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Hey, just wanted to show what I've been working on. I registered the game over at indieDB. I'm very serious about completing this game.


My original idea was to have RPG elements. Basically a spy RPG with episodes/modules, in which you save your character at completion to play in the next.


The scope will most likely change a bit, as well as the story. I just wanted to get it up before someone took the name. Surprised the name wasn't taken.


http://www.indiedb.com/games/rogue-mission



http://media.indiedb.com/images/games/1/66/65160/RM2.png


http://media.indiedb.com/images/games/1/66/65160/RM5.png


http://media.indiedb.com/images/games/1/66/65160/RM1.png


http://media.indiedb.com/images/games/1/66/65160/RM4.png


http://media.indiedb.com/images/games/1/66/65160/RM3.png

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Some of it. All the buildings that you can enter were made by me. Well except there is a couple castles made by Arteria 3D, which I have a lifetime subscription to. I also tracked down Todd Pickens and he was super helpful in packaging up his fps environment kit and selling it for the same price as from GG, same EULA too. Todd's awesome and his artwork really works well with mine. The characters are modified makehumans. Oh, I did some of the most used textures but thanks be to CG textures. I am also using Bryce's weapons that came with his TAIK. The sheer amount of work that he put into his tactical AI kit is astounding and it is criminal that it hasn't been used in a game yet. Is it AAA? No but I think it is coming along well. I'm going to have full credits in the game, when I finish, if that's what your worried about.

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Impressive, as the spy genre is my 4th favorite type of game around, the market can't get enough of them. When you complete this game, I am definitely going to pick it up.

I still can't get past the computer terminal in Alpha Protocol and that is only at the beginning of the game. the only other spy games I have are the Syphon Filter games on the PSP, Perfect Dark for the Xbox One, and James Bond Legends for the WiiU.

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Looking pretty noice!


You may not have seen it, but the guy that started MakeHuman started up a new project that basically does a similar deal, but it's directly integrated into blender as an addon:


http://www.manuelbastioni.com


I think I prefer the meshwork it puts out compared to MakeHumans. May be useful to keep an eye on it :)


Performance is definitely a tricky thing to deal with for complex scenes in the current builds. We've got quite a few things cooking that should let you crunch a lot of static geometry really fast that you can probably capitalize on in the near future, but if there's any current spots giving you trouble, feel free to ask, may be some tricks you can use to optimize some trouble spots.

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Looking pretty noice!


You may not have seen it, but the guy that started MakeHuman started up a new project that basically does a similar deal, but it's directly integrated into blender as an addon:


http://www.manuelbastioni.com


I think I prefer the meshwork it puts out compared to MakeHumans. May be useful to keep an eye on it :)


Performance is definitely a tricky thing to deal with for complex scenes in the current builds. We've got quite a few things cooking that should let you crunch a lot of static geometry really fast that you can probably capitalize on in the near future, but if there's any current spots giving you trouble, feel free to ask, may be some tricks you can use to optimize some trouble spots.

 

Thanks Jeff, I already have the plugin, just forgot about it. The characters I have in game are just a proof that it works with animations so when that time comes I'll definitely check this out. Optimization balance is definitely the name of the game now. Thanks for the offer to help but I bet you have things on your plate! Coding is going to be the hardest part for me I bet. So in a few months, look for annoying questions. :)

 

That scene he has is by no means complex, multiply everything in there by 10 and then it may be halfway complex.

 

Right, well this is what I'm saying. If I were to add the complexity I want, it's going to be a real battle. I really want this game to look as good as I can make it.

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Right, well this is what I'm saying. If I were to add the complexity I want, it's going to be a real battle. I really want this game to look as good as I can make it.

 

Then you still have a long way to go. What you currently have is not bad, but kind of mediocre. I remember the Taik demo and it was kind a realistic, since he used baked lighting, so for interior levels you could go that route, but kind of work intensive. For outdoor levels, it is not that hard to make it look good, just add lots of HDR, bloom and stuff and make very dense vegetation and there you go.

Some time ago I made some tests and painted forest with a brush of every jungle forest object I had and it turned out like that http://www.moddb.com/games/uebergame/images/pazifik-random-01

and this is just one random brush stroke and it already looks good, no talent needed, just a bunch of assets, in this case mostly from Pacific demo and the best part is, no problem regarding performance, if you do not make a super large level.

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  • 1 month later...

Hey all, got a video up and I have to admit, just the simple combat is pretty fun. Obviously there are some glitches and what not but it plays pretty smoothly without the screen recorder which hurts the frames a bit. Much will change. The soldier character is Bryce's because I need to figure out why my character models are causing texture leaks and possibly an out of bounds error.


I just wanted to get some videos up and this is the first one.


bV_HC3nszwY

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  • 11 months later...

I have had to go back and rework everything, a couple times. It really hurt but now I'm getting back on track. I need to be assured that performance is where I need it to be so basically, placeholders won't do. I am pleased with how it is looking, kind of like you have entered an oil painting. I wish there were more hours in the day. I will get some new screens up this week. It would be good to show I have not abandoned it in any way. I also realize that the scope may change. Thanks for checking in on this!

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  • 2 months later...

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