Work In Progress / - Acythian -

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Wolf
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Posted: 12th Oct 2018 17:09
Hello!

Development has been slow once again so I can only leave you with a few changes to level 1. (previously on page 4 or 5.)
Basically, in the first draft the complex was on an island and I changed that to a lush forest. I also changed the amount of decay the player will encounter in the complex.

















All of this still being work in progress but so far it runs at an acceptable framerate for me. Testing on actual gaming rigs will also be done before this goes into beta.

Completely removed are a lot of the interiors. They looked subpar without dynamic shadows but they did not fit the narrative. However, you can see what they would have been here and here



-Wolf
Gtox
3D Media Maker
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Posted: 12th Oct 2018 21:45
Lovely visuals - really makes you want to explore the environment.
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Gtox
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Posted: 12th Oct 2018 21:45 Edited at: 12th Oct 2018 21:46
Sorry, double post.
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Wolf
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Posted: 14th Oct 2018 11:47
Thank you!

I intended to design the level this way. I'm glad to hear its working. The only primary objective the player has is to enter that compound. He can finish the level in a breeze if he wants to but he can also scavenge for valuable items and purchase better equipment before entering. (The game is balanced for this to be the recommendable thing to do.) I'll simplify this process by having valuables (batteries, copper wiring, tech-junk) immediately converted into "currency". There won't be a store system, I just want the player to be able to buy things in some dialogues, a similar system they had in the first deus ex.



-Wolf
science boy
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Posted: 15th Oct 2018 17:50
one word


WOW
an unquenchable thirst for knowledge of game creation!!!
Wolf
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Posted: 25th Oct 2018 16:13
Thanks science boy! (assuming the wow was meant in a positive way )
Pirate Myke
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Posted: 27th Oct 2018 02:25
Updates are looking great.
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PCS
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Posted: 29th Oct 2018 18:14
cool.

baie mooi.


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Wolf
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Posted: 6th Nov 2018 00:44
Thanks you 2!

I have updated the first post to represent the progress this project made so far.
Honkeyboy
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Posted: 11th Nov 2018 12:13
Just going through the W.I.P's and just revisited yours Wolf always amazes me m8 how you get your levels to look so blooming cool seriously nice visuals
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I only smile because i have absolutely no idea whats going on
synchromesh
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Posted: 12th Nov 2018 01:24
Excellent visuals !!
Probably the best so far ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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DVader
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Posted: 12th Nov 2018 20:21
Incredible stuff! Near broke my jaw with it hitting the floor and all that
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Lafette II
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Posted: 13th Nov 2018 06:39
The picture with the city wall (nr.3 in the first post) is very impressive. Pure sunset mood. Somewhat hazy, expectant. I really like that best.
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maiacoimbra69
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Posted: 13th Nov 2018 22:50 Edited at: 14th Nov 2018 16:47
sorry for my bad words but i must say the work above is
[explicit] AWESOME

Congrats Man

Mod Edit: I appreciate the sentiment but can't let you do that.
Wolf
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Posted: 17th Nov 2018 23:34
Howdy!

Thank you all for the immensly positive feedback!

Quote: " always amazes me m8 how you get your levels to look so blooming cool seriously nice visuals"


I really appreciate it! Its not easy to be honest because I always have to keep the framerate and gameplay in mind. That last scene for example has a lot of billboard trees instead of fully modeled ones. It would of course look way better if I replaced those with actual 3d trees but it would not run for most players. Then I have to factor in loot, interactive elements, interactive elements that are connected (using switch opnes a door, that door being opened changes a text based dialogue option.) It can be a bit like work from time to time but I always enjoy walking around my own little world at the end of the day
I can't produce anything akin to what the studios produce but I try to give the players an immersive experience...as good as I can.

Quote: "Excellent visuals !!
Probably the best so far .."


Not sure about that but I really appreciate it!

Quote: "Incredible stuff! Near broke my jaw with it hitting the floor and all that "


Thank you! I hope it'll have the same effect when seen in motion later when the game is ready.

Quote: "The picture with the city wall (nr.3 in the first post) is very impressive. Pure sunset mood. Somewhat hazy, expectant. I really like that best."


Thank you! I took a bit of artistic freedom with the design of these levels. I mean, a real sunset is not THAT orange/brown in tint but hey, its a fantasy/scifi game. I'm glad the mood translates well on screen. If I happen to add an extra level later on where the player exits the compound again, it would be nighttime.



-Wolf
Lafette II
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Posted: 18th Nov 2018 11:35
ok ... let's agree on a 3.September, 19:12 o'clock
The picture still stay cool
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Wolf
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Posted: 29th Nov 2018 22:50
Hi!

I managed to find the time to finalize this level at least visually. It still requires the animated fauna I want to have here and there and the gameplay elements. All in good time I hope.

But first, I am also remaking a lot of the media I have to work with this game. For example, I have retextured and edited the female peasant character from the "classics" media pack to go with the title. Sadly, the result is kind of awkward which is why I made here a sniper character. You know, you only see her from a distance
I also didn't manage to get that blank facial expression out of the model so strapped on a gasmask.



Here you'll see what the first level will look like in the final game (unless there are major changes in the rendering pipeline along the way.)

























Thanks for checking in!



-Wolf
granada
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Posted: 1st Dec 2018 14:20
Nice pics Wolf,nice to see you back at it.
Voted for you game

Dave
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Wolf
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Posted: 9th Dec 2018 01:12
Oh right and thank you!!

I forgot to post this here, but those of you who want to can vote for this game on indiedb. I appreciate it!



-Wolf
HellReaperX
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Posted: 9th Dec 2018 02:59
My god Wolf these look amazing!
HellReaperX

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