Game project : naga quest (collab)

Just a loooong copy and paste of what i did so far from the other forum. so, there :

Hello folks, i decided to create a new thread for to bring all my current works here and show some of my progress of these. Of course, you’re welcome to help me creating some 3D models for to bring more 3D asset to use.

First, i will show you some of inspiration i did got for to make naga quest, i will call the first section a wall of inspiration, you’re welcome to suggest me any game, movie, artwork and even video from youtube or other site.

Secondly, i will post the rough idea i got for the story and gameplay, you’re welcome to share your idea for to improve them.

In the third place, i will post some contraints for to make in the good weight for to download the game.

And finally, i will post some models i managed to create, you’re welcome to share your model here too as well giving some fixes on the 3D model i did and other people.

ok, there the information !

Wall of Inspiration :

there my inspiration i did got for most model i did and what it would look like for our game :

breath of fire 4 for the isometric view and some gameplay :

breath_of_fire_4_ps_lr_1.jpg&stc=1

vagrant story for full 3D gameplay and real time fight :

53333-Vagrant_Story_(J)-3.jpg&stc=1

Darksiders for the epic boss fight :

Untitled-1.png&stc=1

solatorobo for his impressive large amount of details that make it very believable as well for his story telling :

Shephard_Republic.jpg&stc=1

final fantasy IX for his environement and universe :

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it’s all for moment, now let talk about the story i had for our game :

the pitch :

snip

i will rewrite that part later.

ok, now let talk about contraints that we will do or i will :

the contraints :

the game will be created for computer but with the same contraints from playstation, almost like it was created for playstation 1. so, there what we should do use as contraints :

the 3D characters should be done around 1000 triangles, the textures could use the 128x128, in some case, we will possibly use the 512x512 for some case like huge boss or big monster. you’re welcome to split alot of textures for to increase the amount of details on the characters or monsters. we will use only 256 colors per texture. this way, we will save alot of memory.

the level should stay simple but detailled like vagrant story or breath of fire 4 does.

we could use the same trick than square enix for splitting alot of CD like final fantasy IX for example. but the goal will be less than 3 CDs if not, a 4 CDs will be ok.

well, it’s all for moment, now let me share what i’m done so far :

the assets games :

i did restarted the first module which it’s a wall with a bit of green because of vegetations.

modular_1_v2.png&stc=1

first version of tile ground, i don’t know if i do it well but i was based on some ancient tile done during medieval time.

modular_2_v1.png&stc=1

there how the module would look like now :

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there an example of what is my goal once it’s ingame, for the moment, it’s a mockup done with photoshop, it will have too many errors by the way ^^;

well, there how it look without all the FX :

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and with FX :

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there the file that you can mess around and of course, any feedback is welcome :
https://dl.dropbox.com/u/14183130/low_poly_pixel_art.rar

the naga / main character :

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and there the download content that you can check how it look like, you’re welcome to give me feedback or critique or even too you can use it as a SDK training for only texture :
https://dl.dropbox.com/u/14183130/naga_quest/naga_quest.rar

the “Catoblepas” (it’s dezhand fault ! XD )

i will upload the 3D model later, so you can check and edit my 3D model for to improve it.

the lizzard warrior monster :

a first rough model of lizzard warrior, still alot of work to do…

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female mouse :

https://dl.dropbox.com/u/14183130/naga_quest/female_mouse.png

you can take a look on there for the female mouse : p3d.in - female mice naga quest

ok folk, there is some progress i’ve made but as you might noticed, i had some trouble designing the various characters :

spider monster :

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and then the chest with a first try of painting :

treasure_chest_2.png&stc=1

and so, there is the main character that i still keep going working on :

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and you can mess around with this SDK of main character because i’m not good enough with rigging and animation stuff :expressionless: (and you can even edit the textures)

https://dl.dropboxusercontent.com/u/…_character.rar

some progress of the insect people i’m working on, for moment it doesn’t have any texture and i don’t have yet add the clothes stuff.
[sketchfab]zm7AsIH3tYHsEWH2GozxGaMKdLQ[/sketchfab]
insect_people1.obj by allaze-eroler on Sketchfab

well, now the news stuffs i’m doing, first, the musics i made recently that you can listening there :

despite my deafness, i managed to make some interesting musics and i hope you will enjoy them !

for moment, i have nothing much to show because i’m redoing the main character design and decided to go more stylized version like tales of serie or other RPG games does.

