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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Mon Mar 31, 2003 7:40 am    Post subject: Screenshots in 'Creep-O-Rama' [quote]

I had some free time over the weekend (for once), and I felt like doing a little 3D stuff, so I got started on a 3D RPG engine. Using a rudimentary 3D modeller I found for free and Macromedia Flash for textures, I put together a working tech demo in Macromedia Director.

This is all leading up to a game I hope to release by Halloween this year. Below are some screenshots from the tech demo. It should be obvious from them that the theme will be general spookiness.




Currently, I have the environment built out of predefined 'brushes' which paint in various pieces of geometry. I also have a rather simple boned animation system (complete with pose editor) that allows the character avatar to have a walk cycle as she moves through the place. I've also somewhat abstracted the idea of a 3D "actor" which is an object in the environment that knows how to handle itself. The chandeleirs you see in the background are the first example of them - they sway eerily, pushed by a ghostly wind, until the player draws near, when they stop swaying and go still until the player moves away again. I'm really pleased with how they came out.

I'm also trying an experimental "Creep-O-Vision", which is basically a slight departure from the way most 3D games are rendered. Most third-person games look over the character's shoulder, or do a bird's-eye or fly-on-the-wall-eye shot of them. To enhance the creep factor, my camera glides close to the ground a good ways behind the player, and I kicked up the field of view so the perspective on the walls gets exaggerated. The screenshots don't really do it justice, but the portraits get really creepy when the camera is close to the walls. Heh.

In the final game, there will be several different environments, but all built pretty much the same way - brushes and actors. I'm planning a graveyard, a forest/swamp, caves, and a carnival.

Anyway, what do you think so far?
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Adam
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Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Mon Mar 31, 2003 7:48 am    Post subject: [quote]

nnnnnnniiiiiccccceeee
wish i could do that in a weekend :P
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Mon Mar 31, 2003 8:24 am    Post subject: [quote]

How the hell did you get so much talent?
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Mon Mar 31, 2003 2:11 pm    Post subject: [quote]

adam wrote:
nnnnnnniiiiiccccceeee
wish i could do that in a weekend :P


Well, to be fair, I didn't do all of it this weekend. About 35-40% of the code I managed to pull from other technology tests I had done earlier (reusable code is your friend!), and I had already made the poses editor. Plus, I've been tinkering with the 3D engine in Director for quite a while now, so I had already gotten over the learning curve - it would have taken me far longer if I hadn't cracked it open yet.

The simple fact that I was using Director went a long way, too. They handle a lot of the implementation details of interacting with OpenGL and the 3D accelerator cards for you, which lets you focus on the interesting things: the geometry and the texturing. Despite its quirks, it really is a powerful and fast environment for building games.

I'm hopefully going to have time to sit down at my Mac and work on it some more today. The next thing I'd like to make is a dialogue engine so you can talk to the characters that will appear in the game.
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Jihgfed Pumpkinhead
Stephen Hawking


Joined: 21 Jan 2003
Posts: 259
Location: Toronto, Canada

PostPosted: Mon Mar 31, 2003 10:16 pm    Post subject: Gamma Correction [quote]

     Very nice. Please make sure to have in-game gamma correction; some people (like me) foolishly have their monitors near windows and get vicious glare on dark screens, and it's annoying to have to reset the monitor each time you want to play a certain game.
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BigManJones
Scholar


Joined: 22 Mar 2003
Posts: 196

PostPosted: Mon Mar 31, 2003 11:42 pm    Post subject: [quote]

Very nice indeed.... Now is than an animated character or do you only have the one pose? Good art work.
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Tue Apr 01, 2003 1:41 am    Post subject: Re: Gamma Correction [quote]

Jihgfed Pumpkinhead wrote:
Very nice. Please make sure to have in-game gamma correction; some people (like me) foolishly have their monitors near windows and get vicious glare on dark screens, and it's annoying to have to reset the monitor each time you want to play a certain game.


That's going to be tough, since Director doesn't expose any gamma controls. I suppose I could control the overall ambient light, though...

BigManJones wrote:
Very nice indeed.... Now is than an animated character or do you only have the one pose? Good art work.


