Sherman3D is proud to announce the release of the first Alpha Kimori tech demo. We know that we still have a long way to go but this tech demo showcases all the basics of our 3D RPG engine - 3D character/object loading, movie clip/custscene playability, sound, music, collision detection, level up system, trading system, basic artificial intelligence, in-game scripted dialog, character animation, character/object interaction, item inventory, equiping of inventory items, basic battle system, particle system, menu system, level loading/transitioning, etc. Please download Alpha Kimori Tech Demo 1 here:
Alpha Kimori Tech Demo
Hey this looks great! I cant download it now because Im at work but Im gonna defintely try it when I get home.
Whilist Im waiting would you mind answering a few questions ?
- Is this a custom 3D engine / Commercial / Free / etc ?
- Have you employed any kind of shader technology like HLSL?
- How long have you been working on this? and how many people are on your team?
- What kind of rendering are doing for your environments such as BSP / Octrees / Quadtrees etc?
[color=White]5. What kind of animation technology are you using ? .X / or something custom
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Thanks :twisted:
Thanks, Kid Mesh. Here are the answers to your questions:
- It’s our custom 3D engine.
- Nope, graphics are kept simple so that it can work on older computers as well.
- 3 fulltime staff - one artist, one programmer, one designer
- Octree but not much use for it since we are doing the game “Japanese console” style.
- We are using something custom based on .X
is this gonna be a rpgmaker or just an rpg
i watched the demo, its awesome but i dont like one thing
the battle scenes are like the talking/running mode
but normally japano-rpgs have roundbased battle scenes with fixed positions
like that:

in such scene you could do any animation for each arrack (maybe with partikles(for magic) or other appearing monsters ) in a modelprogram , because of the sheme the attack range (the distance between enemy and hero) is always the same,
one charakter is animated like this:
so there are three animations for each attack (one for each enemy)
and one for magic and other special attacks
and one for get hit and die
and every animation gets 2 helpers for camera movement
one for position, other for look at
so u can do every char and enemy in the same sheme
if you understand this, you know how final fantasy style battle scenes work
and it isnt very much to code, just a little random generation for hit (not every hit makes the same damage) and a subtraction system which substracts the hp
if you dont really understand, ask about, i could do you a sample scene if you are interestet
sorry, im to lazy to write a good english
Thanks, arrangemonk. Yes, I am aware of the console battle sytem you are talking about. We are actually working towards that but it is harder than what we have done now because it involves party members, dynamic camera movement and a timed stack of actions (which is
a limitation of our current engine design - we are actually redesigning our engine at the moment). Thanks.
It would be really great if you guys could post some of feedback and comments at http://forum.Sherman3D.com so that our development team can record them. Thanks. ^^
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