have to be logged in to be able to download')

Seppuku05
04-10-2006, 10:53 AM
We're using Dark Basic Professional, we were going to use Direct X or Truevision itself but Gauthier has C++ and I have C# so for us both to participate in the programming, it would mean converting each other's codes, but DBP can do the same, so we settled with that.

Sorry about the download link, I'll get another one uploaded later

JozaG
04-12-2006, 09:58 PM
nice character...

it is a bit thin, and his/hers feets are a bit bulky... but realy nice

are you going to implement any kid of facial expressions aswell? that face you made is realy asking for a lip sync...

keep it up

Seppuku05
04-12-2006, 11:44 PM
With the bulky feet I was attempting a sort of anime style (where the body is smaller but the head, hands and feet are bigger and sometimes bulky) I plan facial expressions, I asked my animator if he could and he seemed happy to do them, unfortunately, no voices, if I tried a Japanese accent it would sound lame, I know a couple of chinese guys, but haven't seen them for ages

and thanks for the comments, initially I was going to attempt an FFVII style to the modelling but thought it might be best to try and make it look as good as our skills could.

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