We proudly present our project which is in progress since september 2012. Our focus is on storyline and fun. We decided to make it in WoW-style because the handling is well known. Playing should be easy for beginners.
The team:
We are two brothers. My brother is programming scripts while I am modeling all we need. We are machine operators in a company for hot melt packaging. In the past we often tried to develope computer games but often it fails because of bad engine etc. The last one we justed was Acknex A7/A8 Engine. The editors were horrible so we had to use external tools and had a lot of trouble with importing etc.
The time we work:
Because of a full time job we have about 3 - 4 hours per day. On weekends we work one day. The second day we do what we do - hobbies, family etc.
software:
We only work with photoshop, blender and unity. It´s all we need.
story:
We had to change the story a bit, but it was an important change. You play in change a warrior, female warrior and sourcerer who meet a little boy who become a very important role. Because of bad happenings he lost his family and needs help to survive. Journey of the King is playable in multiplayer with 3 players.
release:
It´s done when it´s done. We try to finish it at the end 2014 but it´s a lot of work. So remember: It´s done when it´s done!
minimum hardware:
AMD phenom 9950
2 Gb ram
GeForce 9800
screenshots:
please don´t forget: we are machine operators and not designer or programmer. We do it because we love it. So, if you give your critique please remember that.
looks nice.
and i hope that you do not mind if i add my 50 cent…
- trees: most of them are rather dark or simply – black. i do not know why: textures? color variation (set in the terrain engine → tree painting tool)? i guess it is my second thought as there is a very noticeable “pop” when the trees fade from billboards (unified or better: original coloring) to their mesh representatives (which will show up with the full color variation you have chosen).
- grass and details on the terrain: they look a bit flat. what’s about adding some kind of ambient occlusion to the textures? simply darken the bottom area of those textures.
next: add more color variation to the textures and lower the saturation of dry and healthy color: when using fully colored grass textures i think using more or less two shades of grey as dry and healthy color gives you much nicer results.
but you can also work with a grey scale texture – just add some random colors on top – and do the coloring within the terrain engine applying appropriate dry and healthy colors:
- terrain: in case you work with such steep slopes as shown in your video i would suggest to use a triplanar shader on the terrain in order to avoid texture stretches. look for farfarer’s triplanar shader on the forum: it’s free.
- terrain: add bump maps to your detail textures.
- lighting: shadows are too dark. but as you use unity free and do not have the possibility to use real time shadows i would not chose a bright, sunny day but a rather cloudy set up where you do not need sharp shadows at all. doing so will give you the possibility to add shadows to the player’s avatar using a simple projector. have a look at the angry bots demo in order to find out how to do this properly (just adding a blob shadow projector to the avatar will kill your framerate: you will have to project it only to a small plane connected to the avatar).
diffuse lighting: