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NiGHTS into Dreams: Second Slumber
#41
Posted 08 December 2007 - 01:38 AM
Unfortunately, disaster strikes again. The coder who has too much work on his plate and can't give this project the time it needs. So I'm looking for another. I've put a post on Gamedev.net in the hope of finding someone. Anyway, I'm just going to keep on producing the assets and I can atleast make some mockups of how its visuals.
Word of the NiGHT: Bugger
#42
Posted 09 December 2007 - 04:12 AM
After yesterday's turn of events I thought sod it and just cracked on. I've got a hell of a lot to do so I can be searching for another coder as I do it.
With that mindset, I figured I'd best start deciding exactly what the level will be. I've had the thought to recreate Spring Valley exactly at times, but not that I've decided it's going to be a score attack game, I figure why not put my own spin on things. It will still resemble Spring Valley in a lot of ways, but doing my own thing gives me a lot more creative freedom.
I'm not going to tell you what any of the set pieces will be, but one of them will basically give the player 2 paths and should work quite nicely if my sketches are right.
With my basic plan on paper, I've started laying out where the "optimal flight path" will lead the player, so that I can start to build my world around it, and work out how high the ground and ceiling will be.
All I can hope is that it plays out in a fun way.
#43
Posted 16 December 2007 - 05:21 AM
Latest:
After yesterday's turn of events I thought sod it and just cracked on. I've got a hell of a lot to do so I can be searching for another coder as I do it.
With that mindset, I figured I'd best start deciding exactly what the level will be. I've had the thought to recreate Spring Valley exactly at times, but not that I've decided it's going to be a score attack game, I figure why not put my own spin on things. It will still resemble Spring Valley in a lot of ways, but doing my own thing gives me a lot more creative freedom.
I'm not going to tell you what any of the set pieces will be, but one of them will basically give the player 2 paths and should work quite nicely if my sketches are right.
With my basic plan on paper, I've started laying out where the "optimal flight path" will lead the player, so that I can start to build my world around it, and work out how high the ground and ceiling will be.
All I can hope is that it plays out in a fun way.
If only i knew how to code, i would help you out in a heart beat!
This is the greatest thing ever!
#44
Posted 20 July 2010 - 12:43 AM
Since I last posted I've now been working in the games industry for 2.5yrs and finally feel like I have the skills to re-attempt my plans. Progress will be slow, I have no doubts about that, but I will be reworking any assets I made and working with UDK (Unreal Development Kit) and attempting to do everything by myself (no doubt with the help of answers from a million and one forum posts all over the net).
I only opened UDK for the first time tonight, but so far I've got my old NiGHTS model from 3ds max into the engine with my custom rig and animation working on it. Ignore the artwork as I never did rig it properly, but like I said, since it's the kind of work I now do on a daily basis, that's something I can fix up quickly.
Once I've got a good amount of assets made, I'll make it into a sidescroller on a flat plane (more like a standard platformer). After that I'll aim for flight, and moving on from there, work on making the plane through the level a 3D circuit.
Nothing too exciting to show but thought folk might like to know that I'm back on the case.
#45
Posted 20 July 2010 - 04:07 AM
#46
Posted 20 July 2010 - 07:01 AM
Check my portfolio site linked in my sig I'd rather not turn this into a thread about my professional stuff.Welcome back What kinda games you been workin' on? I can't help but be curious.
#47
Posted 20 July 2010 - 05:55 PM
I am an animator and a basic-modeler. If you need any help, give me a hola. And hola here means private message.
http://www.youtube.com/OzcrashSoNiC (you can watch my videos im pretty good at rigging and animating)
I can model objects, i can model enviroments too but I haven't examined NiGHTS environments enough to remake the level.
So yeah. That's all. Good luck with ur remake! Btw, it can be really cool if you make a sequel in the style of the real NiGHTS game.
#48
Posted 20 July 2010 - 11:22 PM
#49
Posted 25 July 2010 - 05:45 AM
#50
Posted 25 July 2010 - 11:48 AM
#51
Posted 25 July 2010 - 04:14 PM
#52
Posted 25 July 2010 - 05:03 PM
#53
Posted 25 July 2010 - 05:04 PM
#54
Posted 25 July 2010 - 05:19 PM
#55
Posted 25 July 2010 - 11:19 PM
(Would like to point out that nothing in terms of visuals I'm showing here is final , and there is lots of use of assets that come with UDK. I'm just showing my proof-of-concepts really. Once I know them game works, then making it look awesome is the fun bit for me).
