Work In Progress / [SOLVED] twin worlds the preperation work

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science boy
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Posted: 27th Mar 2014 00:37 Edited at: 11th Apr 2016 14:40
[img][/img]


this is my showcase of models, some scenes and the basic startings of my never finished game.

although like lee i am very motivated and pretty inspired by all this and with inspiration from skyrim and dungeon master eye of the beholder and grimrock to say a few i am aiming to better myself and to give the engine reloaded a good name ( my intentions) but any criticism of a constructive type is welcome.



Update. Game description is a free roaming role play type game with many games and quests within the game. Exploration advancements and fighting and puzzles will be the objectives of game play. The game will have an ultimate goal to free the area of twin world and restore peace. There is a map and each game will be set in a certain area.

anyway hope you enjoy



science boy
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science boy
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Posted: 27th Mar 2014 00:39 Edited at: 27th Mar 2014 14:38




i actually just like this in game snap shot













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science boy
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Posted: 27th Mar 2014 00:44
i have created my own dungeon kit, a scaffolding kit a set of animated props like a windmill watermill and even shop signs gentle swaying in the breeze. i have also been working on shops and houses and modifying buildings and working on monsters ( not yet animated but time will show

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science boy
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Posted: 27th Mar 2014 00:48 Edited at: 27th Mar 2014 13:49




here is an animated water wheel







and obviously a windmill



at the moment i have basic animated sails. but the model comes in a whole none animated optimised poly model



a 2 part model the sail is animated and a 3 part where the top swivels and the sail animates. this is to give as much optimisation as possible while also having enough variety to keep it interesting. also there will be a variety of sails. some with canvas and other types.

















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science boy
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Posted: 27th Mar 2014 01:34 Edited at: 27th Mar 2014 01:44








with these pictures you can see my new bridge incorporated into the scene and a couple of shops you can enter if need be,







i will showcase my scaff and mines construction sets in a few days along with counterweights more doors walls models and start showing some huds. and maybe a few monsters



the only work which is not mine is the weapon, trees (even though i modified them) and the houses of which i have modified so you can go in them

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science boy
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Posted: 27th Mar 2014 13:14 Edited at: 27th Mar 2014 13:34




after placing over a 200 set of dungeon pieces. i then went to view from terrain higher ground and it never dipped below 55 fps. so i can say a very good bit of optimising. so i know that there is no drain for dungeon making and this is on beta 5. and with more optimising from beta 6 and the rest i think i can say all will be possible to make large dungeon sets with no worries, and also i can run both terrain and dungeon kit together with no problem. i do however worry about the ai drain and other models and my beholder is going to be a tough nut to optimise

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science boy
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Posted: 27th Mar 2014 14:34 Edited at: 27th Mar 2014 14:40
here i have developed a scaffolding set of medieval age with old counterweights and ramps and your typical excavation type. i will be making it dungeon compatible too.









the counterweights are animated and work with the door script



this will be all for a short while as i have to create a bit more. but i believe game content outweighs maps etc.



but that is my view everyone is different.



keep safe

sc

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Emrys
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Posted: 27th Mar 2014 23:15
Fantastic work !



Now where is the subscribe button



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science boy
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Posted: 28th Mar 2014 01:58
cheers e30 i also think you are doing a cracking job too, i always get inspired by you so keep up your excellent work



sb

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granada
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Posted: 30th Mar 2014 12:41
I love the look of this already,very nice work and keep us posted .



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almightyhood
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Posted: 30th Mar 2014 16:51
these all look awesome, lots of talent for modelling around the forums its good to see all the work being done.

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Emrys
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Posted: 31st Mar 2014 11:57
science boy wrote: "cheers e30 i also think you are doing a cracking job too, i always get inspired by you so keep up your excellent work



sb"




Thanks, I think we do a great job inspiring each other on this forum.



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StevenP
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Posted: 2nd Apr 2014 00:14
Great screenshots! Looking really good so far.
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madwarren
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Posted: 2nd Apr 2014 17:24
Great work so far. I am definitely looking forward to your progress in this game. Looks awesome.
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science boy
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Posted: 5th Apr 2014 10:19
Cheers guys. Will be working on cities soon. but cave kit is my first goal. Then a proper oblivion type city system. I am also wanting to do a class choice like in gauntlet. Elf wizard valkyrie barbarian. Simplify it but give it fun as well as complexity

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Deliveredmean
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Posted: 5th Apr 2014 13:49
Amazing, so far these models looks rather impresive. Will like to see more of this world your building!

