Game Development Community

SciFi Interiors - Feature Creep is a Good Thing

by Alan James · 01/05/2009 (4:45 pm) · 28 comments

Hi Everyone!

I know that some of you think once again that I've fallen off the face of the planet, but really I haven't. And I know some of you were anticipating a mid December release of the SciFi Interiors Pack....at the time so was I.

Things were moving along nicely until I managed to overwrite the "Aged" texture version of the models - all of them - with the standard version. It's not as bad as it sounds, since it gave me a bit of time to reflect on the fact that I hadn't really liked those textures anyways and needed an excuse to revise them.

Then I got the flu. Then my entire family got the flu. Then I got the flu again. Then we passed it around for a while. Then I really got the flu. Then I go better. All this time I was looking and working here and there on the Pack, realizing that it just wasn't exactly what I wanted. It looked good, but it looked plain to me, and I know for content work generic is probably more acceptable than too unique, but I still didn't like it. So I started reworking the pack.

During this process I began to think of things that I would have liked to have had four years ago when I was just starting out, things like a working triggered elevator script, fully functioning door scripts, teleporters, animated fans, etc.. And then I said to myself, why not? You have all of these things in various builds of either Code Name: Monster Island or Mech Combat: Swords of Avalon why not yank them out, clean them up, lean them down and package them up with the model work to produce a very robust solution?

So that's what I decided to do. I also have not been happy with the documentation that I've included in the past. The demo levels to some degree speak for themselves, but I decided to include a "Construction Manual" that looks like some kind of OEM Planetary Schematic Diagram Catalog of the various pre-formed corridor and room pieces designated with the exact model name:


www.monsterpacks.com/newscreens/scifiInteriors/controlCenter001v2.jpg
www.monsterpacks.com/newscreens/scifiInteriors/corridorINTERSECTION4W01A.jpg
www.monsterpacks.com/newscreens/scifiInteriors/corridorINTERSECTION4W01Av2DwRHT2.jpg

Here is a sampling of some of the reworked interiors:


www.monsterpacks.com/newscreens/scifiInteriors/Image2s.jpg
www.monsterpacks.com/newscreens/scifiInteriors/Image4s.jpg

www.monsterpacks.com/newscreens/scifiInteriors/Image6s.jpg

www.monsterpacks.com/newscreens/scifiInteriors/Image8s.jpg

www.monsterpacks.com/newscreens/scifiInteriors/Image10s.jpg

www.monsterpacks.com/newscreens/scifiInteriors/Image12s.jpg

www.monsterpacks.com/newscreens/scifiInteriors/Image15s.jpg

www.monsterpacks.com/newscreens/scifiInteriors/Image16s.jpg

www.monsterpacks.com/newscreens/scifiInteriors/Image17s.jpg

www.monsterpacks.com/newscreens/scifiInteriors/Image37s.jpg

www.monsterpacks.com/newscreens/scifiInteriors/Image40s.jpg

www.monsterpacks.com/newscreens/scifiInteriors/Image41s.jpg

www.monsterpacks.com/newscreens/scifiInteriors/Image44s.jpg


I've counted up about 120 various objects, with approximately 50+ of them being corridor/interior pieces or variations, 4-6 doors/door frames/vertical doors, storage containers, ducting, piping, electrical lights, conduits, vents, and just a lot of little odds and ends.

The best ETA I can offer is that I really want to finish it this month...with a rough estimate now at mid month since the reworked models are done again, now it has to be tested and exported again through Constructor so that they won't have any re-sizing issues.

Really appreciate everyones patience on this, but I think that it will definitely pay off with a whole lot of really really good things in the end...=)

Alan

.
Page«First 1 2 Next»
#21
01/06/2009 (4:48 pm)
@Everyone,

Thanks for the very positive feedback! Just what I needed to dive in with both feet and get it done!

I'm not sure if I'll end up with a EA version, since most of what isn't done is exporting the unlighmapped versions, testing portals, putting together the "Official Base Construction Manual," looking for any missing faces or geometry weirdness, and I'd rather discover the bulk of any goofiness on my own and not embarrass myself...you all know how that goes.

Anyway, If in fact I opt for some type of EA Version it would probably be sometime next week (after Monday, since it's the second day of my actual days off from my regular 9-5), but if I do, I'll definitely blog about it and let you all know, until then, back work!

Alan
#22
01/06/2009 (7:00 pm)
Alan, that would make an awesome spaceport or even the inside of a space ship. Awesome work man.
#23
01/06/2009 (7:09 pm)
Dang, someone already said Breathtaking!

One look and anyone can tell this is Alan's work :)
#24
01/10/2009 (4:01 pm)
It's amazing how a lot of what was in my head is nearly identical to what you have created. Perhaps we are like minded...
#25
01/16/2009 (2:47 pm)
Very nice screenies!
#26
01/24/2009 (2:14 pm)
WOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

This is AWESOME!!! Can't wait to get my hands on this! Me and a friend are looking at making a Sci-Fi game, and this is exactly the type of stuff we need!

From Max

PS. Like someone else said "This art is better than some games i have played rescently"
#27
02/05/2009 (1:47 pm)
@Alan - hows it going? Ready to sell yet? I'm ready to buy!
#28
02/06/2009 (4:20 pm)
Hi Jaimi,

I've been fighting the portals battle here, like everyone always says, the last 10% is always the hardest, but soon...it looks like I'm going to try an early adopter release the first of next week, keep an eye out for a blog probably late monday evening...*fingers crossed*

Page«First 1 2 Next»