She's animated. She currently has a "breathing" animation (for when she's idle), a "running" animation, and an "attacking" animation.

Today, I had fun adding a few elements to the engine. The main addition is a dialogue engine so that characters can speak to you. With this came the addition of "highlight lights", which are temporary lights that illuminate important elements of scenery when they are being referred to, such as a character talking to you. Because the overall landscape is rather gloomy, I thought it would be cool for ghostly lights to illuminate whatever important thing is being discussed.

I also added some new geometry and a new actor. The tileset now has doors, cobwebs, and a candelabra that floats around in the air until you approach it, whereupon it settles down onto its table. I love how creepy that is. I am very pleased with it.

Here's a screenshot of the dialogue engine in action (plus a few cobwebs in the corners):



Next thing I need to add is 'triggers', which are basically proximity sensors which allow localized interactions with the environment. Currently, talking to that character can occur from anywhere on the map. When I get triggers working, you'll only be able to trigger the dialogue from right next to the character.

By the way, feel free to post ideas for a haunted house RPG here. Can't guarantee I'll use 'em, but I'm still early enough in the planning stages that I have room for some good ideas.

One thing I am thinking about is not really having combat at all, to preserve the lonely, creepy vibe. Don't know offhand what I would replace that mechanic with, though. One possibility, I guess, is to only have 'bosses', i.e., only one monster per chapter, so you have to do a lot of puzzle solving and research before confronting it. I don't know how well that would go over, though.

Anyway, I'll come up with something.
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janus_lazy
Guest





PostPosted: Tue Apr 01, 2003 4:25 am    Post subject: [quote]

That's some top-notch work. I'm impressed.
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Suchiiben
Guest





PostPosted: Tue Apr 01, 2003 7:12 am    Post subject: [quote]

You rule :( :( :( :(
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Modanung
Mage


Joined: 20 Jun 2002
Posts: 317
Location: The Netherlands

PostPosted: Tue Apr 01, 2003 8:28 pm    Post subject: Re: Gamma Correction [quote]

Nephilim wrote:
One thing I am thinking about is not really having combat at all, to preserve the lonely, creepy vibe. Don't know offhand what I would replace that mechanic with, though. One possibility, I guess, is to only have 'bosses', i.e., only one monster per chapter, so you have to do a lot of puzzle solving and research before confronting it. I don't know how well that would go over, though.


Sort of 11th Guest like? Now that game was spooky. :)
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Tue Apr 01, 2003 11:07 pm    Post subject: Re: Gamma Correction [quote]

Modanung wrote:
Sort of 11th Guest like? Now that game was spooky. :)


Well, I don't remember much about 7th Guest / 11th Hour, having not actually played them. I briefly watched someone else over their shoulder as they played them, but I never got around to playing them myself.

My impression was that it was a series of puzzle games tied loosely together with a haunted house storyline. Am I right? Or was there more to it than that?

In any case, I'm not particularly looking to do a raw puzzle game, if that is indeed what those games were. I definitely want some RPG elements in there. I just want to figure out a way to make it ominous, unsettling, and ethereal, rather than overt, violent, and physical. More "Gorey" than "gory", if you know what I mean. Heh.

The inspiration of the game is mainly Disney's "Haunted Mansion" ride, which has the perfect look and feel for what I want to achieve. It petrified me as a little tyke, and I've held fond memories of it ever since: mouldering sanctums, dilapidated graveyards, cobweb-infested attics, unnatural manifestations, and a community of spirits that emerge for a swinging wake when the night is right...
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Jihgfed Pumpkinhead
Stephen Hawking


Joined: 21 Jan 2003
Posts: 259
Location: Toronto, Canada

PostPosted: Wed Apr 02, 2003 7:26 pm    Post subject: Combat [quote]

     Here's an idea for how you can make combat a little more in keeping with the feel of your game.
     If it's possible, have it so that enemies try to sneak up on the player, giving them a dangerous advantage when combat begins. The idea is to keep the player looking over his shoulder. Also, certain enemies could have sniping positions of some sort; again, the intention is to make the player pay careful attention to his environment.
     Also, let the player, upon discovering an enemy, flee, and be chased, not in the combat stage, but in the walking-around stage.
     I think the key is to integrate the combat element with the normal walking-around element; I think that's the only way you'll manage to get a really scary game. It adds a sense of danger to it, and suspense.
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Jihgfed Pumpkinhead
Stephen Hawking