EDIT: Just realised that might sound like these are just pre-vis type clips. What I mean is that the art will all be new, but what you are seeing is the code I've altered running, and me controlling NiGHTS with a 360 controller.
#56
Posted 25 July 2010 - 11:58 PM
#57
Posted 26 July 2010 - 12:02 AM
#58
Posted 26 July 2010 - 03:23 AM
#59
Posted 27 July 2010 - 07:31 AM
And needless to say but holy sh!t it looks good! Keep up the good work
#60
Posted 27 July 2010 - 09:07 AM
One thing I will ask/beg of you is that I've seen very few NiGHTS fan (or recent official) animations of him with the proper gravity in his leg joints. I haven't got a clue how it's coded or anything, I'm just a picky artist >_> But it would be great to see his foot bobbing flappy swimmy thing he does with his toes when flying around so he doesn't stay so rigid. Some swingback weight in his legs if that makes any sense? In the Saturn version he moves about quite a lot while just flying in a straight line. What you have so far is beautiful though and If i could be of any help I'll see what I can do. I'm always really busy but I'm tired of seeing half done NiGHTS projects because people drop off teams or teams dont come together at all. One person can't be expected to make an entire game unless theyre some scary kinda multipurpose genius XD haha So yeah if you want help holler.
#61
Posted 27 July 2010 - 12:37 PM
#62
Posted 27 July 2010 - 11:33 PM
#63
Posted 28 July 2010 - 12:08 AM
#64
Posted 29 July 2010 - 03:14 AM
Something more fun next time I work on it I think.
#65
Posted 30 July 2010 - 08:30 PM
Keep it up, that 'level' glimpse is great, and I'll also say I hopes you get NiGHTS's bobbing animations in, as well as the idle stance where he crosses his arm and brings up his knee. *would totally wanna help but is currently useless for 3D stuff*
#66
Posted 30 July 2010 - 11:53 PM
#67
Posted 31 July 2010 - 08:27 AM
Heh, only as far as "use bootcamp and run it in Windows". Other than that no, UDK is Windows only.Uh, when this is done, I don't suppose there'd be any.. Mac.. compatibility..
As I've said, ignore any visuals you've seen. All placeholder whilst I get the gameplay working. Yes, both of those will be in to the best of my animation skills.Keep it up, that 'level' glimpse is great, and I'll also say I hopes you get NiGHTS's bobbing animations in, as well as the idle stance where he crosses his arm and brings up his knee. *would totally wanna help but is currently useless for 3D stuff*
Blimey, that's a lot of faith to put into my ability. Shouldn't be too intensive, but then I could go mental with it. Way too early to tell, lol.If my system is unable to run this I will literally build a new PC.
#68
Posted 31 July 2010 - 04:15 PM
Ha ha. I get caught in the moment too much.Blimey, that's a lot of faith to put into my ability. Shouldn't be too intensive, but then I could go mental with it. Way too early to tell, lol.
#69
Posted 02 August 2010 - 04:17 PM
#70
Posted 02 August 2010 - 07:42 PM
#71
Posted 03 August 2010 - 07:30 AM
#72
Posted 03 August 2010 - 07:55 AM
Like I said, I've wanted to do this for a very very long time. Piecing together the code is what's taking the real time as it's all new to me. I've had scoring running through my head and figure if I can implement star pickups which give a score, and chips add to the score (I like the idea of seeing how many chips you got as a separate value) and then get a timer in, atleast I have some kind of gameplay. After that links shouldn't be too hard which will be worked into the scoring equation. Not going to worry about hoops for now, but in theory they're just another pickup type.You're really going for this, ain't ya? XD This is coming along really nicely.
#73
Posted 03 August 2010 - 02:57 PM
#74
Posted 03 August 2010 - 04:03 PM
#75
Posted 03 August 2010 - 04:53 PM
Would the rings be done in two parts, one half behind NiGHTS and one half on top? If that's the case, it would just be another pickup item, albeit with extra steps.
Not sure what you mean by this.
#76
Posted 03 August 2010 - 08:20 PM
Sorry! Reading back, it does make no sense.Not sure what you mean by this.
I was wonder how you'd do the rings that NiGHTS flies through. My guess is that there would be two sprites involved, one on a layer below NiGHTS and one above, so the two halves come together to create a feeling of depth. Does that make any more more sense?
#77
Posted 03 August 2010 - 08:56 PM
#78
Posted 04 August 2010 - 04:49 PM
#79
Posted 04 August 2010 - 09:58 PM
#80
Posted 05 August 2010 - 03:54 AM
...I don't suppose you'll be bringing this project open-source?
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