Work In Progress / Antimony

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Ertlov
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Posted: 5th Jan 2015 09:08 Edited at: 12th Jan 2015 09:45
Name: Antinomy



Project Type: Prototyping for a joint venture project, contract work



Story: It is the year 1892. Following the retreat of the Ottoman Empire from the Middle East, inhabitants of a small country find themselves ruled by a group of former Ottoman representatives, conmen and their mercenaries. An opposition group is lead by a former justice of the peace who wants to restore order and justice, gaining the support from the people throughout the country. After an assault that leads to almost all of them being killed or enslaved, the shattered remains ally up with ottoman merchants, arabic nomads and some of the jewish settlers who have arrived with the first re-immigration wave of 1872. With the support from a remote monastery and people who are already in opposition to the ruling party, they try to get a rebellion going.



Setting: Middle East, fictional country with metaphors about the history of Palestine / Israel



Description: Open World with several points of interest, much free roaming accompanied by Quests / missions that tell the story



Special Info: This is a joint project with Against All Odds Games, a company recently officially incorporated in the Czech Republic and consisting of a quite International team. Together with Homegrown Games we have now a development crew that unites people from Christian, Jewish and Muslim origins with the goal of creating a unique game that pictures the Middle East slightly different than we are used today.



You can also visit the Facebook page!







EDit: Added pictures manually

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unfamillia
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Posted: 5th Jan 2015 09:49
You have me interested, although, the images are giving a Dropbox error (403).

Cheers

Jay.





Ertlov
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Posted: 5th Jan 2015 19:21
Unfamilia, can you see the shots now?

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rolfy
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Posted: 5th Jan 2015 19:55 Edited at: 5th Jan 2015 20:09
I can and they are gorgeous



You are likely leaving the menu's in your shot since it is production, F10 still works in edit mode?

Just tried it and it does, would be better if it removed the tool shroud as well though for airborne screenshots.



This looks interesting.
unfamillia
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Posted: 5th Jan 2015 20:24
Oooh, pretty!

Very nice looking shots Ertlov! It looks ram packed full of assets!

I wish you super secret luck on your secret project!

Cheers

Jay.





Ertlov
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Posted: 5th Jan 2015 23:27
Quote: "It looks ram packed full of assets! "


Oh no, this is just the beginning, we are actually re-building an entire historic city with ALL details we have in paintings / drawings / photo references, this is far from being filled enough

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Pirate Myke
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Posted: 6th Jan 2015 01:24
Looks interesting, Love recreating cities.

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Jerry Tremble
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Posted: 6th Jan 2015 01:24
Beautiful!

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Posted: 6th Jan 2015 04:15
For a prototype game, I guess it's okay. I found from the research I done for the escape 2, building colours don't then to differ that drastically.Symmetrical ratios is a bit much as well, still love it thought.

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Posted: 6th Jan 2015 15:21
A middle eastern themed fantasy project from your side. Interesting!

Allow me to advertise here that you can always request more buildings like the ones in the screenshots from me



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Ertlov
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Posted: 7th Jan 2015 22:58
requested

And here another impression...

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Ertlov
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Posted: 10th Jan 2015 17:46
Slow and steady, the city is built and populated...

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darimc
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Posted: 11th Jan 2015 05:13
This is one of the most interesting projects I've seen being developed with Reloaded so far. Keep up the good work!

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Ertlov
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Posted: 11th Jan 2015 15:04
Thank you very much!

Today we are expanding and populating the world aroudn the capitol city, a small guarded / fortified fruit grove has been added between the inner city and the outer walls, and some settlements in the desert are built right now.

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Ertlov
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Posted: 11th Jan 2015 22:39 Edited at: 12th Jan 2015 09:46
Updated the first post after the NDA was lifted today. Could a Mod please rename to "Antinomy" ?

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KeithC
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Posted: 12th Jan 2015 03:41
Done; and it's looking good so far.
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Ertlov
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Posted: 13th Jan 2015 16:02 Edited at: 13th Jan 2015 16:03
Thank you Rolfy for the ship.



Thank you very much!

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Ertlov
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Posted: 22nd Jan 2015 08:56
8700 entities. Level still playable.

Finished the third major location - the Oasis.









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kulet
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Posted: 25th Jan 2015 09:50
My friend, long time no see. How are you? You never changed and never fail to surprise me with your level design skills. I am so impressed. However I have one question. With all those entities and beautiful scenery, how much frame rate do you have? I mean, In simple designs, I got 90-112 fps, but when I made a huge map like that with full of trees and assets, my frame rate drops to 30, 24, to 14 to 4 fps.

