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Posted

Autumn

(Working Title)

 

Hello community! This is not yet a full videogame project thread, its more a test run. I have a script for a 3d horror adventure that should be pretty easy to pull off for an indie and be fun to play/thus sell. However, I still don't know what engine I end up using altough Leadwerks is pretty convincing. This is more a test map where I can see how much time and effort it will take to make this game.

 

In the game you will be a young witch hunted by the inquisition and simoultaneously trying to fend off a demon invasion. This sounds like it has a huge scope but its indeed just a 3D adventure à la penumbra on paper.

 

This test map will be an everchanging level that shows a wine-cellar connected to some dungeons and a cave. I will continously improve quality until it reaches a level I'm happy with.

 

Features this test map should have:

  • Tesselated, atmospheric look
  • High res graphics
  • strong, desolate medieval atmosphere
  • a few critters (in this case bats)
  • some places overgrown with foliage
  • doors that can be opened
  • a chest that can be opened
  • a creature running through a hallway-crossing as a jump-scare
  • believable and dense ambientsounds
  • fire effects
  • interactive objects (picking up, throwing)

This is what I attempt to do with my first attempt. The quality of the results and the time I need to reach them will then show wether there will be a game at all.

 

What follows are some early screenshots of the above concepts. Its not much yet.

 

Nest steps are:

  • replace floor texture (had to test the displacment on that one)
  • figure out how to make believable fire
  • fill room and move on to hallways

autumn-2015-01-21-23-19-20-13.png

 

autumn-2015-01-21-23-19-55-30.png

 

autumn-2015-01-21-23-20-53-01.png

 

autumn-2015-01-21-23-19-29-55.png

 

autumn-2015-01-21-23-16-57-37.png

  • Upvote 6
Posted

I love the design. If I can make any criticism, it's that the normal maps look excessively grainy/strong and the floor looks very flat. Those kind of stones would look really good with some displacement mapping.

Let's build cool stuff and have fun. :)

Posted

Hello!! Thanks for the Feedback!

 

@Josh:

I love the design. If I can make any criticism, it's that the normal maps look excessively grainy/strong and the floor looks very flat

 

Thank you! smile.png

And yes, of course you can...thats part of why I post. The normalmap needs its y axis inverted than it will read better altough I'm quite happy with the high-contrast wet look of it. The floor is a different story. I made it to test that texture and its displacment map (which looks really good if I sign the flashlight on it as can be seen in the third screenshot) which does render as pretty flat in the current setting sad.png Gotta fix that!

@xtom

Looks good and sounds interesting. Looking forward to a playable demo/test if you are releasing one.

 

It depends on how much time the process will take but I'm glad to hear I have a potential player here. You are however very likely to see demos from me promoting modelpacks...these will, however, be walking-simulations by nature.

 

-Wolf

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