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RuinValor - Birth of Talos

RuinValor: Gorgane Work

Posted by , 27 May 2013 - - - - - - · 544 views

Been a while since I showed the progress on the gorgane here is our newest video:

Let me know your thoughts!

RuinValor - Water Additions

Posted by , 20 May 2013 - - - - - - · 820 views

Most of the core code for the movie and kickstarter process is in place. While I am busy plugging away at other things such as art and concepts the coders have been fine tuning some things:

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This is a very limited version of the dual contouring equation we are using for smooth land. With the help of another Gamedev'r we were able to get the depth of water working. Some tweaking is needed for sure but you can see it is already looking GREAT!

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It is not all work though... some times we take dips in the pool

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Gorgane Armored

Posted by , 19 May 2013 - - - - - - · 578 views

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This is just the basic armor, no textures or any form of normal mapping... but i think it looks good so far

Parallax Video Art v1

Posted by , 12 May 2013 - - - - - - · 528 views

Parallax Video Art v1 So the art has changed considerably from when I first started but.... the idea is that we will use a script and mimic the common parallaxed video for the lore. I figure I can make some quick sketches and put them together to make a very good lore set.... that will explain the story and save us time of trying to do all the animations and such.

The purpose of these videos is to increase the awareness of the depth of our game as well as enrich the player experience with the development process. As an additive bonus these art pieces will be part of the kickstarter project as well as the art book that we will be creating. Right now I have completed two of the 15 images needed to make the first video. The script from that video is here:

In a universe beset by chaos and uncertainty, an unexpected guest to the realm of Valor would forever change the course of destiny

Saldarine, a mighty being of untold power, by pure circumstance would find himself upon this realm.

His first creation would be the dwarves. Born in the depths of Mount Duralth these beasts would be cast amongst fire and stone.

Uneasy and uncertain as to what steps to take next, Saldarine would fulfill a desire to be connected with his creations.

It is from this thought that the idea of a stone to control all beings would be born, and from that day forward the stone would be known as the, “Source Stone”

Time would pass and what seemed to be only a matter of moments would fade into a millennium. The Realm of Valor vastly different from the days of old.

Life was thriving in the Realm of Valor and the chaos that once plagued the land has subsided.

The realm would flourish and Saldarine would grow closer to his creations because of it. He had chosen an Avatar in which he would call his son. Trabior

As with all things that obtain ultimate power if the vessel in which the power is bestowed is not worthy it will turn to corruption.

Trabior, sick with power would fall from his father’s grace.

Saldarine, desperate to reach his son before it was too late attempted to curb his behavior and persuade him from the side of evil.

Yet all the power in the realms could not bring Trabior to reason and Saldarine was left to weep for favored son was no longer his.

As any father might feel towards a son, Saldarine could not bring himself to end Trabiors life. Instead he sought to correct the problem in another way.

Trabior gained his powers from Saldarine himself. If Saldarine was to sever that bond and remove himself from the realm than his son, no matter how corrupt and void of reason, could no longer terrorize the world.

Desperate, Saldarine would bind his essence into 7 books thus removing himself from the realm. These books would be later called “The Source of it All”.

Each of the seven volumes containing a different reading that when spoken together could bring back the father of us all.

I have gone through several iterations to get to where I am now with the second one... but I think I am close to finished.

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Last but certainly not least, our AI has been playful and enjoyable to work with. Telanor has them attacking and following you as well as following wavepoints created or dropped by an admin. There is some tweaking needed for sure but the basics are there. During some of the testing I spawned 15 of those little buggers and they started to from a gorgane pyramid to punch my face! It was cool because they got stuck on a ridge and then jumped on top of their head. At that point they started jumping up and down while on top of one another to launch themselves at me... it was.... not planned nor was it coded that way but god damn if it didnt look like they were intelligent!

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On the backend we have been cleaning up the network code as well as working on finishing the marching cubes algorithm implementation. We have learned the process requires octrees but for us to get this out in time for a late may or early june kickstarter we do not have the time to add octrees. *shrugs* oh well... we will do it after the kickstarter!

Fun with AI?

Posted by , 01 May 2013 - - - - - - · 580 views

This week we have been working with the ai. This is a funny video associated with our gorgane and trying to get this to work!

RuinValor - AI Work

Posted by , 28 April 2013 - - - - - - · 1,039 views

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You have heard of where is waldo..... well this is the game called "Where is the gorgane", click the spoiler below to find him!


In case you are wondering, he is under the world! Telanor is working on getting the AI working and we are having some interesting issues. At one point the AI would run up to telanor, turn its back and shake its bum at him.... while funny it is certainly NOT what we told it to do!

Relearning to draw

Posted by , 27 April 2013 - - - - - - · 1,720 views

Things have been rather silent. I have been taking a course on Radio Waves and the management of them through a new system ( not really new but they call it that ) called CBSP ( commercial broadband satellite program ). If you are wondering why the hell I am doing that... my real job is an IT with the USN so I get stuck doing some odd things here and there. Anyhow, I finished the class this friday and in doing so purchased a new toy as a reward!

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The device on the left is a CINTIQ 24HD , and while some of you might be saying "Why didnt you go with the 24HD Touch?" I did not go with it on purpose. The price is not the issue rather the reviews were. People were saying that the pad picks up your palm and moves the display or that the controls were wanky and put together in a non intuitive manor. I felt it safe going with a system that I knew was tested and not the first line of a companies attempt at getting into the touch market.

Initial thoughts:
I got out of class and waited anxiously by the door for the UPS man to arrive. Every sound of a bump of the door or a bump outside had me running like a kid to a window to see Santa Clause! My wife laughed and said "I have not seen you this excited in some time". When the guy arrived he was carrying this box and as he walked up the 3 flights of stairs ( poor man ) the size of the box became more and more alarming. I realized this was going to be one HUGE device. After getting it in and signing for it I had to call my roomate in to get the device out of the box. 85lbs for a monitor and a fear of dropping it ensured that I used somebody else ( plus the picture on the instructions notify you to grab somebody else! )

Initial Problems:
Having never purchased this device before I ran into three initial issues.

1) A place to put this big beast!
2) It requires another DVI hookup... ( i already have dual monitors )
3) It needed to have a protective shield put on. ( i planned for this one... kinda )

I quickly removed the things from my wife's desk and placed them on the kitchen table. She looked at me with bewilderment but knew that it would make me happy so she went about making lunch! I rushed her desk over to my current location to create a L shape. ( mind you I actually have a $500 L shape desk that is full glass. I have yet to put it up in the new apartment seeing as we just moved )

Problem two was more of an annoyance that a problem. I removed the DVI from the second monitor on my right and changed the desktop layout to match the new configuration. I will go into work on monday and get a dongle to split the second DVI connection to two monitors. On second thought I did read something about a display port cable but I have yet to mess with that.

Lastly, the shield was not easy to put on. To clarify, I suck when it comes to do this for small screen sizes you can only imagine how badly I suck when it comes to 24" displays! There were bubbles for days and it took three of us to get them all out after 1 hour! At one point we found a dust particle that had made its way to the corner so we spend another 15 min trying to get that out without causing more particles ( we failed ). Finally after 20 minutes and 1 ream of scotch tape the damn thing was on!

Work so far:
I spent the better part of last night fighting with the tools and learning how to draw with the pen. It is odd for me because I have 18+ years of using a mouse to do things and the workflow, while faster, is odd to me. I have read many reviews and people just suggest using it more so that you become familiar with the layout and settings. If anything I have noticed that my workflow is faster and that putting ideas down are as fast as putting a pencil to paper.

This morning I woke up early to spend some time with the device and started in on the tutorials from "Digital Tutors". Again, I know how to draw already but figured going through some of the lessons with a tablet would be beneficial to me and my learning process. I chose something that interested me which just happened to be the rock design class. The following are images from the three first projects in the lessons:

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Each of these were about 20 min in length and most of it was just playing with it until I got something that I thought was decent for 20 minutes. I will be going through more lessons but I can already see the difference in my turn around time for a specific project. When I learn to harness the power of this tool I would imagine putting out new work will be nearly 10x faster than the current rate.

