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View Full Version : Northern Ireland 1983: Crits please?


JQuigley
08-28-2009, 03:46 PM
Firstly, i'll explain the Northern Ireland: 1983 project, and what we are attempting to do.

Basically, the main idea was to feature as much as we could from the 83-84 period, in regards to media, style, and equipment, which is one of the main thing's we're looking for to make it seem more in-depth, and playable. We're making every attempt to make the mod as unbiased as possible, but at the same time, it has to be remembered that there were horrendous actions on both sides, and more so in regards to the paramilitaries on both the Loyalist, and Republican sides. Anyway, we hope you enjoy it when we finally release it, but with the current work load, you're looking at between 10-12 months, mainly due to the plot design, level design, and AI that needs to be incorporated (The last one is vital, as Crysis standard AI is shoddy, and doesn't do what we need it to do.).

The story begins in the ending months of 1983. Northern Ireland, and in particular County Armagh and County Down, have been wracked by recent attacks on the RUC, the Army, and the civilian populace. According to Intelligence reports, this is believed to be due to a recent split in the Provisional IRA, with the hardliners splitting from the main body, to form their own paramilitary organisation due to the recent appearance of PIRA bending more towards a peaceful solution, rather than one of violence.
You take the role of 29 year old Sgt. John Casey, a member of the British Special Boat Squadron, the maritime equivalent of the SAS. You, and an 8 man patrol, have been dispatched to the province in an attempt to cripple the new splinter group, via tracking down and eliminating or capturing their leadership, before there are further attacks. The threat has to be eliminated, before it is too late. Failure is not an option.

We decided to work with Cryengine2 for a number of reasons. Firstly, the much larger areas available for use in gameplay - this is vital for a game that we're trying to bill as a large, open attack style game. Secondly, the higher levels of geometry allow us more detail - as you can see from the below weapons, than say, Source. 6K polygons, for the most part, is more than enough for most weapons you could say. Thirdly, the environmental settings allowed us to really use the engine to its limit, displaying Ireland, the UK, and elsewhere to the full extent of the Cryengine's power - it ain't just good with Jungle ya know. Finally, its got a fairly large, and able, modding community available, which allows questions about the engine, or possibilities to be quickly dealt with, and even better, improved by the community.

Anyway, now I'll give several pieces of media from this months update, , otherwise i'll probably get a good slap from a mod for not showing what i'm on about... :P

(Items not relevant to CGSociety have been removed from the update)


Welcome to today's news update regarding the August Update of Northern Ireland: 1983. Today, we're bringing you the culmination of nearly 2 months worth of hard work, that brought us through a lot of development, not just in game, but the plot as well. If you look at our ModDB page (http://www.moddb.com/mods/northern-ireland-pathfinder) now, you'll see that we've gone through a complete overhaul of our artstyle, to further embed the 80's feel, and make the modification seem more professional.

Concept Art:
I'd like to present the work of Shimmering Sword, one of our talented concept artists, whose been developing the appearance of Blue Team's members, and is our lead in regards to character design for the modification. You can find more information on Blue Team in this ModDB article here (http://www.moddb.com/mods/northern-ireland-pathfinder/features/crw-blue-team-factfiles), and more of Shimmering Sword's work here (http://shimmering-sword.deviantart.com/).

SAS Team Concept (http://img510.imageshack.us/i/sasteam.jpg/)
SBS Team Concept (http://img139.imageshack.us/i/sbsteam.jpg/)
(Note, we're altering at least one of them to have a moustache. Can't believe I forgot to say we needed that to the concept artist.)


Modelling & Texturing:
Next up, one of our new modellers that joined us at the start of the month, Can5, has produced this wonderful model of the AKM - commonly used by terrorist organisations the world over, and is a steadfast, sturdy, and above all, reliable weapon. In game the player will be able to use a GP-25, along with a silencer with the weapon, making it a deadly weapon in the right hands.

(http://img26.imageshack.us/i/akm2.jpg/)AKM View 1 (http://img26.imageshack.us/i/akm2.jpg/)
AKM View 2 (http://img165.imageshack.us/i/akm1.jpg/)


(http://img165.imageshack.us/i/akm1.jpg/)
Badcop also recently joined us, and has been churning out models for us at an amazing rate, to a very high standard. First up, is the M16-A2, a weapon that was the mainstray of the SAS and SBS during the 70's, 80's and early 90's, before being replaced with the Candian C8. During the game, this is one of the most customisable weapons available to the player, and a good balance of firepower, and accuracy.

M16-A2 View 1 (http://img156.imageshack.us/i/m16a24.jpg/)
M16-A2 View 2 (http://img25.imageshack.us/i/m16a21.jpg/)
M16-A2 View 3 (http://img156.imageshack.us/i/m16a22.jpg/)
M16-A2 View 4 (http://img504.imageshack.us/i/m16a23.jpg/)


Next, we have the FN Minimi - also known as the M249 SAW in American service, and the L108A1 in British Service - again produced by Badcop. A weapon that is standardly used to lay down immense levels of covering fire in support of a section - a very valuable weapon on any operation, and particularly if fitted with a sight - which the player will have the option to do.

FN Minimi View 1 (http://img148.imageshack.us/i/minimi1.jpg/)
FN Minimi View 2 (http://img253.imageshack.us/i/minimi2.jpg/)


As Badcop's final contribution to this month's update, we have the M61 Fragmentation grenade that was in use by British forces for some two decades, along with American forces during Vietnam. Also, we have the Ka-Bar combat knife, one of the knives that will be available to the player to use.

M61 Grenade (http://img223.imageshack.us/i/m61grenade.jpg/)
Ka-Bar (http://img231.imageshack.us/i/kabar.jpg/)


To finish the Modelling & Texturing section of this update, Jason's work on the .38 Special and Remington Shotgun are up for viewing, and bring the models to life properly thanks to Jason's skills. Both have been rendered using the Marmosett Engine.

.38 Special Texture (http://img10.imageshack.us/i/revolverj.jpg/)
Remington 870 Texture (http://img10.imageshack.us/i/remingtona.jpg/)


(http://img10.imageshack.us/i/remingtona.jpg/)

Level Design:
Finally, we bring you Sensman's work on the multiplayer segment of the modification, which is approximately 1/3 done at the time of writing. Firstly, is the map Shipment. This multiplayer level is Deathmatch, and Team Deathmatch only, for the sake of balance.

http://img150.imageshack.us/i/94051838.jpg/
http://img196.imageshack.us/i/81882458.jpg/


Next, you may recognise this map from Call of Duty 4 - Vacant. We are developing a similar map for the multiplayer section of the modification, due to the size of the level, and its enjoyability. This will be a Deathmatch only level. At the time of writing, this is still in development, as the Crysis containers are being replaced by our own more detailed versions, along with some other changes to the level.

http://img38.imageshack.us/i/61644370.jpg/
http://img521.imageshack.us/i/86996084.jpg/
http://img521.imageshack.us/i/86996084.jpg/


To finish off this month's update, here is The Darkness. We've got the furthest in development with this level, and are able to show you a flythrough of the level as well. Please bare in mind, like the other two levels, this is still in development, and changes are still being made.

http://img132.imageshack.us/i/48716349.jpg/
http://img407.imageshack.us/i/63566327.jpg/
http://img402.imageshack.us/i/46547056.jpg/
http://img11.imageshack.us/i/78952205.jpg/
http://img197.imageshack.us/i/76734176.jpg/ (http://img11.imageshack.us/i/78952205.jpg/)
http://img197.imageshack.us/i/76734176.jpg/
http://img526.imageshack.us/i/22073484.jpg/


Recruitment:




C++ Coder
Flowgrapher
Character Modeller
Vehicle/Prop Modeller
Texturer
Level Designer
If you are interested in joining, please send me a message on here, and I'll reply as soon as I can.

Thats all for this weeks update. Thank you for reading probably the longest update that i've ever written, and I'll ever write most likely. Hopefully. God, I'll end up with RSI if I'm not careful...

Links:
ModDB: http://www.moddb.com/mods/northern-ireland-pathfinder
Crymod: Northern Ireland: 1983 [Sneaky Preview] (http://www.crymod.com/thread.php?threadid=42988)
Our Forums: http://www.crystalwolfstudios.com/forum/



Any crits on the work would be welcome - the textures are definately getting redone on the Shotgun, after suggestions at the Game Artist forums. Plus, if anyone fancies giving a hand, would be much appreciated. ;)


[Apoligies for the wall of text, be glad that I linked to the images instead, or it'd look even longer.]


Thanks,


-J

JQuigley
09-01-2009, 05:46 PM
Minor bump, has anyone got any suggestions on how any of the work, or premise of the game even, could be improved? Would be interesting to hear some professional opinion.

musashidan
09-01-2009, 06:53 PM
This is a great setting for a game.It's funny that everywhere else in the world war is called war, but here in Ireland we call it "The Troubles". :D

I'm not trying to be controversial(or biased) but i believe the premise for the game would be alot better if you got to play on the other 'team'.

on a sidenote: South Armagh(bandit country) was like an IRA stronghold.They had checkpoints all over the county.Even the roadsigns had a picture of a sniper on them with "sniper at work" written on them(fact) Armalyte equipped Ra snipers and RPG teams where hidden in nests all over the county.

