Archive for the ‘Concept Designs’ Category

Work in progress – Underwater

Wednesday, August 11th, 2010

We have implemented water physics into the mod. There where however some shortcomings. No water footstep or underwater detection or appropriate sounds. Also when under water there were no visual effects to simulate that the player was swimming beneath the surface. Once again much SDK work later there are appropriate detection of walking in water and being submerged and appropriate sound effects. Plus add a full screen post process blur shader to visually distort & blur the world render when the player is underwater. The player can also only hold his breath for so long. The blue progress bar shows how long the plater can remain underwater.

Work in progress - Underwater

Work in progress – Poison

Wednesday, August 11th, 2010

More SDK and scripting work later, we have have a new threat for the player. Any melee or projectile attack (such as zombie spit) can now be posioned, the only way for the player to survive would be to cast a cure poison spell or find a find a cure poison potion.

Work in progress - Poison

Work in progress – Readable System

Wednesday, August 11th, 2010

Well, some devious SDK work later, I give you the Arx EOS readable system. This new code and readable entity can turn any entitiy in the game into a full screen readable GUI interface that supports all the features of the Doom 3 GUI system. Example uses being, books, notes, shop signs etc.

Work in progress - Readable system

Work in progress – Journal

Wednesday, August 11th, 2010

The journal system has recieved a lot of attention and now supports dynamically changing information showing which runes the player is carrying. When the player has picked up any recognised combination of runes, the spell page updates to inform the player which spells can be cast and which runes and informs the player of the combination required to cast the spell.

Work in progress - Spell runes journal

Work in progress - Spell casting journal

Promo – Planet Doom

Wednesday, August 11th, 2010

Well, I have a massive backlog of posts to make today. It has been far too long on the blog without any updates. So, where better to start than with the mods first ever mention on Planet Doom.

Promo - Planet Doom

Work in progress – Journal

Wednesday, May 12th, 2010

We have now started work on the journal system. This will act in an almost identical way to the journal in Arx 1. Here we have a tabbed book GUI that will show the current objectives, spells, stats etc.

Work in progress – Journal

Work in progress – Inventory

Wednesday, May 12th, 2010

The inventory has undergone some considerable work and we have now crafted the design to be more in keeping with the original Arx inventory.

Work in progress - Inventory

This is one of the intermediate designs. Although working nicely we decided to scrap it and produce one more like the original game.

Work in progress - Inventory

Work in progress – Magic casting system

Saturday, April 24th, 2010

A little text before the pictures this time! – Anyway, lots of new C++ code, time, arguments and much pain later, we have the beginnings of the magic system – Behold!

Work in progress - Magic casting system

Here we see pretty much the first incarnation of the Arx magic casting system in the Doom 3 engine. Not quite sure how the original Arx Fatalis magic system was implemented? and will probably never know for sure. However, this implementation uses particles within the world, translated via mouse movements. The spell ‘orb’ exists within the world and its lighting effects influence the world around it – casting magic in a completely dark passage will illuminate the immediate area around the magic orb. The orb uses the standard D3 particle system and a separate smoke system is used for the trailing spell tail.

The top left of the HUD still shows some of the debugging and engine info.  Also, implemented, but not on show, is the code to detect the directional vector of each mouse gesture, which will translate recognised gestures to the appropriate spell. Graphically, the materials need some work to reproduce the original (yellow / green, red / pink, purple / lilak) shades of the magic system – but that will come. Anyway, here are some more examples of the new work. (Original examples here: http://www.youtube.com/watch?v=oMR-83YpIQM )

Work in progress - Magic casting system

Work in progress - Magic casting system

Work in progress – Inventory System

Saturday, April 24th, 2010

Work in progress - Inventory System

Well, here we are with another update. Lots of SDK code, GUI scripts & hard work later we have the beginning on the inventory system….

Obviously needs some graphical finesse, but the player pick-up, use and drop functions are pretty much in place and working nicely. You can now carry around as many health and mana potions as you like and choose to use them when you want to.

Work in progress – Caves various

Monday, March 29th, 2010

Work in progress - caves various

Work in progress - caves various

I have been doing some work on modelling some cave like meshes in Blender and using some vertex painting to achieve some fairly realistic but low as possible poly environments for the mod. Will probably redo the floor of the cave as there are too many poly’s there. But over all the effect is coming on quite nicely.

Also been doing some work to make it possible to configure certain monsters to only be damageable by specific weapons. E.g. some monsters can only be damaged by magic projectiles such as fireballs.

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