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Duchenkuke
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Posted: 14th Nov 2016 13:17 Edited at: 26th Jan 2017 22:49


EDIT: THIS GAME IS NO LONGER IN DEVELOPMENT - maybe I pick this up sometime in the future.

Hey guys, I want to show you what I am working on at the moment !

At first, it was just me creating a level with gg wich happens to be pretty often. I had this idea of a very autumn like scene.
( I love autumn in general, especially the colours)
I want to make something similar to my prior game "Hunted: One Step Too Far".
But this time, without horror elements. Currently, I am planning on creating an adventure style game.

I just thought about geocaching again and I really think it's a cool thing, even though I never did it myself.
So the story will be about geocaching again, but this time with a more realistic approach. A reviewer on steam told me that the first two levels really captured the feeling of going on a geocache hunt.
He was just disappointed with the "cliche" story twist with statues and asylums and stuff..^^
I liked the statues and how they work, it was something I had to do. For a horror game it was too calm maybe. I don't like jumpscares and I didn't want to add them in my game. I wanted to create something I would want to play too. But enough with that

Long story cut short, that review basically inspired me to make something more serious and realistic.

As far as the atmosphere goes, I want to go in a similar direction as "hunted".
Atmospheric, a little dark, but still peaceful - it's nature and not some forest with a killer lurking behind the trees

Creating the music is one of my favorite things to do. I compose all tracks myself wich means I have the full control of the "musical" part.
Sounds are very important in every game and it's a challenge to create something coherent and fitting.

If you read all of this, thank you for your interest and patience I plan to interact with the community more during the development progress.
You guys always have some great suggestions and tips AND it is great fun to have that exchange of knowledge !

Btw, the name of the game can change. The name depends on the final product, but for now, it fits pretty good.

Duchenkuke
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Youtube:
The German Music Dude: https://www.youtube.com/user/DeutscherVolker
DK Productions: https://www.youtube.com/channel/UCIqwvScXnJL_zNYqSsfTCqA

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Duchenkuke
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Posted: 14th Nov 2016 14:40 Edited at: 14th Nov 2016 15:01
I did a video of the scene, if you want, you can watch it here:



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synchromesh
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Posted: 14th Nov 2016 15:01
Looks Amazing .... I edited your post to show it in all its glory
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Belidos
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Posted: 14th Nov 2016 15:36
Very nice. Would be so much better if we had a roughness tool for terrain, GG hills always look far too smooth and rounded.

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Posted: 14th Nov 2016 16:11
Very nice looking scene.
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Duchenkuke
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Posted: 14th Nov 2016 18:42 Edited at: 14th Nov 2016 18:44
Thanks guys And I agree with belidos.. Also being able to put different grass types in a level would be nice..

And thanks synchromesh How can I link the video like that? I tried but failed, as you saw^^
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3com
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Posted: 14th Nov 2016 18:45
Nice one Duchenkuke
You are right, you can do nice landscapes with GG.

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Posted: 14th Nov 2016 18:47 Edited at: 16th Nov 2016 07:24
Looks very nice, I really like the stepping stones you put in there.

Quote: " Also being able to put different grass types in a level would be nice.."


Asked for this long ago, along-side more terrain. Maybe one day. Variety is the spice of life.

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Teabone
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Posted: 14th Nov 2016 18:48
Looks very nice, I really like the stepping stones you put in there.

Quote: " Also being able to put different grass types in a level would be nice.."


Asked for this long ago, along-side more terrain. Maybe one day. Variety is the spice of life.

Quote: "How can I link the video like that? I tried but failed, as you saw^^"


You delete the part where it says "www.youtube.com/"
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Duchenkuke
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Posted: 14th Nov 2016 18:50
Thanks guys
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Posted: 14th Nov 2016 20:03
Absolutely beautiful Duchenkuke
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Posted: 15th Nov 2016 00:19
Very nice. I like it. GG is capable of decent looking scenes. It just needs a bit more horsepower under the hood to run them properly. Having several grass types is a much needed addition and would certainly help with making outdoor scenes more palatable. Probably faster than using the flora available as well. Terrains need more than 4 textures also, and a better way to blend between them. I'm tired of having every terrain texture use grass or whatever the closest texture is in-between other textures. It can make stuff look very ugly. At the moment you basically have to load up a new level for a different terrain look, which is not reasonable with a map of this size. We want grass, desert and things in-between.

If we could use even 4 different grass types it would make levels so much better than they are now. In fact given the performance of grass compared to objects this is a must at some point! Although I would prefer more than 4


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Posted: 15th Nov 2016 00:45
Beautiful scene! Runs very well for all the trees. It was hard for me to tell but were you using any animated trees?
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Duchenkuke
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Posted: 15th Nov 2016 01:13
Thanks ! A few ... yes. Entity detail is at lowest to keep some frames... It's pretty tricky. Right now in the current version, i get 25-40 fps in this level. I hope gg gets a performance improvement very soon.

It's very difficult to build a beautiful level and have a decent performance. It's doable but very tricky^^

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Duchenkuke
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Posted: 15th Nov 2016 10:41
Btw, is it possible to increase the render distance of grass beyond the menu setting in the editor? because as you can see the grass doesn't render very far. But it is already at the maximum render distance. Is there a way to change it via a file or something? I already looked in the folder but found nothing helpful yet...
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Ertlov
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Posted: 15th Nov 2016 12:35
Really great work. Just a small tipp: Some of the hill formations look too much GG style and not natural enough, try to use the ramp tool in various szes and different angles with a smoothing run afterwards.
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Duchenkuke
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Posted: 15th Nov 2016 12:37
Okay will do ! Thanks for the advice
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Posted: 15th Nov 2016 15:47
Hey Duchenkuke.