DD
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Posted: 6th Apr 2014 01:26
Some nice work here,...I like olde worlde environments,...medieval stuff etc,... keep it going.
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Dosedmonkey
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Posted: 8th Apr 2014 07:30
This is looking very awesome so far.



Only constructive critisim I have, is the windmill sails could do with being a bit wider at the ends, and have canvas sails on them, as the current windmill sails are the only bit in all the photos that don't look 100% awesome! Small thing really, only an idea.



Is this planned to be a free to play or a buyable game? Both good by me.
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science boy
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Posted: 8th Apr 2014 18:05
do not worry i have already added canvas to the sails, so will send a photo soon

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DVader
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Posted: 9th Apr 2014 12:53
Really nice work! You must have put some serious time into it so far!



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science boy
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Posted: 9th Apr 2014 18:39 Edited at: 10th Apr 2014 03:09
i have indeed dvader and thanks to you and the other guys who inspire me and help me out. . instead of making world maps i been doing models. but i am quite fast when i want to be, but then there are 100s of half started models and i come back to them when i am inspired by that particular project, anyway added more to the dungeon sets so will be showing a few in a bit. I have now attempted 11 versions of beholders. Practice make perfect though.

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science boy
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Posted: 10th Apr 2014 01:32 Edited at: 10th Apr 2014 01:35
ok a few early shots of my cave kit or mine kit. i have not finished it, i am at about 50 percent, needs fine tuning and things,



[img][/img]





[img]http://[/img]





and a bit more temples and dungeons



[img][/img]



and another scaff shot

[img][/img]

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science boy
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Posted: 10th Apr 2014 02:36
A FEW MORE CAVE SHOTS



[img]http://[/img]



[img][/img]

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science boy
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Posted: 10th Apr 2014 19:57
i have made the floor space wider and added better textures. and some more 3d shaping to give it a none precise look. my next move is to do lanterns and other types of mine props



[img][/img]



i will be doing some alternative textures to give a more decayed look and to try and make them different with as much difference to give better sense of difference otherwise exploring same dungeons can be dull. so variety is the spice of life

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Emrys
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Posted: 11th Apr 2014 12:50
You have been busy !



Great Work, the atmosphere looks spot on as well.



Can't wait until we can make torches, these would look great in your level.







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science boy
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Posted: 11th Apr 2014 14:27
i am thinking the same as you, a flickering torch light. i am way off finishing this cave set, lots of possibilities and ideas to put into it. dungeon kit is quite basic, pillars walls of types roof and floor.



i have to make many walls with different rock shapes, and i am to do none section too.

it keeps me busy though and i am inspired with each addition, just done a lantern and some chains

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science boy
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Posted: 11th Apr 2014 22:31
i know i keep adding dungeon kit photos, but this one has been aged a bit with moss and green stuff. also chains and lanterns and an animated treasure chest to give the scene a bit more of an idea, i am still to sort the walls out as in chipped rock etc. but it is slowly coming together doing to dungeons parallel so i can make the differences by comparison in the early stages, i will of course be doing a lot of differences but this is my alpha dungeon/mine kit very early. but i am like e30 keep the forum exciting i hope.



[img][/img]

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science boy
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Posted: 11th Apr 2014 22:37
[img][/img]



a more clear shot

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science boy
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Posted: 12th Apr 2014 00:10
I will probably be not putting any new work up for a few days due to work. But I will give the cave a rest and work on more outdoor scenes. I will attempt to start with something not town like due to e30 doing his so I shall leave that.after seeing the church we will receive soon that as freed up that chore looking very nice. And no point in trees

With veg pack. So I will attempt old ruins and town things maybe village stuff.or my beholder and beasts

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Emrys
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Posted: 15th Apr 2014 10:34
Don't let me stop you, you carry mate



Is this going to be a free game when it's finished?



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Dosedmonkey
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Posted: 16th Apr 2014 06:36
Really awesome stuff! Quite envious! But it spurs me on too!
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science boy
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Posted: 16th Apr 2014 23:43
Thanks for the compliments you can achieve it if you have a bit of time to learn your model programme. As to if free or sale. I have not even thought about it.

