What do you think so far? ~InvaderStudios~

Hi,

This is our game we are working on. Please watch the video and reply to what you think. It still has many months left to go. This is going to be an online capture the flag medieval style. Most artwork is from arteria3d.com We are looking for character artists/animators. If you are interested send me a PM.

It is a good start although you are not at the stage to really showcase this yet - it appears to just be some bought models on a terrain with the controller prefab.

That said, I’m intrigued to see how this project progresses and am looking forward to seeing some game logic added.

Also, some of the models seem to be floating above the terrain (this could be my eyes though as I’m viewing the video on an iPod).

Good start and keep us posted.

Regards,
Matt.

looks ok to me.

what is he end result going to be like? could you tell us more?

i like all the modles im trying to make something just like this just sort out ur ground

Looks like a good start. There were a couple of things that stood out for me though. From the point of view of your camera it feels like the character is way too small. Especially when you cross that bridge and the wall is just about as high as you are. Another thing is that I am not sure how the residents of your medieval town get into their houses. Some of the houses are handing off of the terrain and the ones that don’t often have a steep walkway to their front door. I know its all early work, but I just thought I would tell you what I was thinking while watching the video. The models look great. Good luck!

I have the feeling that some models don’t go with each other because they are from a different period or have a different style to them. Also the street could be a little less neat.

Good luck continuing with this, keep us posted when you made more progress.

Kind regards, Robert

Thats exactly what I was thinking and in fact, I think that’s on of the biggest problems of you scene so far. Also the scale looks off at certain points. For instance the church isn’t much bigger than the other building, the player is a bit too small and the ground is way too bumpy for a village scene. Next problem would be the textures. At some models they look to bright, at others they are too dark, all in all they just don’t fit together.
The fact that a lot of the houses are floating in the air should be easy to fix, though.

I wanna give you one advice. Try to make the scene smaller, in which you can focus more on the detail. Right now really nothing seems to fit together, and the scene needs a lot of tuning. Sorry man. I hope that helps you.

i can understand you point but its his first version of his game

Yea, but the models themself looks pretty final. And my point was that they simply don’t fit together at all, so I think that’s a good time to point that out. And he asked for feedback, I gave him feedback, of course he can decide if he agrees with me or not.

I love what I’m seeing, you have got some talent there.
Excellent models and scenery and that looks like it will be a pretty fun Capture the Flag map.

Great Work keep it up!

Thanks for all the replies. The houses weren’t floating, the terrain is raised to come up to them. This is just a couple days worth of work. I was just seeing what you guys thought of the layout of the game. Most of those models are from Arteria3d.com which is an amazing site check it out if you get a chance. I have changed a lot. This capture the flag is going to be very engaging. Not a simple 5 minute game. Right now it is though. Players will be able to spend real money on credits. They can use these credits to buy booby traps, personal soldiers, mounts, etc. and other cool things. Also they can earn money by winning matches. The two sides in this game are the wood elves and the Dreadnoughts.(orcs) Subscribe to my channel and I will be making videos weekly. Any other suggestions?

I agree with you. Wait till you see the next video!

some parts of the terrian has sharp edges near the buildings.

im sorry my bad i subed for ya as well (xomgxguyx) and i think you should move the building so i looks more city like insted of making a long line of building

I have listened to all of your advice and I am now moving everything around. The buildings will be arranged better to not be just a long line of buildings and the models are different so they match now. It looks much better, a little like oblivion. I’ll update you all in the next video. Also, what do you think about the castle model? It’s more of a fortress than a castle and right now those steps are the only way to get in. It’s kind of too late to change that because I bought the model. I was thinking of putting some ladders up or something.

the castle modle is brill love it

Nice begining.

If you are planning a level for an RPG Adventure style game one of the fundamental steps to take - even prior to adding any objects to a heightmap - is to determine the Who, What, Where, When and Why.

Who: lives in or inhabits this area?
What: do the inhabitants do? What are their motives? and in terms of the Hero - What is he doing in this area?
Where: would these people live and work? Where should major landmarks, amenities and just plain old eye-candy be located?
When: are these inhabitants inhabiting? i.e. What time period? What season?
Why: are they doing what they are doing in the fashion in which they are doing it? What is their motivation and what is the Hero’s motivation.

Once you have a solid “picture” of those aspects in your 'noggin, you’ll find that levels kind of design themselves.

/my 1 coppers worth

Good ideas. I will incorporate that. I am not making an rpg style game. It is going to be an online capture the flag.

I am concerned more about the gameplay than the graphics however I would also say Oblivion is quite old and not a good comparison to make. You could have as a reference a current FPS, even something like Dragon Age which doesnt really push limits and uses a lot of things which are in Unity(it really over uses bumps and speculars)

The houses are great. However they are islands of greatness floating in a poor landscape(probably due to difficulty/shader limitations for terrain). I understand its quite difficult to make better terrain option 1) Get a custom shader 2) Use a mesh so you can choose other shaders 3) wait for Unity 3 and see if it improves

Even if you cant improve terrain much, you should try, and also make lots of decorative features like fences and smaller items on the ground. Trash food and so on. Its all meat and no potatoes at the moment.

However its the game that worries me. How can a medieval capture the flag game work? I have played a game called pirates vs vikings and it really sucked bad. First person hack and slash doesnt work multiplayer, it works for 1 player game Oblivion, however multiplayer it just is boring in my opinion.

It might work if it was slower, the problem is it would be like an episode of Benny Hill if it was too fast people all running about and no actual medieval swordsman feel at all. In that kind of situation its not got visceral bone crunching action its a bunch of people running about desperately trying to hit each other as they run past.

I reckon it could be great if it was slow enough so that people cant run away so easily.

The real problem is running, in real life running would be a situation related to fitness and so on, in a game 2 people chasing each other is ridiculous as you move at exactly the same speed. A game therefore should either address this or not have it as such a central feature. Its not as if you have guns to get around focus on this issue so it has to be considered.

I also spotted your smoke :slight_smile: The particles slow down as they go up, a little too much but you can already probably know stuff like that.

I downloaded some free smoke today. Here Homepage : Freestuff and it is worth logging in to this site(although I havent opened the smoke). I dont personally want to make all my smoke textures, brushes from scratch so I get it all free.

If its 3rd person though thats probably different. Some games seem to successfully use 3rd person.

Thanks Rman. I have changed a lot to this game. It won’t be the same next video. Like I said that city was done in a short amount of time and I realized it needed a lot of work. Also I knew about the ridiculous smoke particle system above the blacksmith’s house. I have modelers making some great things. I think we can pull it off.

I was thinking that the game is going to be too much running and not enough fighting, so each faction is going to have its own ranged ability. I think that will increase fighting. The game is going to be both first and 3rd person. The player makes that choice by zooming in and out. There is a lot more gameplay to this than meets the eye. Its going to have some real strategy to it. For example, players will be able to lay traps. There is secret tunnels going throughout the setting. I hope it doesn’t end up as bad as that other game you were talking about. :lol:

Also we are looking for a skilled animator. Send me a PM if you are interested.