Ars Moriendi: Details Released
by Michael Perry · 10/30/2006 (11:52 am) · 6 comments
Feature List:
* 5 Playable Characters with unique strengths, weaknesses, and abilities
* Aggro system for enemy AI
* Barricading
* Survive using combat skills or complete the entire game without using a single weapon
* Player death results in re-animation as vengeful zombie or helpful ghost
* Weather system
Environment Tech:
So how will weather and the day/night system be dependent on the real world? If you launch the game on Dec. 15th at 1 am, you will enter a world blanketed in snow and without sunlight. Joining someone else's game on July 4th at 3 pm to see a sunnier world with a chance of summer showers. I toyed with different weather and time systems before deciding on this. A close runner up was this Day/Night System, but I decided I wanted something a little different and original. The forecast system I mentioned consists of roaming storms. A storm will not be indefinite and cover the entire mission. Instead, depending on the forecast provided to the player via undecided means, a volumetric storm will roll in.
Camera Systems:
I will be using two camera systems depending on the location of the player. When exploring interiors, the player's view will consist of predetermined camera angles a la Resident Evil (1, 2, 3). Upon exiting a building, the camera will transition to a locked 3rd person perspective like Gears of War or Resident Evil 4. I will be using other custom camera views for cut scenes and weird game play events, but I won't reveal those until a later date.
Fear of the Unknown:
So, I've been playing with the TAT demo lately to see what the fuss is about. The last game I worked on contained shaders, but another team member was solely responsible for all that was rendering related. I would like to educate myself in the ways of shaders, so I will be implementing shaders into TGE using the various CG and DRL resources. I am determined to get lightning as beautiful as THIS into my game.
A Word On Feasibility:
I welcome all challenges and "flames" that my fellow community members wish to offer in terms of tech. capability, plot holes, and balancing. However, in terms of scope and feasibility for completion, this project has been in the design phase for nearly three years now. A demo has already been produced. I've just about gathered all my tech resources, and the only obstacle I know I'll run into is getting assets. A small team has been formed, but not a single member is an artist. My main asset concern consists of getting my player models, multiple zombies, and ghosts. I already have the construction worker and one zombie, but they need some serious touch-ups.
Future .Plans:
I plan on releasing more .Plans to generate hype and gather feedback. I'll alternate between design and tech, one after another. Additionally, I promise the rest of my plans will contain screenshots, and I'll try to be less "wordy." Tomorrow, on Halloween, I'll post information and pictures of the first playable character: The Construction Worker.

* 5 Playable Characters with unique strengths, weaknesses, and abilities
- Construction Worker[li]Cheerleader[li]Child[li]Security Guard
* Aggro system for enemy AI
* Barricading
* Survive using combat skills or complete the entire game without using a single weapon
* Player death results in re-animation as vengeful zombie or helpful ghost
* Weather system
- Forecast system[li]Affects game play (details revealed later)[li]Volumetric storms that pass over regions[li]Rain[li]Snow[li]Sand storm[li]Fog[li]Shadow fog (details revealed later)[li]Temperature and weather dependent on real world season
Environment Tech:
So how will weather and the day/night system be dependent on the real world? If you launch the game on Dec. 15th at 1 am, you will enter a world blanketed in snow and without sunlight. Joining someone else's game on July 4th at 3 pm to see a sunnier world with a chance of summer showers. I toyed with different weather and time systems before deciding on this. A close runner up was this Day/Night System, but I decided I wanted something a little different and original. The forecast system I mentioned consists of roaming storms. A storm will not be indefinite and cover the entire mission. Instead, depending on the forecast provided to the player via undecided means, a volumetric storm will roll in.
Camera Systems:
I will be using two camera systems depending on the location of the player. When exploring interiors, the player's view will consist of predetermined camera angles a la Resident Evil (1, 2, 3). Upon exiting a building, the camera will transition to a locked 3rd person perspective like Gears of War or Resident Evil 4. I will be using other custom camera views for cut scenes and weird game play events, but I won't reveal those until a later date.
Fear of the Unknown:
So, I've been playing with the TAT demo lately to see what the fuss is about. The last game I worked on contained shaders, but another team member was solely responsible for all that was rendering related. I would like to educate myself in the ways of shaders, so I will be implementing shaders into TGE using the various CG and DRL resources. I am determined to get lightning as beautiful as THIS into my game.
A Word On Feasibility:
I welcome all challenges and "flames" that my fellow community members wish to offer in terms of tech. capability, plot holes, and balancing. However, in terms of scope and feasibility for completion, this project has been in the design phase for nearly three years now. A demo has already been produced. I've just about gathered all my tech resources, and the only obstacle I know I'll run into is getting assets. A small team has been formed, but not a single member is an artist. My main asset concern consists of getting my player models, multiple zombies, and ghosts. I already have the construction worker and one zombie, but they need some serious touch-ups.
Future .Plans:
I plan on releasing more .Plans to generate hype and gather feedback. I'll alternate between design and tech, one after another. Additionally, I promise the rest of my plans will contain screenshots, and I'll try to be less "wordy." Tomorrow, on Halloween, I'll post information and pictures of the first playable character: The Construction Worker.

#2
[EDIT]
Forgot the link: Ars Moriendi Intro
On a side note, how much grief do you get for sharing a name with a popular science fiction character?
[/EDIT]
10/30/2006 (2:25 pm)
Absolutely not Mr. Dent =). If you read my previous blog, you will find the introduction to what Ars Moriendi is.[EDIT]
Forgot the link: Ars Moriendi Intro
On a side note, how much grief do you get for sharing a name with a popular science fiction character?
[/EDIT]
#3
Don't let people rain on your parade... especially not the "professional hecklers" that seem to be joining GG recently. Maybe if we just ignore them they'll go away.
10/31/2006 (7:43 am)
I can't wait to see it... the advanced camera, lighting, and other special effects should add a lot to the whole look of your game...Don't let people rain on your parade... especially not the "professional hecklers" that seem to be joining GG recently. Maybe if we just ignore them they'll go away.
#4
It sounds like a fun project, I love that genre of game and hope to see it in playable form someday.
/wave Tony
how ya doing on that new profile? *snicker*
10/31/2006 (2:50 pm)
Not at all (raining on his parade). Just pointing out that after reading a page worth of text I still had no clue what his game was about. It's like opening to the middle of a book you've never read, and starting to read from there. At least it's nice to know I'm a "professional" now, lol.It sounds like a fun project, I love that genre of game and hope to see it in playable form someday.
/wave Tony
how ya doing on that new profile? *snicker*
#5
The full list of assets and features aren't in it, but the demo version of the first level is ready for play.
10/31/2006 (4:05 pm)
Do you have a better idea after reading my first .Plan? The game is in a playable state right now Arthur =)The full list of assets and features aren't in it, but the demo version of the first level is ready for play.
#6
@Arthur - Better than yours, obviously... *grin*
[edit]
As a side note, it sounds kinda like the "Alone in the Dark" series... not exactly, though... Alone in the Dark had some great camera and lighting control... each scene was done in such a way that it gave you a creepy feeling that you were about to run into something scary... and you were usually right :P Awesome game, though... I played it for hours. RTCW copied it a bit, with its scenematics and different camera angles, but it still didn't give me the same freaky feeling... maybe your game will pull it off better.
[/edit]
10/31/2006 (4:14 pm)
@Michael - The second blog alone was good enough to understand what you're doing... maybe I read the first one a couple of weeks ago and remembered it or something... the important part is outlinining more details for yourself.@Arthur - Better than yours, obviously... *grin*
[edit]
As a side note, it sounds kinda like the "Alone in the Dark" series... not exactly, though... Alone in the Dark had some great camera and lighting control... each scene was done in such a way that it gave you a creepy feeling that you were about to run into something scary... and you were usually right :P Awesome game, though... I played it for hours. RTCW copied it a bit, with its scenematics and different camera angles, but it still didn't give me the same freaky feeling... maybe your game will pull it off better.
[/edit]

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