To create games for fun and to make game developing a hobby, I do not want to earn, rather, I want to learn and to give happiness...
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Posted: 27th Jan 2015 10:09
I have seen the pictures of the oasis in the facebook page. I am not able to see them in the forum (broken links)
I very much look forward to can visit this environment ( especially the oasis). You are doing a great job.

I wish you great success.
Ertlov
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Posted: 27th Jan 2015 22:50 Edited at: 27th Jan 2015 22:52
Thanks for the encouraging feedback. Unfortunately I have no clue why even pictures from a public Dropbox folder won´t show up here



However, here some pictures from the monastery, which is hidden deep inside the mountains, as the christian monks had a hard time during the Ottoman rulership...

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Ertlov
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Posted: 29th Jan 2015 10:30
Quote: " I mean, In simple designs, I got 90-112 fps, but when I made a huge map like that with full of trees and assets, my frame rate drops to 30, 24, to 14 to 4 fps."


The full world, populated with ~ 9200 Entities right now, runs at maximum details, pre-baked and with a camera view distance of 25, at 20 - 45 fps on the rig mentioned in my signature, however, it runs with 35 - 58 fps on my office PC here (XEON 4 Core, 8 logical CPUs + R9 200 Radeon).

Quote: "I have seen the pictures of the oasis in the facebook page. I am not able to see them in the forum (broken links)"


Obviously, we can´t sort out that problem on Dropbox. I have uploaded some of the oasis shots here now.

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science boy
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Posted: 29th Jan 2015 14:57
this is looking very good indeed i will be watching with great anticipation awesome work

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Ertlov
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Posted: 30th Jan 2015 23:47
Today we presented the first NPC on the official facebook page.

Omar El-Amin, leader of "The Clan"

Born: 1829

In his younger days, Omar served as officer and negotiator in the Ottoman army. Returning from the Russo-Turkish War (1877–78) with a sense of disappointment and disgust towards his former superiors, he settled down as a justice of the peace and trade routes mediator.

As The Party took over power in the capitol and started to act like a band of despots and thugs, he opposed them openly and joined Nathaniel’s father in building The Clan and securing the remote city of Al-Hamra as a place of peace, justice and prosperity.

Following the gruesome murder of Nathaniel´s father Chayim Rosenthal, he took care of Nathaniel and sent him to old friends for education and training, hoping that the young Rosenthal will one day lead "The Clan" which is nurtured in the meantime by Omar wisely and just. He is respected alike by the nomadic Bedouins, the merchants on their trade routes and the Jewish immigrants who arrived during the first Aliyah. Rumor has it that he even knows the secret location of the last remaining Coptic monastery in the region and befriended the abbot there.

While the age and the good food have taken their toll on Omar’s fitness, and he for sure prefers diplomacy over violence in his old days, he is still one of the fiercest sabre fighters and musket marksmen around.

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Ertlov
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Posted: 5th Feb 2015 23:43
building, fixing and polishing - this time: THe market and the second city, Al-Hamra









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Gtox
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Posted: 6th Feb 2015 20:06 Edited at: 6th Feb 2015 20:11
Lovely - looks like the early Assassin's Creed games - apart from the gun

Also, I like the arrangement of the stock sandstone buildings - very plausible, like a real town. It's a difficult effect to achieve.
Ertlov
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Posted: 22nd Feb 2015 22:07
Quote: "Also, I like the arrangement of the stock sandstone buildings - very plausible, like a real town. It's a difficult effect to achieve. "


Yeah, this is where the hard work comes in, no matter how easy the engine lets you drop in your assets. However, you are not 100% right, these are NOT the STOCK sandstone structures

Today we visit the City of Al-Hamra:

Although Al-Hamra may not have the the sparkling glamour of the capitol with European ships arriving with the news of the world, it has a decent market place that is offering a variety of goods as long as The Clan secures the trade routes and ensures peace, justice and everyones chance to make a living there including those selling pottery, livestock, fish and even freshly cooked meals for the thirsty and hungry inhabitants and travellers, including Nathaniel himself.
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Grooovy!
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Posted: 24th Feb 2015 14:07
This looks really interesting, both from a visual and historical perspective.
Quite immersive!
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Ertlov
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Posted: 25th Feb 2015 00:10
Thanks a lot!

Today we ran a first test on the first character we have created specifically for Reloaded - I mean Game Guru - usage.

Still some tweaks and LOTS of animation / facial expression / lipsynch work left, but here he is ingame:



You can follow the hard work and babysteps here, too:

https://www.facebook.com/antinomy1

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Gtox
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Quote: "However, you are not 100% right, these are NOT the STOCK sandstone structures "

Oops, sorry!
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Posted: 26th Feb 2015 15:35
You should upload that video from your Facebook page to GameGuru's Steam video thingummybob, there's a link in the Product Chat forum. Love the ending lol
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Section 812
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Posted: 6th Mar 2015 05:29
Very nice work, just seeing the images makes me feel like I was there. and that ship was perfect, loved it!




