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nuclearbum
04-14-2006, 09:54 AM
Hello folks,

I'm currently in a large scale applications class where we are building a computer game, with all the focus being on the programming. I've always thought it would be cool to integrate the nerds with the artist on a larger scale than just having that "one coder guy" in the corner playing around with graphics replacement in some existing video game. The team right now is of 6 people, 4 programmers, a 3d artist (one of our friends), and me as a confused half breed programmer/general art guy. My interest in seeing if any of you would like to participate in this is for the experience of working in a group that represents more of what working at a video game company might be like (eww programmers!), and lets face it, to have fun. We're college students, so this is for the learning experience and also for a killer game to show off to all your friends (and of course, you can also use it in a portfolio).

So on to the current game description!

The Story:

After World War III ended, humans finally realized that the hippies were right: love and peace, baby! Since 90% of the population was gone, it was easy to get everyone on this same trip. 400 years have passed since the world had seen any violence when the gods finally got bored of the hippy ways. There is only so much talk about love and happiness one can take, and they reached their limit.

The apocalypse machine was created and sent down to the relaxed planet to bring back what had been missing for so long: blood, guts, and scandalous clothing. Within one day, the world was turned into chaos and technology was lost (Really, one day, I wouldn't lie about this). The gods thought they outsmarted the humans, as they finally had something to talk about during lunch break for the next 100 years, when along came four unsuspected heroes.

After months of fighting off the minions of the gods, the four reached their target in the Valley of the Gods. It's pay back time, and this time the heroes aren't armed with flowers and picket signs. The only problem is, can they pull together as a team, or will their personalities clash?

The Setting:

Our heroes have found themselves in a little valley where the gods are said to watch above. It's all out side and plenty of wildlife. Along with that, is a surreal feeling as parts of the land are floating due to the effects of the apocalypse machine. There are some ruins that have been over taken by the wild life, as this place hasn�t been inhabited in many years. The plan is to feature a full environment that will allow the players to feel immersed in this post apocalyptic, eco loving world.

Game Play:

The game will be a 3rd person adventure game that will support up to 4 players where the concern is not on reflex but instead venting out daily frustrations by shooting up a very large creature (think along the lines of Shadow of the Colossus). What more could you ask for in life?


The Playable Characters:

Rebecca Mills
Age: 22
Height: 5'2"
Weight: None of your business

http://pisa.ucsd.edu/cse125/2006/cse125g2/art/char1.jpg
What she lacks in physical features, she makes up for with brains. Unfortunately, most guys are intimidated with girls that are smarter than them, so she has never been asked out. She longs for such day to happen as she always has her makeup on and tries to keep her ragged clothes looking brand new by sewing up all the holes. She keeps to herself, and lacks all common sense when it comes to being social as she usually panics and freezes up when people talk to her. Only after they leave does she get the courage to say, "Hello, my name's Rebecca. Nice to meet you�"

Crystal Bremington
Age: 19
Height: 5'6"
Weight: 125 lb

(no picture yet)


She�s got it all, the short skirt, the low cut shirt, and can play a dits like none other. She's your party girl that everyone looks forward to seeing. She is out there to have fun at other's expense. She uses her feminine powers for evil sometimes, as she has never paid for any thing in her whole life. She loves attention, and gets jealous easily. In other words, don't mix her with other girls, and everything will be fine.

Brad Thompson
Age: 21
Height: 5'11"
Weight: 140 lb

(no picture yet)


He's so skinny that you wonder how he can even hold a gun without breaking. He loves tinkering with old technology, and spends most his time building things to make his life better. He is tactless and crude, but keeps the people entertained with his stories of growing up. He likes movies and video games, at least what he read about them in some ancient magazine he found. His life goal is to build a game consol so that he can experience this fabled form of entertainment.

Keyes
Age: ???
Height: 6'3"
Weight: ???

(no picture yet)


He's just Keyes. He is only concerned about himself and is willing to leave others behind. People are afraid to approach him, as he seems to be a total bad ass that would make little kids cry just by sleeping. He's not here for helping humanity. He's here to claim his domination over the world. And it is because of this that all girls chase after him. The colder he is to them, the more they want him. He knows what he's doing, but does anyone else?

nuclearbum
04-16-2006, 11:33 PM
So here's the first model!

