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Take a journey across infinite lands, explore the darkest and most comprehensive dungeons your mind can create.  Customize your character from hundreds of morphs, hair styles, clothing options, and even give your character a personality.  Battle fearsome adversaries in hand to hand combat, sail ships across vast oceans and brace yourself for non-stop action.  Play our official campaign or create your own worlds and play with friends.  Featuring a real time and optional turn based mode with table top style dynamics, role the dice and see if you will be victorious.  Be the dungeon master and engage players as they journey into your world in real time, place your arsenal of enemies, monsters and deadly traps and reward them for victories.  Featuring music by Ivan Torrent and an Original Score of over 100 sound tracks, precision photo realistic textures, a procedural open world and landmark generator to create your world of any size, you wont settle for any other epic role playing game again.  Unlike any role playing game before, this will push the limits of imagination and the only limit is your imagination. Epic role playing game that will set a new standard in role playing for years to come.

 

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Well, we have done up the first water and ice textures.  At first we were thinking PBR Specular material, but, there is something additional that looks great when water has that metallic feel.  If you like the water, please comment on it, if not please say why not.  I am just getting a feel for what the overall impression is on our water done with a metallic specular look:
 

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Not to long ago we announced World Max for Unity edition.  I thought this would deserve some explanation on the system, what we are aiming to achieve as there have been some questions regarding the procedural and technical aspects of World Max for Unity.  

"World Max" is not just a procedural terrain, city and dungeon editor plugin.  It is a complete fantasy world generator plugin.  The goal is to allow for world and scene generation in Unity.  How is this achieved?  When the plugin is complete there will be a menu that you can access in Unity.  On the panel you can select various options, enter in world size, max elevation and declination.  The generator will produce a database with various vector, elevation and seed data.  It will also produce a 2D topographic map with links that when clicked in game that are connected to the appropriate data in the database, will access that data, and procedurally generate the scene.  The scenes will transition to the next scene according to the boundary location in game of the prior scene you are transitioning from.

What are the features in "World Max"?  First, "World Max" features all content necessary to quickly and easily produce a fantasy game of your choosing.  This includes all assets, textures, models, sounds, scripts, special effects, and all content will be expanded over time.  Menus are included and can be easily modified to a custom look.  "World Max" is also a fully featured procedural fantasy world generator, the menu being accessed from inside Unity.  Second, game mechanics, timing, are all gone.  Fantasy games are wide and varied.  To include the most options, "World Max" is designed with a turn based, real time mode.  "World Max" is also multi-player or single player.  Game mechanics, such as combat, travel, timing, are all unique to the "World Max" system.

Can "World Max" be used commercially?  Yes.  When you purchased the full edition you will have a indie license, professional license, and enterprise license.  Indie license allows for unlimited production by the individual.  A professional license is good for small teams up to five people.  A enterprise license is for larger companies who will be using "World Max" in a team larger than five members.  The professional and enterprise license are only useable with Unity and Unreal professional edition or higher and one major difference is the multiplayer setup.  Indie only allows for smaller network games, professional and enterprise allow for massive multiplayer projects.

What are the technical requirements?  Obviously, familiarity with Unity is a requirement.  However, the in depth knowledge on programming and features of Unity is not.  What do I mean?  "World Max" is designed to eliminate much of the programming work.  Technical issues like multiplayer are already done in scripts, attached to objects and ready for game play.  The database, media assets, already done and provided for.  Most of the work will be spent in designing the world and story line compared to programming and creating the world.  While you will have to modify certain maps for special purposes, you will not need to create your entire game world as that is done by entering parameters and procedural generation.

What platform is "World Max" for?  It has varying levels of quality and size on all media and is designed to compile for PC, Console and Mobile platforms such as Android, iPad and Windows.  "World Max" will not compile for smaller phones and devices.

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After some messing around with B2M, finally got the textures detailed and looking good.  You can see one of our dirt textures at 1k the final materials include mobile 1k-512 and standard to high shaders' adding 2k textures:

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Also got our temperate pine imported for mobile, 6p x 1k with 2 LOD's:

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Standard Trees will be 10p up to 2k quality and High Trees will be 14p up to 2k quality!  In a few days should have enough terrain textures to begin procedural world generation scripts.  So stay tuned!

After some discussion we are doing a World Max for Unity & Unreal.  Now the implementation will not be the same for the procedural terrain generation in Unity.  Instead the engine will create a world with varying scenes since Unity lacks the infinite terrain with portals.  This will be a complete RPG creation kit, PBR Textures, Interfaces, Models, Scripts, Data, Music, Sound, Special FX a complete plugin with varying generation options, mobile, standard and in game options.  We will be focusing on mobile, standard, and maximum media for in game quality options.  The style of game play will be similar to Infinity Engine Baldur's Gate, Icewind Dale, Pillars of Eternity but with 3D Camera and Controls like Neverwinter Nights I & II.  The price we are settling on will be $499.99, and about 299.99 for upgrades to other versions in the future, expansions in the same version will be free.  Will not include World Max - Civilization or World Max - Dungeons the city and dungeon generator expansions.  This will be made available on the Unity Asset Store.  Here are some things we will be including:

