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Old 28-11-2012, 08:39 PM   #1 (permalink)
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Video Update

Heres the video I have been working on for the last 2 days of our game to launch on the OUYA in April.

New OUYA Game in the works (untitled) - YouTube



Please let me know what you think, I have done all the 3d assets, my brother is the programming genius. Any sort of feedback would be helpful, negative or positive, its a pretty quick run through but its a start. Also please watch it on youtube at atleast 720p!




Jake
Hypercane Studios

Last edited by Comatos; 19-02-2013 at 04:24 PM.
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Old 02-12-2012, 05:42 PM   #2 (permalink)
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Anyone got any feedback for us from what they have seen? We are getting ready to work on the hud coming up this week, and objects that you will gather.Allowing upgraded engines etc...that you can spend in a upgrade store. After we get that in over the next couple weeks, id love to get some of you pros to test it out, and let me know what you think. I'm still pretty new to modeling so any feedback is helpful.

We have been testing on the Nexus 7 for this game, and its running 40fps right now, handling 40k tris, and 8 draw calls. The OUYA has close to the same processor as the nexus 7, I think the nexus 7 runs the low end processor, of the integra 3's. So hopefully this will do so we only need minimal testing on the OUYA in April.
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Old 05-12-2012, 05:37 AM   #3 (permalink)
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Everything looks really really basic. The spaceship looks very boxlike and from the youtoob film it just looks like a grey texture was applied. I dont know what you want from the game but graphically the wip is missing a lot. There is no scale or sense of weight. The corridors are uninspiring and generally the whole thing looks kind of unattractive.

This one is going to need lots of love.
But hey, Rome wasnt built in a day
Keep it going.
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Old 05-12-2012, 10:53 AM   #4 (permalink)
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why I can say its not my style some one will like it !

here is some point that will make it allot better

1 the walls are to uniform they need to have changing textures as you get deeper into the core and I would suggest you make them look like the inside of a space ship or complex
I know that sound like allot of work but its not that hard you can use normal mapping like this just Little more spacey with pipes wires and parts

2 depth perception needs work I cant tell were the road block are all of the time witch makes a game like this overly hard and frustrating
adding more pronounced textures on the objects will help some (and I would add some bump mapping to them to)
but your going to have to find some way to make it possible for the player to know exactly when and were the road blocks are all of the time or it will be game braking !!


3 I noticed that on spike things the back of them have no Uv map that's not good it make the game look half A** and you absolutely don't want that
so you need to make sure every thing has been properly UV mapped

4 the models are overly simple they need to be more complexed for a game like this
I understand your modeling skills are not there and that to get there takes ALLOT of time
so thankfully there is site like turbo squid that have tones of free models
like for your core blade if you dissected this model you could probably come up with a nice blade

and you might like the player to be able to switch space ships there is some amazing free space ships out there like this one and this

just watch the poly count when getting free models

5 textures are not that good
thankfuly the net can fix that to
like for your earth check this out as you can see it has 4 dif type of maps so all you have to do is put them together to make a good texture and normal map

hope this helps

LordMaddog

Last edited by lORDMADDOG; 05-12-2012 at 01:09 PM.
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Old 07-12-2012, 12:49 PM   #5 (permalink)
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Thanks for the feedback guys!

So first off the trench is duplicated in code, so having it gradually change texture isn't going to happen unless its written to do so but then it wont be seamless, i'm currently working on lightmapping for the trench though, so it should break things up a bit. Second keep in mind this is going to be running at a max limit of 40k tris, so the high detail cant be there. Nothing has been textured yet besides the trench, and nothing has been lightmapped in the video. We have many limits for this game, and i'm trying my hardest to work on textures and light mapping currently. Ill throw another update video soon to get more feedback.
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Old 09-12-2012, 10:16 PM   #6 (permalink)
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you would not really need to be seamless for the wall but it would be nice and it is possible to code it so it has 3 transition wall sets that have a texture map the changes to the new wall texture

and in 40k tris you can have a lot of detail the one space ship I linked to only had about 400 tris and it had a lot of detail
you just have to be willing to put forth the extra effort

You have to choose to put forth that extra effort the game will be a blah

and dont let it over whelm you think one step at a time or depression will set in and you wont be able to do any thing well
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Old 15-01-2013, 04:34 PM   #7 (permalink)
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Heres a quick video on the state of our current game, this video was shot on the New OUYA Console that we won on the recent OUYA Developer contest.



OUYA live GamePlay, DEV Walkthrough - YouTube
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Old 27-01-2013, 02:43 PM   #8 (permalink)
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Heres a video of our recent hands on demo here in Portland, Oregon.

Sorry about quality, compression on blacks really kill how this game actually looks running on the console.

Hands on Ouya Demo (Rage Runner) - YouTube
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Old 09-02-2013, 06:30 PM   #9 (permalink)
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one thing i will say here with the new videos is that it appears to be very dark and all the textures are very similar. The blocks and obstacles need to have different textures from the wall textures, the difference doesn't need to be much just enough to make them more visible to the player. you may want to make the ship another contrasting colour as well due to it almost blends perfectly into its surroundings. if that makes sense.

Also your earth needs a better texture and maybe either a normal map or bump map.

Oh and building on what lORDMADDOG said about the 40K tries limit. you can get a lot of detail in that amount you don't need to model the detail on but by applying a normal map and a good texture you can achieve a very high level look of detail but without all the tries.

i hope i helped some.
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Old 19-02-2013, 04:24 PM   #10 (permalink)
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New Video Update

Here's our new video for the week showing what a new player can expect when trying a level for the first time. This Level is something I designed in around a hour, and you get to see and hear the reaction of my brother trying it for the first time.



Rage Runner OUYA Level Testing - YouTube
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