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Saturday, November 19, 2011

Update 1, a new beginning

As I said, the new plan is to change a lot of things in the game. So here I start with the revamped level 1, the laboratory!

I completed the outside scenery and made a short looped animation that is gonna play as game starts.

Enjoy!


Here is a screen shot as well, with better details.


Sunday, November 6, 2011

Finally, we have a destination!

The whole "Adventure Game Project" have became a complicated idea in my mind during it's development.
The idea started as the "step to take next" after my initial paperwork for my thesis in college and resulted in a blotware of random ideas.
Well I finished my thesis and graduated, the demo I developed was enough to show my work and the English teacher that came to examine me (thank God) was a gamer himself and not only he did knew what a Myst clone is about, but he actually played the demo without any help from my side.

OK so far, but I always had in mind to go farther with the development, after my thesis is completed and create a complete game that can be even sold as an independent developed one.
Because of that I always had in mind the creation of other places and universes that can exist within the game, I designed a handful of them actually.
The problem is that in the end all I had was good but random ideas. There is not any backbone to support the game's structure, all those ideas are not connected to each other, there is only the main idea that they can be connected through a teleportation event like the one that started the story.

In addition the only completely designed level (the first one, in the laboratory) was a crapload of newbie mistakes, staked on each other and made almost impossible for me to do changes afterwards.
The bigger mistake is that I designed everything as one file, one scene with everything around that I only have to turn the camera around and render pictures.
Well it is not bad as an idea, it sound really easy, right?
But unlikely how it sound, it was a bad idea. In combination with my mistake to add details that doesn't matter because of the distance to the camera, I ended up with a huge number of polygons (trillions to be honest) that made me unable to move smoothly within the scene and do changes or add new things.
The whole scene was way too heavy for my system, and I'm sure it could be pretty heavy even for a system with a quadro or firepro professional grade GPU.

The right way was to have one scene for every render I wanted to do, each time with only the objects that are really visible to the player, and without details that doesn't matter (for example there is no need to make a brick by brick wall if you see it on the distance, just a texture with bump mapping on a box can do).

Also the initial building, it was way too small for my needs. It made me to have no room for any puzzles or riddles at all, because I designed it before I think about what I want to have in there.

So now that I have typed down the past mistakes that I have to avoid from now on, and with plentiful of time in my hands, I decided not only to revive the project but to revise it as well.

I started to type down the story as a book, so I can use it as a guide for the game design. This way I can describe in detail every idea I integrate in the story and then follow step by step to recreate this idea visually.

Also I redesigned the first level, the new laboratory is a whole hangar like building now with plenty of room to unfold the story and create some interesting interactions between the player and the world

Enjoy a first render of it:

The Lab revised!

So now I finally have a destination, I finally have a plan to create a complete game!

Keep in touch, because the best part's of my game are on the way!