First of all: Very nice scenes and design. The colours and sounds in that video are really pretty!

I think there are some things that you can do to further enhance your scenes and get rid of the last "game guruness" that is present.
Belidos already spoke of a roughness tool...well! I use archaic tools for almost everything I do so I know a work around thats quite easy and fun. It lets you craft more "believable" terrain as seen in some of rolfy's work and a few of my own projects:

Use the flatten tool! Make sure that the terrain brush is kinda small and just hammer away (single clicks) into the terrain wherever it is too round.
You can complement that tool with the ramp tool. (Make sure to smoothen odd edges when using the ramp tool, otherwise everything can look too generated)


Another thing what takes away a bit from your well made scenes is the quality of that foreground tree model right here. Another model would greatly improve your scenes in my opinion.

So yes! Genuinely good work. I still have to do a review on "hunted", this will happen soon though.



-Wolf

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Posted: 15th Nov 2016 17:19
It looks wonderful!!
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Duchenkuke
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Posted: 15th Nov 2016 18:39
Thanks guys And thank you very much wolf for your advice ! I am constantly working on the map and it your tips are showing already I will show you a new video soon !

And wolf, I took a look at your game and damn... this is some serious quality. Kudos to you. It looks unbelievable.
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Duchenkuke
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Posted: 16th Nov 2016 00:04 Edited at: 16th Nov 2016 00:12
The advice and feedback was taken seriously and here is a new video with the current state of the map.

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Gtox
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Posted: 16th Nov 2016 04:59
That is very impressive.
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Posted: 16th Nov 2016 09:44
Hey Duchenkuke, real Nice!

Reliquia....
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TazMan
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Posted: 16th Nov 2016 11:03
Well what can I say that has not already been said, you have done a really great job on this and since you said that you used the lowest level on the entities. Wow how good would it look if you could use the highest.

The sounds fit the video really well. This scenery would make such a good game. How long did it take for you to put it together so far.
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Posted: 16th Nov 2016 11:41
Nice! Very impressive. I like the deer scattering away. It looks very artistic. (I think a bit less contrast and orange would make it look even better though)
However, its also starting to evolve and I'll have to move it to the work in progress board soon. Could you please update the first post with the necessary information? (If title and story line are not clear yet, just put in something that is close to what you are going for.)

Looking forward to seeing how this will shape up!



-Wolf
Duchenkuke
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Posted: 16th Nov 2016 12:55
Thanks guys !

tazman, It took me around 12 hours to create this scene. Creating the music was not as time consuming. It took me 30 minutes I guess...

And wolf, yeah we can do that, I'll update my post as soon as possible.
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Posted: 16th Nov 2016 20:35
I like the "blue and orange" approach that movie directors have loved to use since CSI miami, but I feel like with the majority of the geometry emitting red orange, and the only real blue hues we see coming from the sky, your range of color will be severely limited in other types of scenes with that strong of a colour grading effect (interiors mainly) I might try to separate interiors or different looking areas into other levels for this reason. I really like how, when under trees looking into sunlight, the colours all blend to yellow.

With that out of the way, I can go ahead and say that I am very impressed with the scenery, and excited to see what the next ones look like.
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Duchenkuke
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Posted: 16th Nov 2016 21:49
Thanks ! Yeah I definitely need to split up indoor and outdoor areas. Indoor scenes would look like shit, especially because the entity quality is set to "lowest" to keep a decent framerate. Setting them to high would not make a big difference in outdoor levels, but in buildings and stuff it would make a huge impact.
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Ertlov
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Posted: 17th Nov 2016 08:46
This is really awesome stuff you are crafting out here.

Now you need only more fps to make it glorious ^^
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Posted: 17th Nov 2016 21:08
the hills look better now than in the first video. you have cought a really believable scenery there. looking great. good light and colours and the terrain looks nice.
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Posted: 17th Nov 2016 21:20
The scenery reminds me a lot of the Appalachian mountains here in the USA. Very nicely done.

If you want some tips on mountain making and improving the quality of them, I did a tutorial you might find useful:
http://gamegurureport.blogspot.com/2016/07/technique-training-mountains-out-of.html
Duchenkuke
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Posted: 18th Nov 2016 08:24
Thanks very much ! I am sick at the moment, can't do anything right now, but I hope to continue soon. Thanks for your feedback and advice !
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Tarkus1971
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Posted: 18th Nov 2016 12:40
This is a very beautiful looking project, keep it up
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Posted: 18th Nov 2016 13:38
Looks seriously awesome, which is to be expected based on your last project. Would love to see a video of your level design process sometime if you ever get a chance. Keep up the good work!
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Duchenkuke
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Posted: 18th Nov 2016 16:27
sure I can do that Maybe i'll do a video of that in the future, nice Idead though darimc
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Wolf
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Posted: 18th Nov 2016 21:14
On a semi related note: I had time to finish "hunted" today and will post a review this weekend.



-Wolf
Duchenkuke
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Posted: 19th Nov 2016 08:44
Cool ! I am eager to read your thoughts about it
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Duchenkuke
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Posted: 20th Nov 2016 17:27
Would someone please change the name of the thread to "secluded" only ? Thanks
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