Ertlov
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Posted: 7th Mar 2015 21:03
Annd today we got the final version of Omar into the hands of our rigging and animation team.

See attachement!
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Ertlov
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Posted: 8th Mar 2015 09:10
And here we have placed him into a market scene in Al-Hamra:

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vrg
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Posted: 8th Mar 2015 22:56
Looks really nice, good work , what computer requirements do you need to play your game?
Ertlov
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Posted: 9th Mar 2015 07:25
At the moment, the lowest testing device that can run it fluently on medium quality and even dare to switch to "high" in some of the remote regions, is a Phenom X4 with 4GB RAM and a Geforce 650 GTX.

Recommended would be I7 or AMDFX8 with 8GB RAM and Radeon 270 or better.
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Posted: 13th Mar 2015 03:11
wow nice job Ertlov
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Ertlov
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Posted: 3rd Apr 2015 20:00 Edited at: 3rd Apr 2015 20:06
Thanks a lot!

Today we present something very special we are quite proud of: THe first working test run of Omar with lip-synched voice overs. And the man who spoke him is quite famous in Video Game voice acting, to say the least

Watch me!
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Ertlov
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Posted: 4th Apr 2015 14:49 Edited at: 4th Apr 2015 20:25
Video embedding didnt work.

However, here two shots from the "rich mans buildings", outside and interior:



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Ertlov
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Posted: 11th Apr 2015 12:12
And here we have the first shot at the upcoming trailer. Please don´t share the link outside the FPSC / GameGuru development Community yet.

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Posted: 11th Apr 2015 14:29
Looking absolutely amazing
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Gtox
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Posted: 11th Apr 2015 19:11
Impressive work!
Ertlov
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Posted: 12th Apr 2015 13:15
I really appreciate the encouraging feedback and shoulder patting, however, this first iteration was uploaded to get a better insight on what is NOT good enough right now. So constructive critizism is even more appreciated this time

What is already reported:

- Inconsistent level of detail and visual quality between some szenes
- The "combat" szene shall be removed because its too unpolished
- smoother paning and turnging around
- Inconsistent sound level when omar comes into focus (Switch from Narration to actual talking)
- Insert a pause between between omars fadeout and the Logo

If you have more to shoot at me, please do so!
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Wolf
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Posted: 12th Apr 2015 20:17
It looks decent! Glad to see you pushing along with us rather than take the downtreaden path with UE4.

The music and voiceover is fine! I'd just add some wind or bird sounds in the first landscape sweaps. that adds a lot to the feel.


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science boy
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Posted: 13th Apr 2015 17:30
can you have the shots from flight mode? stops the walking or maybe a helicopter cinematic swoop and film through your city and to go above to show the city from a high altitude. very impressed though, love the music and your vocal dude is awesome, does he want paid work? he would make a fortune
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Ertlov
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Posted: 14th Apr 2015 08:27
Actually, our "vocal dude" is Dave Fennoy, Voice Artist for Blizzard, Telltale Games e.t.c. and TV Actor. He already makes a Fortune

http://www.imdb.com/name/nm0271965/

And I wanted to do some captures in flight mode. However, those in editor are low quality, and the f9 mode in test game shows the ground editing widget (or a crosshair in entity mode) as well as the gui tab in the upper left corner
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Ertlov
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Posted: 19th Apr 2015 19:46
Well, this time a little bit more into "Details":

You may already know this scene with our key character Omar (who has right now 8400 custom animation frames and counting, as well as a framework for multiple-chocie dialogues)...



...however take a closer look at the picture hanging on the wall in the background.

Lets see that in a close-up:



The difference to all my previous attempts on adding pictures to the game (and all my older FPSC classic games) is, that this one is NOT a plane with a texture on it. It is a basic 3D mesh with some 3D details itself, but...



...most of the details are created via a relief mapping shader we created on base of the entity_basic one. The entire entity has < 120 tris, < 1 MB memory footprint and does not affect the FPS at all.
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Posted: 22nd Apr 2015 13:08
Can't wait to see this game's future progress. Definitely one of my favorite GG projects so far.
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HarryWever
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Posted: 22nd Apr 2015 13:44
Thats looking awsome Ertlov...
a project to follow
Cheers

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Ertlov
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Posted: 22nd Apr 2015 21:00
Thank you very much for the feedback!

We are working really hard, almost 24/7 now on the game, especially on the LUA framework for the RPG elements, like mulitple choice dialogue options triggering the replies with their respective lipsynched animations. A sort of special hell to create, but very rewarding.

Meanwhile, you can also follow us on IndieDB:

http://www.indiedb.com/games/antinomy-justice-not-vengeance
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