Joined: 21 Jan 2003
Posts: 259
Location: Toronto, Canada

PostPosted: Wed Apr 02, 2003 8:00 pm    Post subject: More Scary Ideas [quote]

     Oh, here're more ideas.
     Instead of, like most RPGs, having the characters get stronger with time, have them get weaker. Or at least, have some specific way in which they deteriorate over the course of the game. Possibly HP (by poison, or something; the adventure into the mansion could be an attempt to remove the poison. That has sort of a mythic feel to it, doesn't it?). The goal is a sense of slipping away, of victory-in-defeat.
     Music, sound effects, and graphics are more important to a game of this sort than dialogue, I think, so concentrate on them as much as possible.
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Modanung
Mage


Joined: 20 Jun 2002
Posts: 317
Location: The Netherlands

PostPosted: Wed Apr 02, 2003 8:49 pm    Post subject: Re: Gamma Correction [quote]

Nephilim wrote:
Well, I don't remember much about 7th Guest / 11th Hour, having not actually played them. I briefly watched someone else over their shoulder as they played them, but I never got around to playing them myself.


Oh, was it 11th guest... thought it was but I wasn't wuite sure, so I asked Bjørn, he said it was 7th. It's not my fault. :)
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Wed Apr 02, 2003 9:18 pm    Post subject: Re: Combat [quote]

Jihgfed Pumpkinhead wrote:
If it's possible, have it so that enemies try to sneak up on the player, giving them a dangerous advantage when combat begins. The idea is to keep the player looking over his shoulder. Also, certain enemies could have sniping positions of some sort; again, the intention is to make the player pay careful attention to his environment.
Also, let the player, upon discovering an enemy, flee, and be chased, not in the combat stage, but in the walking-around stage.
I think the key is to integrate the combat element with the normal walking-around element; I think that's the only way you'll manage to get a really scary game. It adds a sense of danger to it, and suspense.


That's good advice, I think. This fits right in with my idea of not having separate "combat" and "exploration" screens (although there will be 'modes' so that you can't chat with people while you're being drained by a banshee or whatever). I especially like the idea of "more running away" than "stand and fight". This will work fine as a premise for a haunted house, where the antagonists are ghosts which have no corporeal form. Heh.

I can already see that the AI for this game is going to be problematic. "Sneaking up" on a player in a 3D environment - whoo!

Jihgfed Pumpkinhead wrote:
Instead of, like most RPGs, having the characters get stronger with time, have them get weaker. Or at least, have some specific way in which they deteriorate over the course of the game.


Oh, that's a no-brainer. Sanity. It's like mental hit points that never recharge. (Cf "Call of Cthulhu" PnP RPG.)

Jihgfed Pumpkinhead wrote:
Music, sound effects, and graphics are more important to a game of this sort than dialogue, I think, so concentrate on them as much as possible.


Well, I think I have a good graphic style down. Unfortunately, I'm not a music guy, so the music and (to a lesser extent) sound effects are going to be a challenge. I guess I can record some creepy noises for the sound effects, but I'm probably going to have to commission some spooky music for the final product. For placeholders currently, I'm using a track from Disney's Haunted Mansion ride (specifically, the "Doombuggy" boarding area music loop), and I'll probably also tap into some Midnight Syndicate tracks. (Midnight Syndicate are two guys whose tracks are used as ambient music in many haunted theme attractions, so their style is perfect for this project.) But the final product I want to own all rights to, so I'll have to get music made at some point before I release. Heh.

Modanung wrote:
Oh, was it 11th guest... thought it was but I wasn't wuite sure, so I asked Bjørn, he said it was 7th. It's not my fault. :)


Actually, Bjørn is correct: it was "7th Guest". The sequel was "11th Hour", which is probably where you're getting the eleven from.

Now, see? You shouldn't have said anything. Here I was thinking you were being all hip referring to both of them together as "11th Guest..."
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