As for the game progress, we got the server and clients up and running, and a gui for starting the game. along with that we've got a grass generator that calculates where to place grass based on the orientation of the normals (sometimes i come up with good ideas), and some nifty particle fx for generating all those flower petals. I don't know if we'll get to cloth dynamics (which i built a realtime simulator last quarter, but integrating that with the ogre3d engine might pose a challenge), but it would be sweet if the dress for this character had that.

also here's the game site, for those interested!
http://pisa.ucsd.edu/cse125/2006/cse125g2/

nuclearbum
04-23-2006, 06:32 PM
hehe, can i maybe get this moved to the game art wip section :P

anyhow, here's an update on the character

http://pisa.ucsd.edu/cse125/2006/cse125g2/concept/rebeccamillstex.gif

also from my the other artist in the group (that's not in the class) he's got the start of a fairly cool second character!

http://i49.photobucket.com/albums/f280/clocknite/apples2.jpg

Things are rolling fast with the team, too fast on the programming side in that we are trying to figure out what next to add, haha. The server is up, simple ai is up, collision detection is up, we got our particles and our fancy render fx up. Just gotta get the art content in there!

Feel free to crit stuff or anything like that!

b00bie
04-23-2006, 07:18 PM
just wanted to say looks like a very good start here. story is original IMO :) and funny
first models are also really GREAT! iŽll watch the progress

good work so far from your team

Childe
04-24-2006, 09:22 PM
I am gonna have to agree with b00bie on this one. Lookin good man.
I really like the 2nd model of the girl you have there :)

nuclearbum
04-29-2006, 11:29 AM
thanks for the replies! I guess this means people are looking around :)

Game Engine Stuff:
we got charged weapons up! if you just click, it shoots a nice hefty sword (hehe, because the graphics are slow in developement, aka i can't model fast enough, the "rebecca" models, currently a ninja, shoot swords as bullets) but if you hold it down, if charges up for the super delta attack, aka multiple streaming swords that explode into ninjas (particle system hasn't been integrated fully). The fun feature with this is that the longer you hold it, the more swords shoot. to continue on with game play, the imfamous double jump has been added, along with the dodge ability when on the secret "lock on target" mode. also the bad guy has three attacks up, most notalbe is when he jumps on you and everyone autolocks on him as the game play slows down (aka, run little girl! he's gonna squish you!). the third and "ultimate" attack is still in progress as we plan to have rocks rise up from the ground as this bad boy prepares to smash the ground hulk style.

Art Stuff:
here's my update! it's the bad guy, and see the rectangle poly on his hand cuff things (the large ones)? that's about the size of a character. yup, the bigger, the better!

as for rebecca, she can run! she can stand in two idle posses, and she can fall! unfortunately she can't get up, her jump is a bit stiff, and she can't shoot, but dont' worry, soon she'll be ready!

the other characters... we have brad in process, also i worked with my group member to teach her a little 3d and made a bird with wing flapping animations. as for the other two characters.... well hopefully we'll get to them. I just need to not sleep or eat, then i'll have all the time in the world, hehe.

concept drawings:
Larry Quach's concept (http://pisa.ucsd.edu/cse125/2006/cse125g2/concept/Giant.jpg)
Stuart Guidry's alternate concept (http://img.photobucket.com/albums/v25/screwless/Drawlings/colossus3003.jpg)

My combo'ish end result.
http://pisa.ucsd.edu/cse125/2006/cse125g2/concept/apMachine01.jpg

nuclearbum
05-06-2006, 11:32 AM
Brad is being textured! (hehe, the modeller didn't know how to get the actual texture resolution to display, so i'll get an update on that later when he sends over the new pics).
modelled and textured by our talented friend,
http://i49.photobucket.com/albums/f280/clocknite/BTEST.jpg

and for the programming updates, here's our first shots of our models shotting a giant ninja! each rebecca character on the screen is a player on another computer over the network. She'll get a gun soon, and also i need to have a little talk with the programmers and get them to kill the ambient lighting and have the models be shaded uses that great pixel shader technology, or at least upload the code to cvs like normal people would do so i can modify it myself.
http://pisa.ucsd.edu/cse125/2006/cse125g2/4p.jpg


and as for me, i'm doing nothing.... j/k i'm working on the terrain. right now this is what i got started (with cheep proceedural textures, cuz it just looks silly in gray, haha)

http://pisa.ucsd.edu/cse125/2006/cse125g2/concept/plan.jpg

softdistortion
05-16-2006, 01:46 AM
Colossus WIP
http://sd.onlinestoragesolution.com/misc-upload/misc-files/ColossusGIF.gif

nuclearbum
05-16-2006, 09:58 AM
daaayyyaaam! haha, love it!