Last Impressions:
I wish I would have had the money to do this sooner. All in all I am very pleased with this system and would encourage anybody who is serious about art to take the time to get one version of this model! You and your art will certainly improve from learning how to use it!

Gorgane 360 + Gorgane Walk

Posted by , 18 April 2013 - - - - - - · 840 views

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On top of this image I have linked you a video of the actual walk cycle! Some small refinements need to happen but I think the base movement is solid and in place.


Gorgane Rig

Posted by , 06 April 2013 - - - - - - · 1,009 views

Gorgane Rig Added the gorgane character rig. It has taken me some time to get this working as we had some issues with collida and exporting but we have confirmed the working pipeline and things are in place! I had to spend some time to rework it and test what parts/elements would and would not work with Collida. There are many errors and many Maya based tools that you cant use to get the export to work properly. This is slightly disappointing but with a bit of work ( on the back end and much later ) we could create our own exporter that would work for this. For now, we have managed to get it all in place and working! The big element now is to spawn thousands of these things and see how much lag we obtain. I have setup a fairly simple control rig that will allow for control of almost all key parts of the body.

With only 4 IK's in place this has proven to be a very versatile model. I had to also rework some of the model so that it would work with the carrying animation. More specific, I had to add fingers to the entire hand. You will notice a big long bar in the below image, that is suppose to represent a long object held in his hand and will be a good reference for when we have an actual weapon in place.

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We have added the basic animation sets to the game to prove they work, and they do! I need to keep working on the polish of them though since the games frames need to match the characters movement style. Should have a video for you guys shortly of the animation system.

In other news, we got tessellation working! Doing so can provide us with some very detailed blocks but will require some considerable changes throughout the core code. Our biggest mission right now is getting the new enhancements to play well with the old system. Once all of this is in place we will begin the process of optimization as well as setting up options for the player to downplay settings based off of their machine capabilities.

Point Light Shadows + Concept Art

Posted by , 30 March 2013 - - - - - - · 1,352 views

Point Light Shadows + Concept Art We finally got the point light shadows to work thus saving us from the light bleed that was occurring. This is monumental as it lets our torch's and other light sources render light properly. Couple this with our ability to spawn thousands of lights with limited FPS hit and we are in business!

I know you have not heard from or seen me on much this week! I have been steady learning how the collida model loader will effect my ability to create, manage, and modify our animation sets. The collida system is great but at this point it seems to be our bottleneck. I have been weighting models, rigging, setting up control schemes, and creating the core animations. This is a long and drawn out process ( specially when you are learning most of these things for the first time ). I hope to have some animation sets to show off within the coming weeks.

In other news our main set of people ( earthmark and goss ) got marching cubes to work. In doing so we found our texture array was fucked! We are going through and hand fixing them at this point but it takes time. While Goss was looking at the code he saw the opportunity to add in tessellation and he got it working! This means we can push some serious terrain detail ( for the top portion ) to the players thus aiding to bridge that gap between blocked/slanted surfaces and the smooth mesh setup we have for our models. This gives us some powerful tool as well for the ability to modify terrain on the fly!!! The end result of the marching cubes + tessellation will be amazing but will take some time. I am delaying our release on kickstarter and greenlight until these two things are in place. It is my feeling that they will be the single factor that separates us originally from the "minecraft" feel.

Lastly, we have created support for multi worlds. The main reason? In my idea of a working server ( something nobody will be forced to use ) when you die you will go to Good World, Bad World, or either of them randomly ( if you are neutral ) based off of your alignment. You will stay in that world until you find the portal to release yourself or till somebody takes your bones from the main world and drops them off at their local temple! The worlds could have other uses depending on the server they are on but this is why we added support for them.

Anyway, that is all for this week. Hope to see you guys next week and please take the time to up vote us on greenlight concepts if you have not already done so. Below you will find a screenshot of our point light system working with shadows.

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