More work in progress shots
by 000 · 10/12/2010 (4:35 pm) · 14 comments
When you're working sometimes it feels like you're never working enough.
Right now I'm about 1/3rd done the base level foundation. Thanks to Torque 3Ds terrain creation it made the outdoor levels easier than most engines I've worked with. I'm holding off for 1.1 final before adding the detailed layers as it's mostly a lot of trees, rocks and grass - all things great for the upcoming forest, detail and mesh instancing features.
I'm planning and sorting all my levels via colours, as you can see from the shot above the blue levels look a lot different from the red levels. I'm hoping this will give the player a good sense of accomplishment and refreshment rather than feeling like the game is the same thing all the way through. Every 3-5 levels a new colour scheme and level surroundings open up for the player.
I always enjoy hearing feedback, so if you have any feel free to let me know.
#2
10/12/2010 (7:19 pm)
Really nice lighting effects.
#3
Geom: Thanks :) It's T3D advanced lighting settings, just with lots of little colour tweakings.
10/12/2010 (8:10 pm)
Valentine: Thanks. :) The red levels will probably be fairly open looking with hairs, bones and some industrial processing equipment laid out (it moves into the industrial area). The blue levels already have a lot of background details: a lot of rubble on the ground, going to be adding some grass, few trees and it moves into a more destroyed state later on along with some foreground elements.Geom: Thanks :) It's T3D advanced lighting settings, just with lots of little colour tweakings.
#4
10/13/2010 (3:31 am)
wow.. cool!
#5
10/13/2010 (5:23 am)
Thanks Enel, hopefully I'll be able to post some cool videos like Geom and yourself eventually, all in time. :)
#6
10/13/2010 (6:52 am)
awesome level:)
#7
10/13/2010 (11:23 am)
Wow Mack, those shots look really cool. I love the skies in both shots, and the buildings in the second one are superb.
#8
10/13/2010 (3:09 pm)
Thanks Dan and Tim. :)
#9
As you said you still have more detail to add. Other than that I'd say it's hard to judge the red lvls much as both screenies look like they were taken in nearly the exact same spot.
So judging by what I see...
-Red level screenies the sky line looks very flat
-Blue lvl stoney blocks in the road texture looks pretty grainy almost as if the normal map has been upped a bit too much.
But again you've caught my attention, it looks pretty colorful and looks as though you're heading in the right direction for an interesting game.
Any hints as to how the gameplay will be? Streets of Rage or X-men kinda thing?
10/13/2010 (5:03 pm)
Looks great esp. the second shot. Almost hard to believe it's torque.As you said you still have more detail to add. Other than that I'd say it's hard to judge the red lvls much as both screenies look like they were taken in nearly the exact same spot.
So judging by what I see...
-Red level screenies the sky line looks very flat
-Blue lvl stoney blocks in the road texture looks pretty grainy almost as if the normal map has been upped a bit too much.
But again you've caught my attention, it looks pretty colorful and looks as though you're heading in the right direction for an interesting game.
Any hints as to how the gameplay will be? Streets of Rage or X-men kinda thing?
#10
The red shots were taken around the same area, I haven't shown a new enemy in months so I figured I'd stick him in to add a little variation than my regular tri-hawk dude.
I'll have to generate a different sky box and lower the cloud layer amount to reduce how flat the sky looks. It does look pretty flat in the last shot.
I do agree on the blue road and I have already reduced the normal map so it doesn't stick out so much.
Thanks for the feedback!
As for gameplay, my hope is to be akin to Aliens vs Predator Arcade.
10/13/2010 (9:47 pm)
Thanks Sid. :)The red shots were taken around the same area, I haven't shown a new enemy in months so I figured I'd stick him in to add a little variation than my regular tri-hawk dude.
I'll have to generate a different sky box and lower the cloud layer amount to reduce how flat the sky looks. It does look pretty flat in the last shot.
