MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE

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PostPosted: Sat Jan 26, 2008 4:29 pm 
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Obviously it looks like you'll need to make rooms with many different exits. A non-linear game is a great idea, but you'll definatly want to do planning before hand.


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PostPosted: Sat Jan 26, 2008 10:25 pm 
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Sounds like a little too much for a silent walk game, but that's just my opinion.


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PostPosted: Sat Jan 26, 2008 10:28 pm 
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It will probibly lag but if you buy the soarce code and code something that would only draw exactly what the player could see it would run smoother but dont let myself discorage you...

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PostPosted: Sat Jan 26, 2008 11:13 pm 
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Fatmanpez wrote:
It will probibly lag but if you buy the soarce code and code something that would only draw exactly what the player could see it would run smoother but dont let myself discorage you...

I don't think a normal person would buy the source code when it costs one grand.

My idea is to make it all connected room to room. Which is what Zandair said.


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PostPosted: Sun Jan 27, 2008 1:04 am 
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That was my idea too. and i did do some planning b4 hand .

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PostPosted: Sun Jan 27, 2008 2:40 am 
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artex wrote:
That was my idea too. and i did do some planning b4 hand .

I started an abstract SW game called Sandbox which was designed to be as non-linear as possible. It didn't get the feel that I wanted it to have, so I abandoned it. Maybe I'll post it and see if it gives you some inspiration.


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PostPosted: Sun Jan 27, 2008 4:16 am 
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nah u dont neeed to. anyway, ill be posting screen shots soon so i dont want other people to try ur game cause it just gives them a knowlege of what my game is like, i want it to be a suprise? understand?

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PostPosted: Sun Jan 27, 2008 4:55 am 
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Its not much of a suprise if you already told us what the main idea is... and who said my game would be just like yours? Both use the same non-linear idea, but the extent as to how you use the idea can be completely different. Kengratch castle, for example, had 2 different 3rd levels and 2 different final levels depending on which path you choose, but is overall a linear experience. Your game could make it so that every time you play through it something different would happen. Both use the same idea, but are different experiences.
And everyone already has knowledge of what your game will be like, because it is a SW1 FPS, and all of them are very similar.

So, basically, if I wanted to post the game I'd do it anyway because it wouldn't really spoil anything at all, and I'd want people to play my game. But my game plays like and looks like a smoking pile of Chinese-newspapers, so I won't.

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i dont want other people to try ur game

I know that you're not trying to be mean, but someone else could've been alarmed by that. Be careful.


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PostPosted: Sun Jan 27, 2008 5:35 am 
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sorry about that, i was wrong, my game is different from urs, mine isnt choose a path and end up with a different boss level , i mean , there are lots of paths, and u can go anywhere, and explore, and if u for instance go in side the shop u can come back out, or if u go to germany u can fly back to home and so on , its like never ending explore (sometimes u might need ur gun)]

Anyway heres a screenshot(illbe posting more)

Image

It is not quit done yet, the picture is not clear so ill explain it, this is the resident area in ur homeland(where u start of) as u can see i have built roads and lamps and the fences surround each house( houses model underwork by some model creators on this forum)(the houses are meant to go behind the brown fences, like a block , and ucan see the roof tops of them ,, all the huses are different and u can walk into them . there isnt much here cause this is only the resident disctrict

if u keep walking and folow the sign for diretions, u can go to museum , town hall , statues, parks and so on.

the best part is the airport, u choose which country to go and walk in the door and u go to a level that looks like the country . its as big as ur home land

Heres another picture of airport coustoms security check:

Image

(geez security is tough in the aiprot isnt it?) theres the walk in metal detector and the laser on the walls and so on .

Also, the reason y the textures are so bad is because its meant to be a cartoon game , like a drawn game. And i need everyting to be as simple, fun, adventurous and BIG as possible,

I had this game idea after using google earth, i thought i t would be nice to build a electronic world with sw. :wink:

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Last edited by Artex on Mon Jan 28, 2008 1:50 am, edited 1 time in total.

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PostPosted: Sun Jan 27, 2008 6:47 pm 
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You should add a skbox to the first screenshot.


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PostPosted: Mon Jan 28, 2008 1:24 am 
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as i have said earlier, its not quit done yet, i stil need the skybox and the houses

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PostPosted: Mon Jan 28, 2008 1:27 am 
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A round sky box would look weird for a cartoon game but if sw could do bill boarded sky box it would be perfect for this game.

