Freelance Characterartist for national and international games or film productions.
there is only a suuuuuper old ut3 mod public, for that you will need ut3. besides that there is nothing public for anyone to play ;)
what? he has some pretty epic haircuts, you're obviously just jealous!
Windwaker is a perfect example of what we would like to achieve, individual levels where you play in 3rd person, can talk to people, fight, master riddles, gather items etc. connected by free flight. The flight is kind of like the worldmap with some borders you will need to enhance your plane to get past, like thick cloudlayers you can't pass or areas so high and cold you will not be able to get to without the proper plane.
yes, all gameplay prototyping is done using unity. but also other things like clouds would not be possible using udk.
they are not, while it is a cool detail i can't make em this way and work for the 3dprint, also we will need them to run before the liftoff, otherwise the plane would just fall off the ramp, which it still does but not as far ;)
they are volumetric and of course you can fly through them, though it still needs a lot of work to function properly :)
this is the old plane, btw. the updated version will look quite a bit better ;)
yes indeed, look at the latest image :)
You will laugh, but after airborn has been in development for quite a while we searched for a lot of interesting real designs for planes and found this one
and the Stipa flew :)
ours wouldn't of course due to a few things, but mostly the wingshape, but oh well in our game, this little one will fly, oh hell it will fly :D
its not sure yet how we will implement the sky, it is likely that we are doing more lowpoly representations of the islands, as you will not be able to stop and hover anyways. So giving them some rougher shapes shoukd be no problem for the flight.
while of course i have to agree, keep in mind that the rocks have been made with the 3rd person player perspective as a goal, not such a wide angle you will not see when in ground gameplay. I understand you claim and agre to it to a certain degree, i think the graphical quality doesn't suffer that much to be exchanged for less flexibilty. We have to keep a lot of things in mind, one of which also is the texture budget, the player perspective, the time we can invest in each locations and such. Though i think allowing some scaling of the rocks with a clever detailpass in the shader should be doable to have a bit more variety in bigger walls.
while you are right on the bigger scale of the rocks, we still have production times to think of, a smaller scale version gives us much more flexibility for the creation of islands. You have to keep in mind that we have to user our Modulesystems to build a hell lot of islands and not just this one with unique shapes. The whole system has to be flexible enough to create not only large partions at once but also smaller scale details for ramps, tight corners and such.
If you look more closely you'll even recognize how often pieces repeat ;)
its a 2d concept
if we get a budget, IF, this is going to be a single player game, probably an episodic one. With that in mind, its pretty much sure that we can't make it free to play, as free to play still needs some kind of monetarization, we have to live off of something ;)
so IF it is going to be produced its going to be a game you need to pay for.
the biggest issue i have with moddb is, that every postvneeds to be administrated. i could upload images for all kinds of nasty things but a simple message takes days until it is released. Which really kinda is a dealbreaker :(
it's not a mod anymore, it just started as a unreal tournament 3 mod, but i can't change it to full game here :|
you can see the old version in my avatar ;)
Yup its the reworked version of Piño the main character of the first chapter. Still lots of things to do :)
working on the NPC to create the clothshaders which we will use for closeups. pretty simple overall, a mask texture with different masks to blend between 2 cloth patterns, 1 leather pattern and no pattern for things like the metal. of course we can blend anything with anything, so we can establish a wide variety of materials for the characters in CLoseup. Also it helps is keeping the textureres for the non important characters low.
update on the eyes, glasses are just color blockout
just to show the direction of the hair, eyes lack shadow and tearliquid, teeth are just placeholders
yeah its challenging to live in an area without a solid ground. the Whole thing will be moving the whole time, so if you're not cautios enough you'll fall down ;)
yeah time flies when you've got a lot of stuff to do :X
wow never saw this, and didn#t look much here - its not a bug, its a feature ;) you need to bake your lights, as it says :)
a few "days" too late, but oh well :) feel free to post your critiques, there won't be a playable version for quite a while but its always good to get some input from the outside.
we are back on track, there will be an update very soon :)
2 years ago we just felt that we would need more experience in production before we are safe enough about what to do with it. In those 2 years we formed our own art studio in Berlin, we worked on several other prototypes in our universe, but now we are putting some more effort into this one :)
i'd love to sa"yes by day X you'll get more" but i can't the times are busy right now, working on 4 titles right now, so there is not much time for our own production :(
We are just building up a studio and keeping to produce some budget from outsourcing, so we can't handle a full huge scope 3rd person actiongame. We just can't - we tried it with a simpler optical approach than with what we've done in Unreal but still its too ambitious for us to handle right now - the idea isn't lost we have a lot of plot developed so maybe one day we will decide to do this. For now we decided to do something different, yet in the same universe - what it is, well we will tell you once we've got more material :)
sorry nothing new from our side, times are budy and we have a lot of contractwork to do, so there are no real news, besides us working on Sacred 3 bynow and therefore having not that much free time. I'm sorry, but without a budget it will be pretty much impossible to finish something, therefore we are working for that budget :)
it didn't die but it changed a lot, we canned almost everything, its not a mod anymore and not done on unreal anymore - once we have something to show (and this time not until we have something solid, which means playable). The Artstyle changed drasticly for us to be able to finish it in a reasonable amount of time besides work.