An older guy i worked with a number of years back lived in South Armagh all his life and he told me some great tales.In the town he lived in near Crossmaglen(the most infamous town in Sth Armagh) there are five roads in and out.The Provos had each road rigged with explosives and there were 24 hour lookouts posted to deter British armoured vehicles. One morning a Saracen APC entered the town and was blown to pieces leaving bodyparts of the soldiers within scattered all over the road. He actually saw the aftermath.
In his local pub,IRA soldiers openly carried their weapons with them.And there is a famous story of a British double agent who used to enter the pub and converse with the men until he completely vanished one night(the bogs of Sth Armagh are littered with undiscovered corpses) NI was awash with 007 type characters.Some of the stories are incredible.
You wouldn't believe the depth of British Government collusion and involvement in NI. And people think that the CIA are state sponsored terrorists. :) :)

Anywho,i'll get off my soapbox now.

The only reason i'm writing all this is to give you a few ideas that you won't find in the history books.

JQuigley
09-01-2009, 07:45 PM
Well, this is the thing - I would love to involve an IRA side, problem is, development time gets increased. And the last thing we need is a Halo 2 style game. *shudder*

Hmm, interesting - wasn't aware of that incident. Think that double-agent would be Robert Niarac, wouldn't it? Very iffy that one, mainly as he was directly involved with the Loyalist units in the area, if I remember rightly...?

And oh yeah, have to agree. The SIS are nasty buggers. The CIA have nothing on our lot... :twisted:

mister3d
09-02-2009, 05:21 PM
Hi. great work! A lot of efforts was put into it, though I have some heavy critics, so be prepared for a cold professional shower. :twisted:

It's pity you need to register to see the forum.
The most important thing graphically perhaps will be levels, not weapon or characters. What I would like to see in levels is:
-lighting: more colorful lighting. Now it's all white. It's never like this in real life, and yet looks lifeless. Colors create mood. Place some weird shadows to break-down the look. Make it scary, hopeful, beckoning, whatever, just make me feel something. I want to explore, so make me want to explore. Also some lights seem not having the inverse-square falloff, they light too uniformly and to too big distances.
-Atmosphere: skies could use more color also. In general you desaturated colors too much. -There were enough of wargames with desaturated colors, not surprising anymore. You'd better make it with interesting color setups and sky patterns. It takes half of the screen, so it’s important.
-avoid plain surfaces either with fog, sky or whatever. It looks not interesting, you'd better use anything to breakdown the monotnous look. More complex skies, more lighting effects like burning barrels and swaying lamps. More contrasty skies. Not like in real life? Whatever. Opt for originality and artistic attractiveness, not being like everybody.
-avoid completely black shadows. Make them at least little bit more transparent. Also avoid too dark surfaces. Make them more visible.
More dirt, scratches on surfaces, like weapon, more mold, cracks, streaks on the ground, and concrete. More aging. Dirt is pretty.

There is too much obsession with “realism”, which leads to heavy desaturation. This is already too common to use imo. People want emotions. Saturated colors are perfectly possible in realistic graphics. Just watch movies, how much color is there. I would say don’t make it so common and boring. I’m blunt, but I’m honest. I would never play in such a lifeless-loooking game. Only something with a more appealing image. To me such a plain palette says “a 3-rd class pc shooter, one of hundreds similar-looking clones”
The same with characters: make them bad, funny, whatever, just making some emotions. Not just like beautiful positive guys, which are not memorable. Be different.
http://img441.imageshack.us/img441/2387/26590041.th.jpg (http://img441.imageshack.us/i/26590041.jpg/)

ThermidorInteractive
09-02-2009, 06:17 PM
I actually agree with Mr3d up above. The models are good and everything looks like it's coming along nicely (particularly the weapon models), but the excessive use of desaturation has always been an annoyance for me. It worked well in Max Payne, but that was intentionally nior.

As Mr3d demonstrated, you can actually have a fair bit of colour in the scenes but still show an unrelentingly grim vision of a game, it just involves the use of a lot of blues and slightly unnatural colours. Endlessly grey environments though, make the game an unrelentingly grim experience, which probably isn't exactly what you're going for. It's really the job of the level designer and to a lesser extent the composer to set tone of the scene, whereas desaturating everything just comes across as amaeturish/lazy these days, because everyone seems to be doing it.