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science boy
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Posted: 28th Apr 2014 00:38 Edited at: 28th Apr 2014 18:03
I will be soon adding more screenies of my work.and some huds I been spending a lot of my precious spare time spectacularly failing at converting a model to the engine. But also there been a sale on some model packs, meaning good bargain models going cheap so i bought a few packs and been converting them. And 60 hour weeks working and a girlfriend eats up time. But I will show some scene shots art concept and ready for action art and the like so hopefully tomorrow eve I will provide some much needed updates

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science boy
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Posted: 28th Apr 2014 19:30 Edited at: 28th Apr 2014 19:33
well here i am attempting to utilise some bargain bought models and intergrate with my own. so far i am impressed with their work. i am however intending to adapt and mutate it and expand its potential.



[img][/img]



i have here attached another type of portcullis this time sturdy iron and the portcullis is my work



[img][/img]

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science boy
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Posted: 28th Apr 2014 19:50
and through the first gate tower views another one



[img][/img]



so this is a first play with castles bridges next is to incorporate ruins to blend with so i can add dungeons to these castles

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science boy
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Posted: 28th Apr 2014 21:43
[img][/img]



[img][/img]



[img][/img]





a few more of my fortified keep within a forest not yet named!



all i can say is i put a lot of design into this level so far that it will be a level

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morphtactic
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Posted: 29th Apr 2014 01:39
Great work so far!
Emrys
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Posted: 29th Apr 2014 09:55
Fantastic work SB ! can't wait to play this game



Well done on your mention in the weekly news as well.







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Uman
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Posted: 29th Apr 2014 18:54
Nice work there.



Will look forward to seeing some live entity game play in there.



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Posted: 29th Apr 2014 21:26
looking great science boy





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science boy
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Posted: 30th Apr 2014 22:42
Morphtactic cheers very much.



E30 I am wondering when you are going to start a wip

Because I look forward to seeing your game world come to life. And cheers



Uman I too look forward to seeing moving creatures and dudes in my scenes. I guess I will be getting to that soon. Thought I'd lay down the world first. I have 100s of characters and monsters for insertion just awaiting ai and the getting them reloaded compatible



Cheers tattiebojangle.

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Emrys
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Posted: 1st May 2014 13:49 Edited at: 1st May 2014 13:51
To be honest I'm waiting until Reloaded is a little more polished. I could do with a few more terrain tools, being able to change the level of the water and an undo button lol !



The quick scenes I post in the gallery are generally testing ideas to see if they work.



I might put a thread up here soon with my concept art and storyboards.



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science boy
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Posted: 1st May 2014 19:50
Definitely should do be fantastic

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science boy
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Posted: 1st May 2014 23:53
I will be putting up some more stuff over the weekend just doing a 70 hour week of work. Hard to juggle time

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Posted: 3rd May 2014 21:07
wow ,

luv the work you've done on this level...looks quite beautiful...

gives me hope that if we can have maps that look like this and have great looking NPC models and good AI...then we could have some winning games made with this new engine.



Keep up the great work.

Let's actually make something happen with this one !
science boy
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Posted: 4th May 2014 13:14
hi unird and welcome to reloaded, you can create maps of the outdoor quite easily. choose a random map add trees of a similar ilk, then play with the sliders, fog ambience and things, dont forget light rays and blooms etc. all these will transform the basic look to a more real or unique look. learn your efx then you will see real lovely scenes. then add what you want. hope this helps. and look forward to being inspired by your work





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science boy
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Posted: 5th May 2014 23:38
Well I am making a huge level at the moment. And also decided to make a new windmill. One open for entry with beams pointy roof and better sails.intend to animate a turning grindstone and all that. Apparently is more impressive. Anyway Wednesday will be my day of creation there are lots of orher tgings I not really shown like lanterns chains and hooks steps etc but I need to keep some surprise for playing

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science boy
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Posted: 6th May 2014 12:36 Edited at: 6th May 2014 23:14
At Lord stephix I think the conkit will be worth the wait as my cave kit is not for sale or release. Sorry. Anyway thought you had a full team to make a game?

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science boy
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Posted: 8th May 2014 23:44
well i will show you a selection of attempt erase attempt erase start again and so on, this is for my beholder character...



also been doing a new dungeon type will reveal at some point, started and just about finished my new windmill,



my first ever attempt was laughable[img][/img]

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science boy
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Posted: 8th May 2014 23:46
attempt no 2 was more a leaf covered beholder more aiming for tough leather and failing drastically



[img][/img]

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