Revision the revision.

Posted by Scott_AW on April 9, 2009, 9:54 p.m.

Some news about The Crawl…

Since I've expanded on the different types of overlayed shading, I moved it over to the object side of things. I had done this before to some extent, but it was half-assed at best. This time I've used up to three different texture references for objects, in this scene below a chair, table and bookcase have the shading overlay.

The shade overlays used consists of:

1) Border around a full texture.

2) Horizontal repeating rectangles of shade.

3) Vertical repeating rectangles of shade.

Additionally the wood floor has a shade effect that makes it look like planks of wood.

Now the frame rate in this screen shot is half of what it runs on my main computer, this was taken off my tiny acer aspire one, which for a 9 inch netbook, it has fairly decent graphic capabilities.

In addition to the main creation program, I'll be setting up a sub program for creating in-game objects and character models. This is because I will not feature U3d in the actual editor, however it is neccessary to correctly view models with textures, shade overlay and color tinting.

Concept art? I actually have concept art littered about from years of conceptualizing this thing. Heres two monsters I thought up for it.

Some ugly demon creature. He's ugly.

Steam zombies.

Steam zombies was a nasty little creation, created by underground necromancers, this bastards stay alive by sucking the blood out of the living to fuel their boilers. They have long metal tubes which they stab into you, or suck up blood as it squirts out.

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Now about the mobile phone rpg, since I had the right mind to do all the graphics in vectors instead of pixels(using sketchup) I can easily transfer it to other programs with larger resolutions. I've considered either using RPG Maker or just doing it in GM.

Now I'm not sure if this will go anywhere beside "just for fun" or maybe even to give myself some sort of idea how to complete the mobile version.

Mo Mini's Studio is still in need of much work before I think I can make this game truely work. It has memory leaks galore…or something that just kills my system when ever copying objects as templates or some shit.

Heres some unshrunken images from it.

Bo, main character, before becoming a druid.

Bo, now a cow druid.

A giblin. Thats how I spell it fool.

Spooky skeleton.

The vapor around him is supposed to be red not clear, but I left it empty to put a stipple effect in once I shrank it down.

Sparkris, the town witch.

The traveling merchant.

Some fun facts,

1) Even though I was barely half way through completing it, I had a total of 145 graphic images, totaling a mere 647kbs! Unfortunatly for me, they were gifs and the Mo Mini studio converted them into full color pngs, pretty much negating my efforts to reduce size.

2) Additionally there was to be two mini games for the first episode, which included a simple tic tac toe game that unlocks Bo's first special ability, and then later a sled pulling game, were Bo is forced to drag Sparkris around for skipping out on his lodging bill.

3) Based on a comic I did in an unneeded math class in senior year of 2000, all done in my graph compo book that was supposed to be for math notes. I made around 25-30 pages of comics, shaded 75% of them and 50% of them had comical header art. I'll have to scan and clean them up one of these days.

Comments

Xxypher 15 years, 8 months ago

TL;DR: He is making a game.

Mush 15 years, 8 months ago

steamy.

Juju 15 years, 8 months ago

Looks a bit dark matey.

Cesque 15 years, 8 months ago

J'ss wondering: aside from all the editing capabilities, will The Crawl feature some actual gameplay areas made by you forming some sort of a single player campaign (rephrase that if necessary)?

Scott_AW 15 years, 8 months ago

Actually yes. My first 3d incarnation, C.O.W. RPG which was on this site was kind of a prototype for what I had in mind. Once I've completed enough of the editor I'll begin making levels.

Scott_AW 15 years, 8 months ago

Updated the screenshot with a new one, higher levels of enviroment light and a farther reaching point light. Notice those round dots on the floor, thats due to a color combining issue that U3d seems to have, its fixable, but tricky.