Work In Progress / Ignite (Working Title)

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Avenging Eagle
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Posted: 21st Apr 2019 21:18 Edited at: 21st Apr 2019 21:22


Developer: Avenging Eagle / AKA Tanner Productions

Background:
This game takes its inspiration from Francisco de Goya's 1798 painting "The Forcibly Bewitched", which can be found hanging in the National Gallery in London.



I first encountered this painting in 2011 when I visited the gallery on an inspiration-gathering trip as part of my Film Production degree. My coursemates are I were asked to find paintings that inspired us and come up with film ideas based on them. Several of us liked de Goya's moody oil painting, but none of us ending up pitching it! That painting has always stuck with me though. It depicts a scene from a 17th century play El Hechizado Por Fuerza (Eng: The Man Bewitched By Force) in which the protagonist, Don Claudio, believes his life depends on keeping a lamp alight.

Fast-forward to 2019. I'm looking for inspiration for a new project, be it a film, a game, anything. I remember "The Forcibly Bewitched". Suddenly it hits me; an idea for a Game Guru game. No shooting, no expansive open worlds, perhaps no enemies at all. Instead, a simple gameplay loop; keep the flame alive, or you die, all the while an impending sense of dread builds. I open Game Guru on one screen, Notepad++ on the other, and begin typing...

Screenshot: (which is kinda rubbish but is mandatory for a WIP thread)


I've been tinkering away for two weeks and have the core functionality down now. I'm still refining story ideas, but broadly speaking the game will be an atmospheric horror puzzle/platformer. Each stage will give the player a choice of three light sources, each with their own pros and cons, and it will be up to the player to decide which light they use. Do you pick the torch, which burns brightly but quickly? Or do you pick the oil lamp, which doesn't light as far but will last longer and is less weight? Or perhaps the lantern? It's heavy but can't be extinguished by water.

So far I've been experimenting with a very basic test level which has allowed me to develop this proof-of-concept, below. But now it's time to time to start working on actual levels and media.

Video: (Sound up, it's very quiet!)


Everything about this project is very freeform at the moment. The name might change, the style might change, the story might change, the light characteristics will almost certainly change. But I'm going to attempt to release fairly regular builds here to get feedback. Be sure to check back here to see the latest updates.

AE
PCS
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Posted: 21st Apr 2019 22:06
Avenging Eagle , wow this is supper creepy awesome, i like it , but i don't think this is for the faint hearted, if you get scared easily then this will have you rais some hair on your neck. lol , cool , you have done a very nice intro video, cant wait to see what is next. very nice.
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osiem80
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Posted: 22nd Apr 2019 17:09
Interesing, its something like "thief:the dark project"?I loved the sieries.
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Wolf
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Posted: 22nd Apr 2019 17:09 Edited at: 22nd Apr 2019 23:59
I take it this means you cancelled Extraction Point?

Well, it all looks rather early but your concept is great. I can not stress enough how intrigued I am when someone else gets inspiration from something other than video games. I am thorougly dissappointed with the amount of people in the indie scene that just copy other, already existing games.

Godspeed with the development though.



-Wolf
cybernescence
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Posted: 22nd Apr 2019 21:16
Looks like a great start, and like Wolf says it's great to see the inspiration and starting point as a baseline for the evolution of the game (and it's interesting too).

It so far does make me think of 'The Dark Mod', just from the initial video, though I gather the game-play is something entirely different.

I really wish we had dynamic light shadows for those wall lights and player lantern

Cheers.
Mrs Baird
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Posted: 23rd Apr 2019 06:48
Excellent idea! /.-)

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Avenging Eagle
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Posted: 25th Apr 2019 23:43 Edited at: 25th Apr 2019 23:46
PCS wrote: "Avenging Eagle , wow this is supper creepy awesome, i like it , but i don't think this is for the faint hearted, if you get scared easily then this will have you rais some hair on your neck."

Thanks PCS, it's certainly intended to be creepy!

osiem80 wrote: "Interesing, its something like "thief:the dark project"?I"

Kind of, although sort of the opposite. That game was all about sticking to the shadows, whereas this one will be all about clinging to the light haha!

Wolf wrote: "I take it this means you cancelled Extraction Point?"

No, not cancelled, more...postponed? Initially, I held off on continuing doing more because of Game Guru's lighting engine. I have actually done some work to Extraction Point since releasing the one level demo, refining level 1 a bit, and work on the previously-unreleased level 2. Maybe I should do an update in that thread soon...

Wolf wrote: "I can not stress enough how intrigued I am when someone else gets inspiration from something other than video games. I am thorougly dissappointed with the amount of people in the indie scene that just copy other, already existing games."

I hear you - it's always best to draw inspiration from a range of other media, be it films, books, pictures, music, even architecture. It's fine to pay homage to your inspirations but not to the point of totally trying to copy them or rip them off. We live in a post-modern world, nothing is ever really new, so the artistry comes in your choice of references and how you assemble them. Anyway, that's enough pretentious art theory from me! (Didn't we already do this in another thread recently!? haha)

cybernescence wrote: "I really wish we had dynamic light shadows for those wall lights and player lantern"

You and me both - I've been wanting that for years! If Game Guru ever gets them, I will be so happy! Until then, I'd sell one of my kidneys to get a lighting engine fast-tracked.

