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El Ementrix screenshots (last screens in this topic)
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Sun Jul 29, 2007 9:27 am    Post subject: Reply with quote

that castle like entrance is the entrance to the underground hiding place for the people on the island.(that is build because of the havy storms that where caused by the war that destroyed the elements a long time ago) so it's not really what you said, but in that underground hiding place are some dark paths that no one ever entered because who entered it never came back, and those dark paths lead to the abandoned swamps that you can see at the first page of this topic. so you are quit right but it isn't this entrance.
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Andreas233223
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Joined: 29 Jul 2007
Posts: 359
Location: Germany

PostPosted: Sun Jul 29, 2007 5:56 pm    Post subject: Reply with quote

first of all: very, very, very nice Very Happy Very Happy Very Happy
the mountain with the clouds reminds me on the Death Mountain in Zelda 64, but the game seems more like Holy Magic Century for the N64. Laughing
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Wed Aug 01, 2007 6:48 pm    Post subject: Reply with quote

i have been working hard last few days and it payed off with the second large dungeon in my game.
this dungeon whas used as a shelter to the island polulation because of the havy storms when the 4 elements where in war. now the four elements destroyed eachother there are no storms anymore and so these shelters won't be necessary anymore. because they aren't necessary the dungeon became abandoned and nobody maintained it anymore so it became more like a sewer. only the part that connects the forest of agaron and the forest of omura is maintained and here you see what it looks like:

total scene is 4182 poly's.

enjoy:
maintained part:



room where the abandoned part and maintained part cross eachother:



abandoned part:


only the humans abandoned it so there will be some monsters around there
C&C are welcome. Wink
now i am going to work on my modelpack
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Wed Aug 01, 2007 7:47 pm    Post subject: Reply with quote

Shocked

I am impressed with the quality of your work elementrix - you show some real talent here!

Suggestion: the not-maintained parts should be messy - more than they are now. Try skattering some debris around. Debris as prefabs would be a good idea too, I think.

About your game: when do you expect a beta playable version?
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Thu Aug 02, 2007 5:26 am    Post subject: Reply with quote

Things I especially like:
1) The lamps (both the actual lamp and the chain) in the first screenshot
2) The beam of light in the second image. These days mainstream games use more dynamic techniques to create this effect (as opposed to fixed geometry), but still it's something I'd like to see more often.
3) The thing you do with the water. Same as 2.
4) Your use of cobweb. The texture might be a bit too regular in shape, but I love how it looks!
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Thu Aug 02, 2007 8:52 am    Post subject: Reply with quote

Quote:
About your game: when do you expect a beta playable version?


not withing a year Razz , first i am going to build the complete world (23 zones , 7 done) then i am going to build all the weapons, objects and characters, and then the coding so it will take some time but i am patient Smile

but the bigest zone (forest of omura is done) so i dont have to do anymore.
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Thu Aug 02, 2007 6:10 pm    Post subject: Reply with quote

elementrix wrote:
Quote:
About your game: when do you expect a beta playable version?


not withing a year Razz , first i am going to build the complete world (23 zones , 7 done) then i am going to build all the weapons, objects and characters, and then the coding so it will take some time but i am patient Smile

but the bigest zone (forest of omura is done) so i dont have to do anymore.
I would hate to start writing code, and find out I had to change all my map data.
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Maverick77
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Joined: 14 Jul 2007
Posts: 26
Location: Vancouver BC, Canada

PostPosted: Thu Aug 02, 2007 8:16 pm    Post subject: Reply with quote

elementrix, nice work on your game, it takes alot of work going alone.
Are you planning on programming your own game engine, or will you go with a third party one such as Dark Basic or Torque?
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Thu Aug 02, 2007 8:30 pm    Post subject: Reply with quote

i am going to use a third party program, now i am still with realmcrafter but i really want a game that can hold more than 50 people at the same time online. I don't need the program now so i will wait if RC2 is going to solve some problems and if not i am going to take a look at torque
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Paul-Jan
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Location: Lage Zwaluwe

PostPosted: Fri Aug 03, 2007 6:32 am    Post subject: Reply with quote

Without wanting to rush you into thinking too far ahead, have you checked if Torque is actually capable of running such large geometrical structures?

Torque worlds are typically made of several smaller structures sprinkled throughout a large-ish torque-terrain based landscape (like the original Tribes games did). Your world is one huge chunk of polygons, and I am not very sure Torque will have decent performance there. (I am not saying it won't work, I'm just saying it wasn't originally build with that in mind).

More importantly, if you'll be using Torque, you'll either have to
1. Think ahead and create closed brushes when building your geometry (things like the lamp chains are not possible the way you did them) OR
2. Re-model large parts of your .MAPs afterwards OR
3. Export your models as .DTS instead, but then you'll have to manually define collission volumes, which is also a lot of work.

Mind you, I am not saying Torque is a bad choice, but if you want to create all your models first and then look at the engine/programming, you might want to go for a different engine by that time. On the easy-on-the-programmer end of the scale, I'd say something like Blitz3D (or Blitz SDK if you want to work with another language than basic) would work nicely with such an approach.

Again, this might be thinking too far ahead, just 2 my cents on the thing... Wink
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Fri Aug 03, 2007 9:28 am    Post subject: Reply with quote

i am now using realmcrafter and that works with blitz3d and blitzplus and everything works fine, i have tested all the zones. and the staff of realmcrafter are promising that they will make realmcrafter capable of running more people. so i don't expect to go to torque and i hope i will never have to.
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Noctrine
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Joined: 02 Aug 2007
Posts: 2

PostPosted: Fri Aug 03, 2007 7:47 pm    Post subject: Reply with quote

You are doing it all by yourself?
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Fri Aug 03, 2007 8:13 pm    Post subject: Reply with quote

Noctrine wrote:
You are doing it all by yourself?


yes, like this i learn to do everything Very Happy and all my friends do not have so much patient, they want to make a game in a day Razz ( I introduced them do DeleD but they can't even create a table, and don't want to waste their time. )
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Andreas233223
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Joined: 29 Jul 2007
Posts: 359
Location: Germany

PostPosted: Thu Aug 16, 2007 8:13 pm    Post subject: Reply with quote

two questions:
will it be a first- or third-person game
and will it be singleplayer, multiplayer or both?
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elementrix
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Location: The Netherlands

PostPosted: Thu Aug 16, 2007 9:26 pm    Post subject: Reply with quote

it will be third person and multiplayer.
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