DUSK - A game about the 2nd US Civil War

5-2-15 Update:

[DUSK] - Worked on more of the cabin exterior. Spent some time modeling and texturing tree variations that aren’t being used at the moment.

I wanted to share a community page with everyone where I am sharing information, images and videos about a PC/Mac project named DUSK. I am also building up tutorials and resource links to some pretty neat stuff usable with Unity and in any other game engine. This week was really about getting the site up and running, getting a logo done and not too much on the art asset development side. The coming weeks will see a much more rapid uptake on the art content production side.

Here is the page I wanted to share:
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Here is a preview image of one of the assets I finished up this week.

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And a quick preview of the main character progress

The Colt M4 first person model is ready for the build. It’s current polygon count is around 3,700 quad polygons, with 2048 x 2048 diffuse, spec and normal. Nice and efficient for game play. There will be a lower LOD version for the AI characters carrying these around.

Completed the initial topography map of the environment for DUSK. It’s a little under 7km of playable area, so a terrain of about 4.3 miles in distance. The blue areas are bodies of water, and small rivers. The beige patches are areas of dirt, or matted grass. The thin beige lines are footpaths that are widely taken through the terrain/woods/rural areas.

Gorgeous! I can’t believe I am first to comment. :] Will be following this!

How did you make the map?

@TVE - Thanks bud! Hoping to make this something worthwhile to look at for a while. More importantly down the road, something worthwhile to play :slight_smile:

@captsmitty77 - I used Photoshop, it’s a 1024 x 1024 pixel image. I used cloud fractals to make the dirt areas and then adjusted the histogram to clip off most of the dark fractal areas and leave lots of open green expanse. For the "trees’ or what appears to be forest sections that was a layer of low monochromatic noise, I then added in Lighting Effects to give it a bumpiness look to it. I referenced Google maps for all of the roads and road layouts, bodies of water, etc. I basically referenced Google Maps and did my hand painting of everything in Photoshop. All of the roads and stuff are Smart Objects so scalable without loss of quality. I intended on using this to produce a start to my terrain heightmap since all of the hills, roads and lakes, rivers are already there.

UPDATE (5-29-14):
This is the very beginning of the main female companion to our protagonist (his wife). There are no normal maps or sculpting done yet for all of the details, folds, etc. This is just the base diffuse pass as seen in the Maya viewport. Please overlook the “moire” pattern on her shirt…high freq details that will be covered eventually. Maya’s hardware renderer doesn’t like it. :slight_smile: Last note, that’s not her final hair either.

I completed her rigging in 3ds Max today, got the FBX exported into Unity and hooked into the Mecanim system. This was my test idle animation.

It all looks great, you do nice work, keep it up :slight_smile:

Thanks! My first post in the brand spanking new forums!

Looking great!

Hi James,
I think that the work you have shown looks really great.
However, I would love to see more of the general concept art for the game.
Can you tell more about the game mechanics?

This is good looking. But can you tell some more about the story of this game, how does this war starts and that sort of things. Maybe you can add some raw art or someting like that.
(Sorry for my bad english i’m from the netherlands.)

It’s looking really awesome so far. I would love to hear more about gameplay too!

Hey guys. Thanks for the feedback. I’m working on concepts as we speak. I put the cart before the horse and did these character prototypes. I have an idea of what they all look like and I kinda wanted to flesh some stuff out rapidly. I did do the map concept seen up above and that’s going to be a solid helper in establishing the terrain. I have a ton of source images of what the structures should look like in the world. I’ll keep this thread posted when new stuff is completed. As for the story I have that in a document right now. It’s a high level concept I wrote down on my iPad so I could remember the gist of it all. I want to be careful with what I say and release in regards to story. In the past I have talked openly about every aspect of a project I’ve worked on. I want to keep this one a little closer to the chest, since I truly believe this a very unique take on the whole post apocalypse/survival genre. I will release some story elements, once I can abridge what I want to release about it. Thank you for watching this thread and your interest :slight_smile:

I did grab a section of my GDD and made it into an image. This has some tidbits so far, but no real backstory or mechanics.

Since it is a civil war, what two sides are at war and does each side have a different term for the war. The south calls the civil war “The War of Northern Aggression”, so that may give the game more depth if each side views the war differently.

Here is an early look at the family’s cabin. Now take in stride that this is the very first pass. No details, wear and tear, foliage or vegetation overgrowth, no props or things that make it look lived in. This is the empty, undecorated shell.
Considering I don’t have the entire story solidified yet. I spend my time now working on things I know will populate the world regardless of story details.

Good work, keep going !

That Sid Meier quote… “A game is a series of interesting choices.” 'So… do I got left, right, up or down? Those are my choices." I’m playing Pac-Man.

It’s funny how that quote fits even the simplest and earliest of games.