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resle
Slightly Deformed Faerie Princess


Joined: 23 Jun 2003
Posts: 32
Location: Roma, Italy

PostPosted: Wed Jan 19, 2005 6:41 pm    Post subject: [Ashes] Forgotten, but back in the works [quote]

Hi, probably you won't remember about this little home-made rpg which I began coding a year and a half ago. The engine was almost finished, yet I couldn't get anyone to make some models/textures, so I lost interest and the project died. Lately, two circumstances brought me back on track: I've been ill and forced home - and in the last year I learned some (crappy) modeling. So I rewrote everything from scratch, helped myself with a few models of my own and textures created by photoshopping Ultima 7 graphics. Here's the current status of things.

The engine, in full 3d (powered by OpenGL), currently supports

- A huge, seamless world



- Virtually unlimited models/textures

- Dynamic shadows and lights




- Scriptable events

- Weather [rain, thunders, snow, fog, wind - sound effects]



- Day/Night cycle



- Npc schedules (Npcs go to sleep, do chores, wander around and so on)

Plus three major features which I'll keep secret since they are the real core of
the game, the three big little things which I think will make this rpg quite unique (although all are ideas recycled from other game genres). Finally I've also arranged an editor I can fruitfully use to build some scenes and begin assemble some "patterns" (houses, roofs, groups of trees and so on).




So what do I need? Useless to say: graphics. You can judge it by yourself: the lousy graphics I am using (except for that black knight, which I took from polycount.com) was all done by myself, and - simply - I can't "draw" - or at least I can't properly create/texture 3d models. I am looking for someone who can make fully textured low poly 3d models. I think this game has some potential, and I will hold my grip now that I've broken the barrier of 100,000 lines of original code... So, here am I, asking again for help.
Someone?
Thanks in advance,

- a.
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Locrian
Wandering Minstrel


Joined: 04 Apr 2003
Posts: 105
Location: VA USA

PostPosted: Wed Jan 19, 2005 7:14 pm    Post subject: [quote]

I was wondering what happened to this game. Good to see its not dead. I wish I could model, but alas it is still on the things to learn list.
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resle
Slightly Deformed Faerie Princess


Joined: 23 Jun 2003
Posts: 32
Location: Roma, Italy

PostPosted: Sat May 28, 2005 9:52 am    Post subject: [quote]

Many progresses here: npc schedule, dialogue system, item interaction, "sound shaders", new 3d models, and an upcoming tech demo. More details at our recently-revamped site



Btw: we're now looking for a portrait artist :)
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sat May 28, 2005 3:01 pm    Post subject: [quote]

Its looking good; seems like the project has come quite a long way since some of the early screenshots.
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Sun May 29, 2005 1:38 am    Post subject: [quote]

I can't say I like the look of the shadingless lighting model you're using. It looks particularly strange since you're doing shadowing.
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resle
Slightly Deformed Faerie Princess


Joined: 23 Jun 2003
Posts: 32
Location: Roma, Italy

PostPosted: Sun May 29, 2005 9:05 am    Post subject: [quote]

janus wrote:
I can't say I like the look of the shadingless lighting model you're using. It looks particularly strange since you're doing shadowing.


I know, it's strange, and you either love it or hate it. My aim is to use all the power of nowaday's graphic cards to recreate the "feel" of oldschool rpgs like Ultima 7 or that arcade, LightBringer - yet rendering everything in true 3d, with all the benefits of the thing (smooth animations, free camera, and so on)

Anyway Ashes is all in the features, not the graphics :) Our resident artist is creating awesome models, which would allow for far more detailed and realistic rendering, but I am not moving in that direction.



ps. just check this for instance: it's colorful, unshaded and outlined... but all in all it doesn't look bad, no?
http://www.vgmuseum.com/images/arcade2/light.html (updated to fix the external linking problem)
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Last edited by resle on Sun May 29, 2005 12:31 pm; edited 1 time in total
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Sun May 29, 2005 10:56 am    Post subject: [quote]

Link no worko. That site does not allow external linking.
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Sun May 29, 2005 5:04 pm    Post subject: [quote]

resle wrote:
ps. just check this for instance: it's colorful, unshaded and outlined... but all in all it doesn't look bad, no?
http://www.vgmuseum.com/images/arcade2/light.html (updated to fix the external linking problem)
Um, that's not unshaded. The shading is just faint. Also, it's not doing realtime shadow casting, so the shading isn't as important. :P

Another suggestion, from the screenshots: You don't seem to be applying your fog model to your shadows. You probably should, since they look pretty strange otherwise. (This is particularly noticable in the editor screenshot.)
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resle
Slightly Deformed Faerie Princess


Joined: 23 Jun 2003
Posts: 32
Location: Roma, Italy

PostPosted: Sun May 29, 2005 6:42 pm    Post subject: [quote]

Hm, you're right. That's a VERY old screenshot though, check the new ones on the site ;)

It's a very puzzling core opengl glitch which seems to appear only on certain cards. Fog is applied correctly but it won't effect zones where I wrote to the stencil buffer. Mostly happens with Ati cards.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Mon May 30, 2005 12:37 am    Post subject: [quote]

About the shading, just compare the barrels in the Lightbringer screenshots you linked to to your own. I think yours could look better with similar shading. All in all impressive screenshots, really looks like a lot of good work is going into this.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Wed Jun 08, 2005 7:18 pm    Post subject: [quote]

Acutally, I like the art. It looks like Ultima 7 gone 3d.
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resle
Slightly Deformed Faerie Princess


Joined: 23 Jun 2003
Posts: 32
Location: Roma, Italy

PostPosted: Sun Jun 12, 2005 7:49 pm    Post subject: [quote]

We advanced some more. Two "pre-tech-demo" are already running in thands of a selected audience (selected here means "people who knows they can't expect much and will patiently suffer horrible bugs). ShadowMoses and I are working tightly with our little spare time to put in the last items/code we want to show in the demo. In particular I am really rushing to include a playable beta of the combat system in it, to please who asked to see some gameplay elements and not just eye candy ;)

Anyway in the meantime here are some misc screenshots, displaying among the others the book/scroll/signs/etc. system (which is coming along quite nicely, it's almost HTML 1.0 reinvented ;) ), the dialogue system, etc. All in all what you're able to do in pre-tech demo so far is moving around this little island which takes aproximately 1/600 of the whole world. There's a small wood, a couple npcs living their lives, some roaming deers and boars, a little cemetary. You can talk to the npcs, visit a house, read some books and eat some food.




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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Mon Jun 13, 2005 12:50 pm    Post subject: [quote]

The dialogue font is really blurry and indistinct, I think you should use a sharper version of it.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Mon Jun 13, 2005 9:59 pm    Post subject: [quote]

janus wrote:
The dialogue font is really blurry and indistinct, I think you should use a sharper version of it.

Looks fine to me, nothing blurry about it. Sharp as any other font.
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Tue Jun 14, 2005 7:31 am    Post subject: [quote]

It looks like the jpeg compression is bluring it up.
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