Just my two cents, though, so take it as you will. Looks like you guys are doing well so far, so all the best for the future!

JQuigley
09-02-2009, 09:26 PM
Hi. great work! A lot of efforts was put into it, though I have some heavy critics, so be prepared for a cold professional shower. :twisted:


Excellent - it gets irritating constantly getting "Wow, this is teh leetz!111!!", especcially if it doesn't happen to be something that good. :p


It's pity you need to register to see the forum.


Yeah, been having a few problems with spam bots.. Like 3-4 registering per day, and posting how much free animal viagra we could all get. Hence, no public areas, til we can figure out a way to remove them permantly. Unfortunately the bots generally use G-mail, which some of the team use, so I can't do a blanket block on the buggers using it.


The most important thing graphically perhaps will be levels, not weapon or characters. What I would like to see in levels is:
-lighting: more colorful lighting. Now it's all white. It's never like this in real life, and yet looks lifeless. Colors create mood. Place some weird shadows to break-down the look. Make it scary, hopeful, beckoning, whatever, just make me feel something. I want to explore, so make me want to explore. Also some lights seem not having the inverse-square falloff, they light too uniformly and to too big distances.
-Atmosphere: skies could use more color also. In general you desaturated colors too much. -There were enough of wargames with desaturated colors, not surprising anymore. You'd better make it with interesting color setups and sky patterns. It takes half of the screen, so it’s important.
-avoid plain surfaces either with fog, sky or whatever. It looks not interesting, you'd better use anything to breakdown the monotnous look. More complex skies, more lighting effects like burning barrels and swaying lamps. More contrasty skies. Not like in real life? Whatever. Opt for originality and artistic attractiveness, not being like everybody.
-avoid completely black shadows. Make them at least little bit more transparent. Also avoid too dark surfaces. Make them more visible.
More dirt, scratches on surfaces, like weapon, more mold, cracks, streaks on the ground, and concrete. More aging. Dirt is pretty.


All very good points, all of which we're gonna be acting on as a result, or have already fiddled with since the update! In fact, "The Darkness" is getting considerably reworked by Sensman - main things being the Time of Day, along with the environment. What we got so far for that level in fact, is these two:

Shot 1 (http://www.abload.de/image.php?img=00107tnpk.jpg)
Shot 2 (http://www.abload.de/image.php?img=001198b2j.jpg)

Bare in mind, still in progress, and we're hoping to see whether we can use POM textures to add some level of detail to the textures - the ground ain't completely flat anywhere for starters in real life, lets be honest!


There is too much obsession with “realism”, which leads to heavy desaturation. This is already too common to use imo. People want emotions. Saturated colors are perfectly possible in realistic graphics. Just watch movies, how much color is there. I would say don’t make it so common and boring. I’m blunt, but I’m honest. I would never play in such a lifeless-loooking game. Only something with a more appealing image. To me such a plain palette says “a 3-rd class pc shooter, one of hundreds similar-looking clones”
The same with characters: make them bad, funny, whatever, just making some emotions. Not just like beautiful positive guys, which are not memorable. Be different.

Now, this is the thing. When the industry says realism, this springs to mind:

VG Cats mockery (http://www.vgcats.com/comics/images/070119.jpg)

Though, thats not really what we're after in regards to realism - we're more looking at the game mechanics, than the graphics - those come secondary to the gameplay experience.

Emotions are going to be playing a major part - I really don't want this to be a complete Rambo fest shooting up half of Europe, but to actually have some level of depth in regards to plot and characters - the characters, all have their own personality, and accents; for instance the theiving scouser, the abusive smoking scotsman... Perhaps sterotypes for those two, but they work well for what we need.

In fact, we're attempting to show the effects of PTSD on one of the main NPCs - which is going to be probably the hardest bit of writing for the entire game to do, and is gonna require quite a bit of research to get it right, and not upset servicemen who have suffered from it. But, I wouldn't have it any other way.

At any rate, don't worry, we're not going for pretty boys - thats just the concept, I'll make sure the actual models for them are nice and gritty, and realistic in regards to the faces.

Still, thanks for the comments, much appreciated mate. :D Will definitely help us improve our work.

mister3d
09-03-2009, 09:13 AM
Glad I was useful. I will keep an eye on the project.

JQuigley
09-03-2009, 12:16 PM
Glad I was useful. I will keep an eye on the project.

Thanks, much appreciated. Welllll, you could help even more, but that might be a bit cheeky about asking about that helli. :blush:

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