Mrs Baird wrote: "Excellent idea! /.-)"

Thanks Mrs Baird!

- - - - - - - - - -


MINOR UPDATE
I've continued to tinker away on the core functionality this week. Death is now a thing, so there's a penalty for letting your fire die out, and respawning now resets the state of your light source (which it didn't before). I've been using a dummy torch for testing, always with the intention of replacing it with something better later on. I was going to model a flaming torch, but then I saw one on Turbosquid and thought, what the hell. I've now got a static version in Game Guru, which I intend to animate later.



Right now, my biggest conundrum is how on Earth I get this torch to be alight. I want to use the newly-added particle code to achieve this, because it might mean I can have the flame flicker and decrease in intensity as it burns out. But I have no idea how to do this. I can't even parent a particle emitter to a moving entity yet, so I'd appreciate any tips. The other option could be to do the flame through some sort of animated texture, but I don't think this will offer me the control I need when it comes to having the flame gradually fade to red and die out.

I can see me creating a thread over in the script board before this week is out because I have many questions

AE
synchromesh
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Posted: 26th Apr 2019 02:19 Edited at: 26th Apr 2019 02:20
Couldn't fault it as a proof of concept . Looks brilliant and oozes with atmosphere .. Considering GG's lighting system thats really great work and i could wander round there for hours. When i started Protascope my attitude was to ignore what GG wasnt very good at and stick with what it does do well. So far so good … Could be your on the same track with this one ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Teabone
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Posted: 26th Apr 2019 09:53
This is looking very good
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Avenging Eagle
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Posted: 28th Apr 2019 20:22
synchromesh wrote: "Couldn't fault it as a proof of concept . Looks brilliant and oozes with atmosphere"

That's great to hear - I'm definitely trying to make it atmospheric

Teabone wrote: "This is looking very good"

Thanks Teabone!

- - - - - - - - - -


I hesitate to even call this an update but today I made a thread over in the Scripts board to try and find a solution to my flaming torch problem. I'm sure there will probably be other headaches that need solving, and that thread is where I'll be asking for help. Check it out if you're interested: https://forum.game-guru.com/thread/220728

I also made an updated gameplay video showing off all the basic functionalities I've got working already, which include:
Three light sources, each with different behaviours (actual weapons shown are placeholders atm).
Movement penalties based on light choice.
Death, respawning, and resetting of light source attributes.
Safezones.



AE
Solar
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Posted: 3rd May 2019 00:04
Wow! This looks great!

I love the atmosphere, nice and scary.

Great work you are doing, Avenging Eagle.
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Avenging Eagle
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Posted: 6th May 2019 19:32 Edited at: 6th May 2019 19:33
Quote: "Wow! This looks great!

I love the atmosphere, nice and scary. "


Thanks Solar! I really want to create a tense atmosphere with this one!

- - - - - - - - - -


For those of you not following my progress in the script help thread, I'm still working on the light sources. Having more or less sorted out the flaming torch, I'm now having fun and games trying to make a candle with dynamic fire. This is one of the three light sources the player can choose to use to complete a level. For a time, I was going to use a small oil lamp instead but I didn't want it to look like Aladdin's lamp, and I couldn't figure out a way to believably refill it in-game (in real life, the oil would last ages, and you couldn't refill it while lit). Instead I'm going with disposable candles. You'll find them throughout the levels, they last quite a while, and you can travel faster with them, but they don't light as far so you can't see well with them.



Modelling the candleholder itself was a nice little day-and-a-bit project for me. I did lots of research and drew a sketch combining the elements I liked from a variety of different designs. The prevalence of brass in this model really gives an opportunity for PBR to shine, although it would look better in game if Game Guru's PBR reflections were dynamic!

AE
Avenging Eagle
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Posted: 15th May 2019 22:27
UPDATE
Ignite will give the player three types of light to complete a level; a flaming torch, a candle, and a lantern, each with their own strengths and weaknesses. Having previously completed modelling the candleholder in the last update, I have now finished modelling and texturing this rather nice oil lantern; the last of the three lights the player will be able to choose from. The UV mapping on this one was particularly challenging, but the end results look great I think!



In addition to modelling, I've just trying (and failing) to solve a scripting issue involving particles. Anyone following the script help thread will see I have had the flaming torch worked out for a while now, but I'm struggling with the other two lights. The candle is too small for particles to realistically model a dynamic flame, so I'm currently using a static plane with a flame texture on it. The lantern is a bit too small for particles as well, but I want the player to have dynamic control over the brightness of the lantern flame, so particles seem the best way to make that look realistic. The problem is, the emitters are getting confused over when to make their particles transparent and when to make them opaque, leading to some interesting flickering effects. There is also a one frame delay over the placement of particles, meaning as soon as the player turns, the particles lag behind slightly.

This is what I've got so far, but there's still more work required to get each light animating correctly, and solve the flickering particle issue. Even so, I'm pleased with how things are looking.



AE
Defy
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Posted: 16th May 2019 05:03
I like the approach and theme.
Can't watch video at moment , though wishing you all the best with this project.
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