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Posted (edited)

Having doors, trapdoors, hidden buttons, torches etc is the main idea of dungeon crawler genre. Yes, it's 'dungeon' crawler, not forest crawler, not spaceship crawler etc. It was that kind of game which evolved into open space fpp rpg. We are coming back to the roots.

So far you can see standard, old dungeon theme. There will be 3 more themes: abadoned mine, crypt and... it will be a surprise ;) In almost all miedieval-magic games you have the same arsenal: swords, axes, bows etc. and spellbooks and wands ofc.

An important part of every rpg game is the mechanics. We don't want to adapt any D&D or other well known system. We will have our own, unique solution of stats and skills.

 

I'm not afraid of LoG, i'm even happy that it was successfully released and earned a lot of money - it means that players want to play such games and probably will accept next one, which will be similar in some matter and different in other.

The main problem is that most ppl now knows only LoG, and newer saw games like Dungeon Master, Stonekeep, Eye of the Beholder, Might and magic (1 to 5) and many, many others... They think that it was something original and our game is just a copy. They are not aware of the fact, that there IS an genre called 'dungeon crawler' and LoG just fits perfectly into it without having anything original.

Edited by FrozenShade
Posted (edited)

I'm really glad that you are still working on this bram and I'm looking forward to a future release =)

 

In all these pics, I really dig those long shaped orange lamps, I probably need to replica (i.e. steal) them somewhere sometime.

Edited by Hipshot
Posted

wrapping up my environment polish and lighting rework pass, and getting ready to announce this very soon!

Damn it looks so goood! :D

Oooooh the announcement gonna hit big! 

Really looking forward to getting my hands on this whenever possible!

Posted

wrapping up my environment polish and lighting rework pass, and getting ready to announce this very soon!

 

Here's a bunch of preview screenshots:

  

I should probably do some action shots and record videos as well

Okay, way late, but how are you doing that lighting on the weapon and enemies?!  It looks so good!  Is it a normal map?  Are those enemies being rendered realtime but being pixelized onto a billboard in realtime or something?  They look exactly like models in some spots!

Posted

 

wrapping up my environment polish and lighting rework pass, and getting ready to announce this very soon!

 

Here's a bunch of preview screenshots:

  

I should probably do some action shots and record videos as well

Okay, way late, but how are you doing that lighting on the weapon and enemies?!  It looks so good!  Is it a normal map?  Are those enemies being rendered realtime but being pixelized onto a billboard in realtime or something?  They look exactly like models in some spots!

 

 

Thanks! You guessed mostly right, the billboards have normal maps. The enemies were made in zbrush and baked on a texture sheet with all their animations from 8 directions.

Example normal map: wip65.jpg

 

I put a lot of work into the lighting to make it all look right. The ambient light adds subtle directionality to them, which is combined with realtime point and directional lights. I'm also using deferred rendering so I can use lots and lots of lights without eating up perf too much.

Posted (edited)

Looks amazingly good and well-coordinated (in terms of looks, lighting and design) Bram.

This is plainly classy at this stage.

Edited by Deathy

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