yeah, i'm still slacking on the terrian! well it's there, just putting in more details and textures. I'll get some posts up of other game progress later this week.

nuclearbum
05-19-2006, 09:16 AM
welp, the quarter is winding down, so it's the mad scramble on game content!

here's a little video of just the ingame stuff. It doesn't have all the art imported and so there's a lot of place holders, but it's fun to watch, with a bit of humor. A couple of our members are really into rpgs so you can probably tell the influences on this video :)

http://pisa.ucsd.edu/cse125/2006/cse125g2/movies/traila.mov

also because of the lack of 3d artists in our group, i've been teaching one of the programmers 3ds max and so here is her character she's been working on (she worked off a base model of my character). This is her 4th week using any 3d software and photoshop :)

http://pisa.ucsd.edu/cse125/2006/cse125g2/concept/crystal.jpg

softdistortion
05-20-2006, 01:39 AM
Here's how he looks now> Check your PM for the FTP info to DL the files. ;)

http://sd.onlinestoragesolution.com/img-upload/img-files/Colossus/ColossusV2_03.jpg

http://sd.onlinestoragesolution.com/img-upload/img-files/Colossus/ColossusV2_02.jpg

http://sd.onlinestoragesolution.com/img-upload/img-files/Colossus/ColossusV2_01.jpg

I just had to add a couple cave drawing symbols on him :D

nuclearbum
05-20-2006, 08:59 PM
excelent work! and thanks a lot for the help! He's gonna look so awesome in the game!

I'll try to get this guy rigged and in the game by tonight or tomorrow. Also I'll post a playable version of the game soon (it doesn't really have rules or a point of play yet, but you can shoot the guy, grapple hook things, etc. to see how this guy looks in game).

Dile
05-20-2006, 10:20 PM
Hey, wondering if I can join, dont have much time to present my self now :(
but hey.
Im doing concept art, and 3D.
Send me a mail at dileart@gmail.com <---- Same as IM (MSN, AIM)
You have already show some dedication, I was on a colloborative project just 3 weeks ago, I spoke to the team leader 1 time, then he was gone, so Dont contact me if you
dont have time to finish it.

DarknosAurae
05-21-2006, 06:46 PM
Sounds pretty cool. What types of models do you need, buildings, natural surroundings?

b00bie
05-22-2006, 03:10 AM
Here's how he looks now> Check your PM for the FTP info to DL the files. ;)
I just had to add a couple cave drawing symbols on him :D


this rocks xD looks great so far.. is there an explanation of this monster why he has builded walls all over his body? maybe they need a little more details if polycount allows it? with the good job on texturing though its quite ok so far.. maybe his bottom area could be brighter, it gets really dark suddenly like if he wears trousers >.<

great job everybody ^^ keep it up

softdistortion
05-22-2006, 03:56 AM
Thanks for the feedback on the texture work guys. :)

Nuclear, look forward to seeing him working in your final release. I dropped a post in the game art section, so you hopefully get some more help from some of the skilled people over there :thumbsup:

Boobie-You're right, he is wearing trousers. The concept had them totally black, but I tried to lay on a subtle bump you can just barely see if you look real close...also did some light fraying on his pant leg bottoms.

nuclearbum
05-24-2006, 09:48 AM
here's the animations for this guy! (indeo 4.5 compression used) (http://pisa.ucsd.edu/cse125/2006/cse125g2/concept/scene.avi)

there's a little hummor in there, haha for the jump attack and the dramatic death sequence. I'm not much of an animator by practice, but we got about 2 weeks left and there's a lot of art content still to do :)

here's a screen of an ingame shot (yeah, it looks like that shadow of t he colossus game, haha). Let me know what you guys think (personally i don't like the monotone pink and the overkill in white outlining and muting of detail from the hdr and fog, so i'd like to know what others think about it before discusing this with the programmers.) also i just noticed the smoothing groups and it looks not so good witht he bottom of the hand, haha.