Ok peps, there a small progress I’m working on the menu system that you can see there:

http://www.allaze-eroler.com/web_menu_test-1_Data/web_menu_test-1_Data.html

Normally, the characters you see are place holder since it was made by a very talented cookiehana and I did got her permission to use her art. So…

And there the mockup I did which you can see there:

What it did disappoint me is that I couldn’t get the blur effect from unity because it require to have unity pro… Which I couldn’t afford it… :expressionless: Oh the background you see there is from this place: Adventure RPG :GAME MOCKUP: by TimJonsson on DeviantArt I got his permission for mockup the menu by the way.

the last one is a copy and paste from this : Save Point concept idea. (need help) - Rendering - Unreal Engine Forums

I recently started migrating my game project to Unreal Engine 4 because I found out it’s more easier to work with than unity 4.6. So, at the moment, I only have this idea of save point concept I have, I do plan using the particles effect because it seem easy to use. Unfortunately, I’m at the moment got stuck with some problems I’m facing… There the pic that i drew:

There the full concept art:

7837a2c3cc2da2735e858d5c32def2bcfff67000.png

As you can see, it have some complexity to get rendered into UE4 that I wasn’t able to achieve it… Not yet.

Hello, I apparently forgot to share the new version of the main character for our game, feel free to give me any feedback, as you might see, it’s still in WIP.

[sketchfab]7e0eb92b105a44d3a5e4540223c20537[/sketchfab]
Naga Quest Main Character V.2.0 by allaze-eroler on Sketchfab

Oh and you’re welcome to download it and do some edit if you see any problem or you can even animate this character, I’m very bad at it because I don’t know how to properly rig it! XD;;;

the last copy/paste is from that thread i opened up from there : Save Point concept idea. (need help) - Rendering - Unreal Engine Forums

I recently started migrating my game project to Unreal Engine 4 because I found out it’s more easier to work with than unity 4.6. So, at the moment, I only have this idea of save point concept I have, I do plan using the particles effect because it seem easy to use. Unfortunately, I’m at the moment got stuck with some problems I’m facing… There the pic that i drew:

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There the full concept art:

save_point_concept.png&d=1422896352

As you can see, it have some complexity to get rendered into UE4 that I wasn’t able to achieve it… Not yet.

And there the texture I already made which you can experiment with it :

SavePoint1.png&d=1422896407

The pic is separate by channel because it will save me alot of ram and draw calls

So far, I managed to get it :

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I used 3 static meshes and one particle emitter which it’s already good enough but as you can see, I’m still far away from the result I wanted.

I’m hoping you will be able to give me some hints for making this save point working!

it’s all for moment, i hope you will enjoy it.

I don’t think games are sold in CD-ROMS anymore…

Great stuff man! Keep up the good work!

I’m a total fanboy for Vagrant Story and Breath of Fire. Real excited to see what you can

hello folks, it’s been a while I haven’t posted anything new, so there :

First of all, one of my team managed to put all my RPG project on github so, everyone could join and contribute it, you can even fork it :smiley: There the place where you can go : GitHub - no-frontier/Naga_Quest: game project

And so far, I also create a wiki from the same site which you’re able to see there : Home · no-frontier/Naga_Quest Wiki · GitHub for the moment, only characters is done despite it’s still in work in progress…

I created a trello that you will be able to follow the roadmap of our game project : Trello

oh, speaking of one member of my team, there how it happened :

I meet a new person during one of my streaming at www.picarto.tv which it’s a wonderfull place that is equivalent to livestream or ustream but specially made for artist! Well, he will work on the code part of our RPG project!

and finally, remember the pause menu I imagined? It’s now in progress which you can see there:

As you might noticed, I’m trying to figure out how to fox the size of the statsUI in the menu… well, feel free to check the github so, you could tell me how to fix it. :slight_smile: