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Dead Anyway


tjheldna

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Once a thriving small town population of five hundred now lies silent and in decay as if all life vanished overnight. Overgrown gardens, peeling paint, every creak, and moving shadow beats your heart with adrenaline as you wearley walk down the main street. You are not alone here, the hairs on the back of your neck make you sure of it.

 

You continue walking, as the fear of the unknown is overcome by the desperation to gather supplies and find shelter.

 

It doesn't matter, I’m dead anyway.

 

 

 

For the past twelve weeks or so Rick and I have been collaborating on a game project prototype. The project really hit the ground running starting out by fleshing out an idea of a game, storyline ideas, code and model requirements, quests, etc and have been working on a prototype ever since.

 

Rick has been leading the coding side with various features that will be needed. Some of the big ticket items included a Diablo style inventory system including looting; asset management so we are able to get all the detail so the game will scale to what we need; many more unsung features.

 

I have been working on the asset side of things without spending too much time on an individual objects as there is a lot to create, even in terms of a simple prototype.

 

Already we have had our fair share of setbacks but also a fair share of successes too. Here is a first look what we have accomplished to date. Needless to say it’s all in progress.

 

 

 

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Thanks for viewing.

 

R&T

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Looks very good.

 

Some critics , you won't escape them wink.png

-Are houses just abandonned or wrecked ? because interior are very clean , no dirt, no damage.

- Road texture is too bumpy, not enought flatten normal map to look more road (you could add variation and damage later with incoming LE3 decals)

- Why there is not White lines on the road (perhaps grunge or damage white lines)

- Street corner are very angular

- Bushes on floor looks upscaled with non detailled texture and look very low poly , more polygons ?

 

I know it's prototype, i just pointed some points at first look to make it better.

 

Are houses made of BSP or modeled ?

 

There are great Assets you have here : car, barriers , furniture , it looks great. I like the backpack inventory.

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Do you mean The Sims Roland? If so that was sort of the look we were going for. Just more dirty and grunge like than The Sims :)

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It's fine YouGroove, other peoples opinion is very useful.

 

-Are houses just abandoned or wrecked ? because interior are very clean , no dirt, no damage.

 

I definitely will give all the textures another pass. I'm going for quantity not quality atm. There is also a lot of detail about the game we have not given away yet too, and I don't want the houses looking in too much ruin as they were abandoned not destroyed.

 

- Road texture is too bumpy, not enough flatten normal map to look more road (you could add variation and damage later with incoming LE3 decals).

 

The road texture is painted on via a terrain texture. It's something that will more than likely change when I look into my options.

 

- Why there is not White lines on the road (perhaps grunge or damage white lines)

 

It's only a side street, no lines needed for this road.

 

- Street corner are very angular

 

What I plan to do with the side walk is to create it all in LE and export it out. That way I can redo it in Modo and have the correct scale I need.

 

- Bushes on floor looks up scaled with non detailed texture and look very low poly , more polygons ?

 

I'd probably have to disagree on that one I don't want to go too high for anything other than characters and weapons.

 

Thanks for the feedback all!

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Looking good, I like the way you will be exploring interiors. No doubt there will be the occasional nasty thing in some of the houses.

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Great looking project so far!

 

I like the idea, it looks as if Project Zomboid and State of Decay had an awkward relationship with DayZ that resulted in one badass offspring.

 

Looking forward to more progress.

 

Will it be publicly released, or is it more of a closed project to hone both of your skills?

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Hi MaybeMe,

 

Thanks for you comments! Love it!

 

We put together a list of requirements we need for a playable prototype for the game. We actually finished this list about a week ago. Looking at what we have accomplished, we came to the conclusion that we need a little more artwork and a few more features before we can let you all have a shot.

 

So, yes we will do a playable prototype to get your valuable feedback and from that we will work out first of all if we have a project that's worth moving forward and if we do, are there any changes? We are really looking forward to this and will keep you updated when we get close.

 

Thanks Again

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