oh, also we have guns now! haha, i'll get a picture of that up later when it's in game and such (that's why her arms haven't been animated with much detail, cuz the gun wasn't done)

http://pisa.ucsd.edu/cse125/2006/cse125g2/screenshots/hunt.jpg

i'll try to upload a working demo by the end of this week. unfortunatly right now there's no game rules to give people motivation to do anything, but it's kinda fun to walk around and shoot the colossus for a couple minutes.

softdistortion
05-24-2006, 12:48 PM
Brilliant humor on the colossus animations sequences, well, made me chuckle anyways:) I was curious how you would handle the chain motions, but you did a great too. Kudos :thumbsup: :thumbsup:

The overall look is pretty classy, but I agree with you the color and effects are a little too heavy. If your team does decide to stick with this effect, let me know and I'll try to add boost the contrast on the colossus textures so he isn't so monotone looking.

I noticed the ropes transparency seems to be missing. Let me know if you needed anything to get that working again. Also give me some feedback on the rest of the channels and how they came across in the engine...any tweaks needed etc.

sd

nuclearbum
05-25-2006, 09:17 AM
i think the programmers might be convinced a little more to tone down the effects a bit, so we'll be seeing your nice textures more the way it's supposed to be.

the alpha map is working, but i think it wasn't turned on in the material shader at the time of this picture. so all is good :)

softdistortion
05-25-2006, 12:40 PM
hehe... I see from the other posts that people agree with you to tone the FX down a bit. No worries on the final look from this end, I think you're all doing a great job! Small suggestion...don't cut the FX too much to make it totally clean....the overdone look does add dreamy/surreal feel to it.

If you do need any tweaks on texture contrast etc to accomodate the final FX levels, let me know and I'll try to adjust it for you guys. :thumbsup:

nuclearbum
05-25-2006, 08:07 PM
what i'd like to do for the fx is have it fade in to a more mormal look as the game play starts taking over, so that it's not completely blasting all over the place for the full time of play. otherwise i think it might start to get a little irratating that it's constantly like that. the fog might stay the same, which causes alot of the dream look due to loosing detail as the objects get further. though the real test will be when we can get a version of the game up and have you guys play around with it :)

my poor colossus death animation needs to be redone cuz i forgot to upload the file to our cvs repository (an ftp file versioning system) and so it got deleted from the lab computer's temp workspace the next day :(

fortunately i have that video so i can't remember what i did, and so today, we should have him fully in the game. then it's finishing all the animation states for the rebecca character and also fixing any little kinks with our second game character that is pretty much done with all animations.

softdistortion
05-26-2006, 03:09 PM
All the best on your final wrap up to release. :buttrock:

nuclearbum
06-16-2006, 01:20 AM
welp peoples, the project is over!

here is the game: http://pisa.ucsd.edu/cse125/2006/cse125g2/

It is a bit unfortunate that it ended up how i predicted with early meetings with the group that there ended up being a lack of focus and thus it has a fairly low frame rate and no real game play to it. It kinda reminds me of some of the hour long japanese animations that have no solid plot and you just sit there looking at the animation as that is the only thing of interest in it, hehe.

The demands for running it... pretty high as many people have said they're lucky to get 2 fps, let me know what you guys get and the system specs.

there is also a video of a beta version of the full game play uploaded for those interested in looking at the artwork. also you can check out those smoking hot textures of Softdistortion in action! There are missing animations and no gun in it, but you get the jist
http://pisa.ucsd.edu/cse125/2006/cse125g2/videoz.html

Lot'sa effects were used, but in the end i think we got it to a fairly decent level (i'm have high expectations, but at least this is better than the pink).

very special thanks to softdistortion and the other artistic help we got with modelling:
Nelson Dou - for modelling, texturing, and rigging of the cid like character brad! and also the base model for mike.
Larry Quach, Stuart Guidry and "Geijutsuka"- for the excelent concept drawings
Sean Beeson and Vincent Diamante - for some killer music

a few of us are planning another project, but we're not sure how art intensive it'll be. I'll post up when i get more details about it!

LucBernard
07-05-2006, 10:31 AM
I saw your this game recently from a friend of mine :) I must admit it looks nice, it seems very inspired by shadow of the colossus :)

It's a pity it takes up so many specifications to run

Regards
Luc

Keiyentai
07-19-2006, 06:06 PM
Wow. Verry nice. I checked out the site and the gameplay video. Verry nice. Some animations are missing but it looks great. FGame looks like it has future :) I wish you and your team the best. Keep up the great work. :thumbsup:

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