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Sapphire Scar's story unravels on Europa, a remarkable moon in Jupiter's orbit; a stepping stone for humanity to the rest of the solar system and beyond, providing key resources for sustaining human life in space as well as supporting planetary intiatives on Earth and other remote colonies. You are a security officer posted to defend against environmental and corporate insurgents who threaten the installation. But you're launched into a battle you never expected to fight; against the EMC, against your comrades, and against yourself.

Report RSS Media Update is here!

As promised here are the goodies. But a few words before that - if you have the patience to read! We wanted to pick something from each part of our creative process. Every single department will be represented in this media update, and hopefully it'll give a clearer picture for you of what we are

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As promised here are the goodies. But a few words before that - if you have the patience to read!

We wanted to pick something from each part of our creative process. Every single department will be represented in this media update, and hopefully it'll give a clearer picture for you of what we are trying to achieve. These are but tidbits of our work we have done so far, and of course, we will keep a lot under wraps still so we have something cool to show in the future as well! Since we cannot really demonstrate our gameplay, story or coding department via screenshots, we have prepared small info packages of what those departments have been doing and will do in the future, which I think you will find rather interesting. And one more thing you should note, most of this stuff is still work in progress - and will not probably demonstrate the end product quality of which we will deliver. But, on to the business.

We'll begin with concept art. Small samples varying from weapons to enemies and some outfits.

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And we'll add some models next. You can see how some of the concepts have come alive by our modeling department. We're showing off some more traditional weapons as well. Pistol, assault rifle, plasma assault rifle and sub machine gun. And so that you can really appreciate the lifespan of the process, we have added the ingame product of plasma assault rifle as well. From concept to model to fully functional weapon ingame.

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And what would an update be without atleast one screenshot of our levels. The same room before and after the sh*t hits the fan. Just to give you an idea what the surroundings will really look like when we're done with them. Oh.. btw.. yes, that's an enemy. (WIP).

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We move on to our sound division. As you might be bored listening to footsteps and door opening sounds - we decided rather to give you a sweet treat with one of our music tracks. This one's by Nachenko - and it kicks some serious butt.

"Garden of the Insane" by Nachenko.

Remember when I mentioned about the info packages earlier? Well first here's little something from our coders. Some cool stuff we've been working on for quite a while now.

JavaDoom is interface communicating with doom. So all script functions are available and classes are made that lets a person make a custom game in java and play with all the speed of rendering of Doom 3. It actually overloads standard scripting interpreter to allow java classes to be used in the game.

Doom still has all standard parts working the way they should since java threads run independently of the doom engine so they don't "block" the doom actions. This system allows complex inventory systems through java Swing.

This allows us to create what we need in RPG system. Something to mention from currently working applications we have DoomIrcBot which is basically remote console for Doom and DoomWebserver. In planning state we have:

-Bots in java can continue to leverage the Area Awareness System, but also use existing planners like in JESS KB and neural network classes written for java
-Java network file sharing can make sure players can all share their models instead of having to pass along entire .pk4 files


Gameplay department - now all I want to say is this. We now have our inventory, stats, pda, player progression and PSI fully documented on paper and waiting to be installed to the game!

And last but not least - the story. As we are obviously not going to release the plot as it is- we figured that we will create a section to our homepages which will be updated once or twice a month. Call it 'Sapphire Scar communication network' for the time being. Its idea is to shed a light of the backstory we have with the game. The actual game begins half way of the plot we have realized, and it would be too big a slice to tell completely during the game. So we will little by little, reveal you tidbits of the universe and story we have through logs, newsclippings, emails and you might even get a treat as an audio log now and then. Expect this to open soon.

So - that is all for now folks. I thank you for visiting, and having the patience to read through my babble. You can expect more updates of these in the future, but in the meantime be sure to pop on to our forums and tell our team hello. Until next time, over and out.

For more information visit Sapphirescar.com

-zakath

Comments
Alone_In_The_Dark
Alone_In_The_Dark

W...O...W!

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Dekthro
Dekthro

I love the smell of hardwork in the morning.

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matrixnut42
matrixnut42

The map could do with a bit of work, but everything else is top notch.

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EvilFish
EvilFish

the first two concepts are mediocre, and the map seems a bit plain (very shiny though). Everything else, however, rocks my world.

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amckern
amckern

pity this was going to be system shock for doom 3, it looks like its full bright (is there such a thing) in doom 3

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