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Xenocell : Introduction

by Konrad Kiss · 09/24/2008 (9:32 am) · 21 comments

This being my first blog post, let me introduce myself. My name's Konrad Kiss. I am developing a sci-fi role playing game called Xenocell.

I am cautious to use the term MMO, because on one hand, there's a shy witch hunt for mmo developers here. If a new guy starts off with an mmo, developers (partially understandibly I must add) jump at them right away. Well, add me to that list of crazy people. ;)

Another reason however why I do not like to use "MMO" is that this game is not exactly an mmo. It's more like a SLFNSMMO - which - as we all know - stands for Server Load Friendly Not So Massively Multiplayer Online game. I'll skip the part where I am trying hard to find what I'm talking about, and just say it: I want something like Guild Wars - concerning the multiplayer side of questing - except one map, where I want players of opposing factions to be in PVP. So the game's story driven, until you hit the ceiling, where it becomes faction pvp.

Anyway, I had this idea that I'd make this game. After trying to build my own engine, and spending a month to correctly display a shaded terrain, I set out to find the engine that was gonna help me achieving my goal.

By this time, I had a number of meetings with an investor, for whom I've created a detailed design document and a budget plan.

I've found Torque, and through forum posts I choose TGEA 1.0.3 instead of the stable TGE, hoping that TGEA would eventually get better attention from GG. Lucky me, a few days after I made my payment, TGEA 1.7.0 Beta 1 came out.

www.xenocell.com/dev/lia.jpg
On the 1st of March, my daughter, Lia was born. (pic :) I thought I couldn't be happier, but then I got a call, that the investor was onboard, which not only meant that I was gonna be able to finish my game - but also, that I was gonna be able to do it all from home, and see my little girl grow up while doing it.

I was contracted to develop the game in 1.5 years. Then the project is reviewed, and if everything goes well, and content requires, then a new one is created to lengthen the development. Not only this, but with some u-bar marketing skills, I managed to get 50% of the new company that's gonna publish the game. I was pretty happy with the way I got out of nine-to-five. I too had to make sacrifices though. I gave up a nice salary, because I did not want to put weight on the company that's not even earning money yet.

Anyway, development had begun. For a while I spent time only to get familiar with TGEA and it's features like atlas, shaders. I also spent a lot of time porting old 1.0.3 and TGE resources to 1.7.0+, and beefing them up where I understood it enough to do so.

Considering the game industry, I used to be a full/part time composer. However, I did programming ever since I got my Commodore 64, so I eventually became a coder, simply, because it paid me better. I am happy with this, since I can cover the soundtrack, audio fx and the programming.

However, I am graphically challenged. The only gfx I know is 2D, and that's not something I'd be too proud of either. I was really happy to see content packs and freebies, but I knew that this was not going to be enough, so I started experimenting with Constructor.

No miracle happened. I wasn't born for this. Soon I got distracted by Constructor's plug-in system. See, the point is - I know what I want to do, I just can't seem to find the right icons. Once I see %brush.setTexturePlanes and %edit.deferMapBrushTextureLoading I feel a little more oriented.

Anyway, since I don't have enough time for the game, I figured that I would have to procedurally generate much of the content if I want to finish in time. I made a plug-in to create dungeons. First, I concentrated on tunnels, but it turned out that I can pretty much use the same plug-in for the roads of a city. I spent a lot of time to optimize brushcount, and finally this is what it looks like:

www.xenocell.com/dev/procdungeon2.jpg

I am going to make it available soon. I will spend another month working on it to add dynamic lighting, portals, decals, textures, detail brushes. If it turns out right, I will want to put that up for sale to get a little financial extra back into the game.

Recently I concentrated more on graphics. I created a gui design base that I'm happy with. Of course it still needs some tweaks, and lots to add, but I like this look, and I've decinded to stick with it.

www.xenocell.com/dev/guiplan.jpg

Because of my lack of feel for anything graphics, I've spent a week reading stuff about 2d CG painting - prerendered stuff, photoshop, etc.. I looked at how concept art is made, and today (finally huh?) I did my very first concept art for the game.

The game begins with the player crashing on an alien planet. The UNS Eden - Earth's first spaceship to leave the Solar system - is destroyed in orbit by a force that is not known at the time. Survivors crash on the northern hemisphere (snowy tundra) and near the equator (desert).

www.xenocell.com/dev/xc-desert.jpg

Well, I'll stop now, and leave something for my next blog. I enjoyed making this concept very much, so expect to see more. :)

Thank you for reading.

@konradkiss
KonradKiss @ GitHub
konradkiss.com
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#21
12/12/2008 (7:09 am)
you should now have a GG notifier with my email addy in it
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