We are proud to present to you after many months of hard work, our second work in progress video demonstration…
We have come a long way since our first WIP demo video… We still however, have a long way to go until our demo game release…
We are proud to present to you after many months of hard work, our second work in progress video demonstration…
We have come a long way since our first WIP demo video… We still however, have a long way to go until our demo game release…
We are currently working on putting together a new and updated gameplay / work in progress demonstration. We really have a lot of new things to show! – In the meantime, here are a couple of screenshots from areas you may see in the video…
The Snake Women, don’t like it one little bit when they catch you sneaking into their temple! – run!
If you were to be captured alive, how would you escape from the Snake Women’s prison?
Oh good, a Troll blocks this entrance. These behemoths hit like sledge hammers. How are we going to get past him on one piece?
Nemyax, one of our fine modellers became very frustrated with having to revert to previous versions of Blender in order to export MD5 models, as there appeared to be no working MD5 exporter for the new versions of Blender. So he wrote his own!
We have already used it to get fully working MD5 monsters into Arx with total success. We hope this will be of benefit to someone here and all IDTech modders / modellers.
Download, feedback, discussion etc is available on the Kats Bits forum.
Arx – End Of Sun
News Post – Late December 2011
I guess you know there has been no news for a while?
Having worked slavishly on the Arx – End Of Sun project in isolation for many months, it gives me great pleasure to welcome several new extremely talented members to the Arx – End Of Sun team. The enthusiasm for the mod is exponentially growing and so is our progress. In no particular order, let me introduce our new members:
We are all working tirelessly in our pursuit to achieve our first fully playable quest & side quest as an internal mile stone. This is no easy undertaking either. Two of our members, Solarsplace (myself) and Mr.Rocket are also fully committed members of the Hexen Edge Of Chaos team too – so we are full time on two total conversion mods.
We have already implemented many original Arx game play elements along with several new features. Tox has already re-created and massively improved many of our in game static and animated models. We now have rather spectacularly animated sword weapons with multiple attack modes controlled by two modes of attack and player movement. Nemyax is the newest member of the team and is currently producing the carnivore rat models that you may lovingly remember from the original game.
Here are a few work in progress screen shots to wet your appetites!
The vast majority of our story involves new areas and environments for the hero to explore, within the subterranean world of Arx. While there are a couple of key locations you may remember from the original game, such as the Human Outpost and the Tavern areas which we have re-created from scratch – The rest of the content will be new.
You may notice the appearance of one or two of the ‘Wench’ characters from the Dark Mod? – This lady is actually Lizzy the bar bar keeper of the Yellow Tulip Tavern, and predecessor to Tizzy from the original game.
It is not 100% certain at the moment that any TDM AI models will make it to any release at this stage although they are of course superb! – Everything else that you see is custom made by the Arx – End Of Sun team.
Mr.Rocket has brought life to the world with many new textures and is currently working on a grand new map for the Snake Women’s temple.
The goblins, selfish as always only care about gemstones. They tolerate humans – but don’t give them an excuse to attack you.
Made some money? – Time to buy some supplies or weapons in one of the many shops.
Stay tuned. There will be some more content to show you very soon.
Almost every day work takes place on the mod. Why not follow us on Twitter and see what is going on?
I have been working on Arx as a single person team for something approaching 8 months now. Neurological has been busy tying up loose ends on various projects and has unfortunately not been involved with the mod during this time.
There reaches a point where enthusiasm is becomes harder and harder to muster when there is still so much work to do. It can often seem too much, if not impossible that it will ever be completed when you are in the isolation of your own company.
I have joined the Hexen Edge of Chaos team as a programmer and have already completed over 3 complete monster AI scripts / behaviours for the TC, plus numerous script and SDK fixes. It does feel good to work with a very enthusiastic and professional team.
However, don’t worry friends, enthusiasm for Arx, has been rejuvenated and work continues. We have invested too much time already to just give up. Long live Arx.
A month or so has passed since the last update, so I thought it was about time to post an update on the blog!
As more and more time passes, many of the pieces of the puzzle that we have tirelessly toiled over are starting to come together!, they are actually starting to become a ‘bit of a game’. In the images below you can see the hero being perused by two new skeleton monsters. The semi-transparent ghost skeletons are tricky adversaries and take three fireballs to dispatch.
It has become plainly apparent that we are unlikely to find / recruit any modellers to produce creature assets for us. Many of the top mods and total conversions such as The Dark Mod, Ruiner and Hexen Edge of Chaos are all in a similar position of needing talented help too. I’m beginning to think that Arx EOS will be the last total conversion for IDTech4 that gets produced, even if the engine gets open sourced.
So, un-deterred we have been hard at work learning how to model our own creatures, convert them into .MD5 meshes, animations and articulated figures, plus writing AI scripts for them. Its a lot of work
What we are planning to show you next will be a video demonstration of our non-linear level transition code in action. What this means in practical terms is, that without having to rely on any level scripts at all, – its all automatically done in SDK code, the hero will be able to pickup and drop any items he finds in any other level and they will stay there. Once all the goodies have been looted from chests and alike, they stay looted. Items that are moved stay moved on the next visit to the level. Slain monsters stay dead (unless you don’t want them to!). We have also implemented a new level change system where any level can have any number of entrances and exits, so we can create a much more advanced level layout than any hub system. Also by keeping each map small, we can avoid many of the performance issues that large detailed maps can suffer from.
Hope to get the video created and uploaded soon. In the mean time if you would like to contribute in any way, as always please do not hesitate to contact us. Thank you.
A little news on the progress of the mod.
Finally managed to create and get the animated .MD5 chicken models into the game – yay!
They only have a couple of simple animations, where their wings flap, heads turn and tails wiggle a bit. But its a start
Just need to transform them into proper AI’s rather than func_animate entities now….