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PostPosted: Mon Jan 28, 2008 1:33 am 
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ill do a normal sky box ,(round) with a cartoon sky.

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PostPosted: Thu Jan 31, 2008 1:11 am 
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wouldent your enemies just keep coming back if you walked back into a level with them in it?

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PostPosted: Thu Jan 31, 2008 7:58 am 
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@dr acluar: nope because i have a way. ull see. :lol:

@all: Everyone im putting a story behind the game. You can just wonder around cause its SUPER big and expl0re many parts of the worlds , or u can start the story which begins in ur boring house, (will at least it looks boring) it loks boring , but there are hunderds of hiddien places to go in , and one of them starts a maze. finish the maze and the story begins, u will be given a riddle clue at the end of the maze which will lead u to the next part . I have a team now so ill gather them up and we will work on it. the clues require a lot of tihnking to find out what it means, if u cant be bothred., just dont do the story, its still fun/. (ill get my team and work on it)

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PostPosted: Fri Feb 01, 2008 7:34 am 
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That looks great! Do you need any help with it?

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PostPosted: Fri Feb 01, 2008 8:04 am 
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ye welcome in yay now we have about 6 people in the team.

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PostPosted: Tue Feb 05, 2008 5:45 am 
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Are the houses going to be made up of different parts, eg. Back Wall, Side Walls, Front Walls (With gap to allow entry). If not, how will you make it so you can enter?

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PostPosted: Tue Feb 05, 2008 8:08 am 
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if u didnt know silent walk has an exit portal , u go in it and link it to a new level(inside of the house) xd :lol:

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PostPosted: Wed Feb 06, 2008 5:26 am 
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Yeah, that's what I was going to do for my game, but it would be cool if you could go into the actual house. :)

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PostPosted: Wed Feb 06, 2008 8:02 am 
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ye ill do some like that

@all : Hi all a new screen shot is here! this one is YOUR house when u play the game. Thats where u can go in and chill or start the story , the house is where u live , (not ur neighbours houses like above)

Image

I couldn t find a good texture for it so i made it a cartoony yellow with a darkish roof as u can see if u tilt ur head a bit : and it was only 184 polys:

There are also some low poly grass or bush or fern or watever u call it on the ground at some places.

here is another one : (its a church, than again i couldnt texture it a cartoony look but i tihnk this look is fine , dnt u> (thers some benches on the side)(o and its no lagg: really fast, loow poly _)
:

Image

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PostPosted: Thu Feb 07, 2008 4:07 am 
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Are you just using ordinary walls? I made my own fences, dut they make it lag a bit.

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PostPosted: Thu Feb 07, 2008 7:47 am 
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yes, (dam i dont like having competition) (PLEASE DONT MAKE URS A CARTOON ONE ! NOOo! IT WAS MY IDEA!)

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PostPosted: Thu Feb 07, 2008 1:01 pm 
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Um, no, I do most certainly jolly believe that fences are in the real world too.

I'd hardly consider it competition. But a simple fence model could be a good idea for your game.
And besides, competition forces you to work harder anyway.


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PostPosted: Fri Feb 08, 2008 5:52 am 
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Mine is more realistic than a cartoon game. Don't worry.

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PostPosted: Fri Feb 08, 2008 6:48 am 
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Zandair Draco wrote:
Um, no, I do most certainly jolly believe that fences are in the real world too.

I'd hardly consider it competition. But a simple fence model could be a good idea for your game.
And besides, competition forces you to work harder anyway.

|
a fence will be good in whos game?

new screenie of town:
Image

thats only part of the town centre but its the very centre of the town cetnre , thats where the museum and statues are ,. as u can see, ill be posting screenies of the rest later.

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PostPosted: Fri Feb 08, 2008 3:23 pm 
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This building in the background looks very good, but textures are awulf.

It's good, you're using many models, but I'm afraid it will horribly lag the game.


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PostPosted: Fri Feb 08, 2008 9:42 pm 
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actually its amazingly only lagging a tiny bit cause some modelers give me super low poly :lol:

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PostPosted: Fri Feb 08, 2008 11:18 pm 
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The last screenie looks good, but what the heck is the monolith there for?

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PostPosted: Fri Feb 08, 2008 11:32 pm 
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its just something that makes it look cool

new screen added! : this one is the fast food place and carpark has 2 cartoony funny cars parked lol:

Image

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