Currently Unnamed Game
Hi All,
Ive been working on my project in Gamestart. I have been really happy with the speed the project has developed in Gamestart as it's quite an easy engine to learn, especially if you have used other engines before, but at the same time it is quite powerful.
I thought I'd start by showing a little of what I have done. I have a number of features that I need to be able/coded so I'm developing a piece of each aspect to make sure it can be done in this engine.
First off this project has no name as of yet. I have a few Ideas, but I haven't decided yet
Whats the game about?
The game is a medieval style game centred around a mages guild. The Storyline and everything in general will be kept pretty nice and light hearted, as my target audience will be for younger audience, although im hoping to suit all ages. The primary aspect of the game is learning and teaching skills... That's all I'm willing to give away at the moment =).
I'm trying to use a very low poly count for all my levels, but with the help of zbrush/sculptris create the detailed textures/normal maps. I want this game to run on as lower end hardware as is possible so finding the right balance between detail and efficiency is essential.
Features Implemented
- Player Spawn points
- Player inventory - Weapon/item switching; item grouping (i.e coins), mountable/non mountable objects
- Item pickups - Wooden staff, Ancient Dagger, Large Health, Gold Coins
- Player stats - Health and etc (keeping this simple though)
- Health - Use while holding to restore health
- Health Interface - Potion bottle decreases/increases when health updates
- Weapon - Use while holding plays the strike animation. Does not do anything more as of yet
- Player - Jump and animation
- Open/Close doors (with or without a required item like a key)
- Currancy Interface
- Character controller- not too happy with movement (will change in future), animations
- Currancy number display amount
- Mouse Cursor; show and hide
Features //TODO - Basic list. There are many many more
- Enemy - Script, Basic AI
- Shop to be able to buy/sell items found in the game; shop model (1/2 done); Interface (waiting for next build with fixes for interface)
- Quests
- Spells - Spell Items which you learn on the way, your magic power affects the ability to use
- Character Speech - Partially done (waiting for next build with fixes for interface)
- Main Menu
- World Map Interface - Selectable points on map (waiting for next build with fixes)
- Title Screen Music
- Characters - Oman (Main Character) - TODO Diffuse map, Goblin x 3 Varieties, Shopkeeper - partially done, Leader of the baddies (No Name as of yet), to name a few...
- Static meshes - Too many to mention
- Levels - Two levels to start with.
The todo list is quite big and I'll add to this as thread as I go.
Here are a few quick images of some of the things I've created I have done much more, but haven't exported it all yet or it is unfinished. Thanks for all the prompt answers on the forum too, it has helped me big time in getting things up and running very fast.








Cheers!
Emmanuel Julien
Thu, 01/05/2012 - 12:25
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Truly awesome ! :D This is looking real good already, mad props to you for doing all that alone !
François Gutherz
Thu, 01/05/2012 - 12:34
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Wooops.
Just amazing, and thanks for sharing. This is properly stunning, especially the list of features you just described :)
The terrain is generated within GS, right ?
Cool, so cool.
A real source of inspiration AND motivation <3
tjheldna
Thu, 01/05/2012 - 12:44
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TY! Doing it yourself is a massive job, but I'm used to it, I was working with another guy a while back. I showed him Gamestart engine and hoping it will spark things up for him again! (Hint Hint Frankie if you have joined the forum =) ).
Its been great using this engine as scripting is a bunch easier than C++ (the other engine I was using). I worked for years on that thing with little result. A big plus of this engine is that it will run on my work computer (C4 did not) so every little second I have I'm tinkering around with something also most of the time I have spent modeling and creating artwork and not getting bogged down in code.
Really looking forward for this engine to progress as I'm sure it will. In the meantime I have stacks of things todo and problems to solve anyway.
Thanks!!
tjheldna
Thu, 01/05/2012 - 12:51
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Yeah the terrain was done in gamestart, I'll do a video once I have completed a little more of this level and added more props. I would also want to finish of the player gui to show things working as far as inventory and health etc.
Some of those features I have you to thank François and Emmanuel I got really stuck on a few issues.
Thanks Guys!
Emmanuel Julien
Thu, 01/05/2012 - 14:21
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Do not hesitate to ask, we're happy to help. Even more with this kind of results ! ;)
François Gutherz
Mon, 01/23/2012 - 09:29
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Wow.
New screenshots!
I want to climb that stairs and enter the citadel :)
tjheldna
Mon, 01/23/2012 - 11:27
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Yeah i'ts new level and you can get in there!, about to tackle level loading between those two with a map interface inbetween. That will be the mages guild where the player starts the game. The insides are all exploreable and will be a big part of the game and the surrounding gardens (which will be populated), but a bit on the bare side at the moment apart from a few torches on the walls, but I'll update screens as it progresses, maybe even a video. I'm trying to be very concious of performance while in there. The fog is set pretty close, so is the far clipping plane. Will have to see what new versions of the engine bring as far as things like zones and occlusion, eh this is all going to take quite a bit of time for me to finish anyway.
DJburner
Mon, 02/20/2012 - 22:00
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Wow! Thats awsome, but why is the figure grey? Anything is colored and beatiyfull and then a grey player :D why?
In the MixXx
wambostudios.ohost.de
tjheldna
Mon, 02/20/2012 - 23:08
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Thanks! and a fair question, I haven't done the diffuse map for the characters yet. I'm having a little trouble working out what colours to do him =) and the Goblin and the others I just haven't gotten around to it yet. I'll update the images when he is done, but I'm focusing on the environment atm.
Cheers!
Veleran
Mon, 03/05/2012 - 00:36
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You can use on the characters smooth earthy colors,not too saturated (like green-brown-red,deep ochre,leave blues for last maybe ).
Later swap colors by using black and white mask bitmaps for any piece you want like shirt,leather etc.
Better do the things you were planning like the environment,the characters will be ok in monochrome mode for the moment.