I do agree on the blue road and I have already reduced the normal map so it doesn't stick out so much.
Thanks for the feedback!
As for gameplay, my hope is to be akin to Aliens vs Predator Arcade.
#11
Checked out your site as well. I'll admit it you've got me kinda excited to see how this game turns out, one I may actually think about buying. Not to knock any other work going on here, but the quality of the art work you've shown is 1up on alot of other imo and now with the tease of a vs p style gameplay. Were do I sign up? ;)
Edit: Any possibilities of a co-op mode then since you mentioned like a vs p arcade? It's just tons of fun to bust stuff up with a buddy or two and adds to the replay value imo. But keep following your vision for this game it has a really fresh look so far as you are trying for, keep up the great work.
10/14/2010 (5:24 am)
Dude! I loved A VS P arcade.Checked out your site as well. I'll admit it you've got me kinda excited to see how this game turns out, one I may actually think about buying. Not to knock any other work going on here, but the quality of the art work you've shown is 1up on alot of other imo and now with the tease of a vs p style gameplay. Were do I sign up? ;)
Edit: Any possibilities of a co-op mode then since you mentioned like a vs p arcade? It's just tons of fun to bust stuff up with a buddy or two and adds to the replay value imo. But keep following your vision for this game it has a really fresh look so far as you are trying for, keep up the great work.
#12
I'm building the game entirely with 4 player (share screen) co-op in mind. Since you've been to our site; the characters on the front page, about page and support page are all characters you can play. All the characters share a common weapon pool, but have some special abilities and stats that changes their play style up a bit (but not too much to be detrimental to the action focused gameplay).
10/14/2010 (2:03 pm)
Thanks for the kind words Sid, they're very encouraging. Although I do think there's a good amount of Torque projects that show a lot of promise and I'm looking forward to playing them. :)I'm building the game entirely with 4 player (share screen) co-op in mind. Since you've been to our site; the characters on the front page, about page and support page are all characters you can play. All the characters share a common weapon pool, but have some special abilities and stats that changes their play style up a bit (but not too much to be detrimental to the action focused gameplay).
#13
Perhaps I should of just said that your screens looked like they came from a professionial multi-maned studio.
Of course I myself have tried my hand and creating a game somewhat or I wouldn't even be at this site. So I do understand that it's not easy coming up with top of the line contending product esp. without any previous experience, however torque was the engine that for a very long time really gave just about any one the chance to try.
And perhaps that very thing that kept torque in any one's reach was the very thing keeping it a sub par engine with sub par tools for so long, but now it's grown up some and thus grown out of reach for some which is both good and bad respectively.
10/14/2010 (4:50 pm)
Yeah I guess perhaps my comment was a little rough, but I can be a bit rough around the edges at times sorry for that.Perhaps I should of just said that your screens looked like they came from a professionial multi-maned studio.
Of course I myself have tried my hand and creating a game somewhat or I wouldn't even be at this site. So I do understand that it's not easy coming up with top of the line contending product esp. without any previous experience, however torque was the engine that for a very long time really gave just about any one the chance to try.
And perhaps that very thing that kept torque in any one's reach was the very thing keeping it a sub par engine with sub par tools for so long, but now it's grown up some and thus grown out of reach for some which is both good and bad respectively.
#14
So don't give up and take heart, work small and work your way up. My mistake with my game is that it's too lofty and it's taken me years to get to this point. After this I'm going to take a break and do some smaller games.
10/14/2010 (10:09 pm)
This is a philosophy that I've stuck with over the years. The only way you'll 'win' is if you keep on trying, no matter how hard you get beat down. Even if you don't 'win' to your own lofty expectations the experiences and knowledge you gain during that is a reward in it's own and something that will remain with you to use in related and non-related situations.So don't give up and take heart, work small and work your way up. My mistake with my game is that it's too lofty and it's taken me years to get to this point. After this I'm going to take a break and do some smaller games.

Torque Owner Valentine Minitsky