8 x Beach Textures 256, 512, 1k, 2k

8 x Dirt Textures 256, 512, 1k, 2k

8 x Grass Textures 256, 512, 1k 2k

8 x Snow Textures 256, 512, 1k, 2k

8 x Rock Textures 256, 512, 1k, 2k

8 x Stone Textures 256, 512, 1k, 2k

8 x Water Textures 256, 512, 1k, 2K

8 x Animated Textures 256, 512, 1k, 2k

32 x Architectural Textures 256, 512, 1k, 2k

32 x Dungeon Textures 256, 512, 1k, 2k

3 x Fantasy GUI Interfaces

16 x General Music Scores

16 x Combat Music Scores

16 x Ambient Sound Effects

64 x Fantasy Sound Effects

32 x Special Effects

32 x Tree Varieties

32 x Plant Varieties

6 x RPG Character & 16 x Monster Models

  • Leather, Studded, Ring, Chain, Scale Armor Sets (Helmet, Neck, Shoulders, Arms, Wrists, Hands, Upper and Lower Legs, Feet)
  • Blunt, Bladed, Missile Weapons
  • Varying Clothing of Multiple Fabric Types
  • Complete Fantasy Animations

8 x Animal Models

8 x Wild Life Models 

32 x Furnishing Models (Tables, Chairs)

16 x Placement Models (Chests, Crates, Barrels)

All multiplayer, camera, game mechanics, interface, persistence, and data scripts included.

Plugin that generates the persistent world with all scenes, mobile and standard options.  Does not include World Max - Civilization 

Release will not occur until Speed Tree 8 for Unity is available to keep things consistent with PBR work flows.

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The original trees were crappy looking so =went out, examined local pines, and drove to a forested area and came up with much better, more realistic pines.  All pines are 12k with 4 LOD's.  The textures are 2048 x2048.  I am looking to expand the variety to about 128 pine variants from lush and full to stripped, with bark mold, sap marks, and various other components.  Heres the new models!

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Looking great!  Check out the hobbyists classified as I am needing more artists in general to expand our library to about 1000 Pine, Oak, Maple, Birch, Palm, Tropical trees!  Needing to do a lot of ferns, plant life, vines, flowers, etc.  Need to do a massive library of all these for World Max procedural terrain generator.

So here are some plans for Heroes & Legends:

 

Advanced Character Creation option similar to the sims but far more advanced in clothing, skinning, faces, etc.

Actual Fluid dynamics, lava, under water utilizing gpu processing with physics according to under water immersion

Actual weather, temperatures, survival such as camping, clothing, shelter, hypothermia, etc

Sickness.

Snow accumulation and melting.  Rain puddles, mud, quick sand etc.

World Max and a SRTM compatible database capable of generating worlds the size of earth, larger or smaller and generating a planet earth up to 2M resolution

Real combat, no more hit points but instead a system that qualifies injuries based on hit location and armor.  Takes into account material of the armor.

16th, 17th, 18th Century Sailing Ships trade and combat.  Actual hull material and hit dynamics system, no more hit points, 1 hit could sink your ship or 50 hits could do a lot of damage.  Actual flooding and displacement physics.

Latitude and Longitude coordinate system.  Use of a compass may be required when navigating the world.

Smaller bugs, low poly such as mosquitos, flies,  knats, lady bugs, and other various critters.  Aves, or birds, that fly or pirch on branches.  Fish, perch, trout, piranha, bass, jelly fish, sharks, and various sea fish.

Sexual interaction and nudity.  Explicit, and all inclusive.  Use your imagination.

 

I am looking for other suggestions in game development to make this a RPG game for the ages.  Please post comments and suggestions here in this topic and follow along as we develop more and soon will be coming in game screen shots!

Well, investing in iClone has really paid off.  As of March 1st, 2018 we will be posting our first character clothing and hair products in a complete set on iClones CC2 store.  This will feature all the hair styles, clothing, armors, pubic and body hairs we will be using in Heroes and Legends.  In our second quarter we will be posting company profits and be on our way with several modular products including a couple company proprietary products under patent and copyright of Interactive 3D International.  I want to extend my thanks to David Sullivan for his programming skills and willingness to learn how to generate clothing and props for iClone and Unreal 4.  Special thanks to our Music Team, Teemu Hanninen and Sterling Downer for writing our original scores.  While the music is still in production this will be an immense profit boost in the Unreal Market and a awesome CD seller.

 

Just take a look at our Faux Leather Glove for iClone CC and iClone 7!

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Saturday, January 27th, 2018, I began the procedural terrain generator development in Unreal 4.  With over 1000 terrain and architectural textures processed, I thought it best to begin getting something people could see.  The procedural terrain plots vectors in a database that can be used to create topographic 2D maps and generate procedural terrain in the world engine for Unreal 4.  The vector database can also be used in other programming languages for other programmers wanting to create procedural terrain not necessarily in Unreal 4.  The vector database is compatible with G.I.S. (Geographic Information Systems) and will feature a pipeline to convert from Natural Earth SRTM database to the Vector Database compatible with game worlds that utilize 1 unit = 1 centimeter.  The reason for the G.I.S. compatibility is for future projects that utilize our Earth as the playing field.  The procedural terrain generator will feature an importer for G.I.S. or generate an entire planet in a compact vector database with many topographic options.  Being a solo developer I am estimating 3 months of development, and probably another couple in ironing out bugs and will be looking for Unreal 4 Beta Testers to give the plugin and Blueprints a test drive.

Stage 1 of the project involves acquiring assets and creating any assets needed for the game.  The project began this stage on December 1st, 2017.  Currently over 1000 landscape and architectural textures have been purchased for use in the game.  Also, the first advanced motion physics model of the Human characters began on the 5th of December.  As of this initial posting, I have done over 600 textures, diffuse, normal, occlusion, displacement, and specular maps.  As of today, January 26th, 2018, I have completed the initial nude model and advanced motion rig consisting of most the human bones in the human body that can be mapped to future motion sensors in design by Western Digital Technologies.  I have also acquired the rights to Ivan Torrents epic music scores for use in this game and am adding on our new Java developer to build the company website.  I3DI has also acquired and configured the first dedicated server that will host our content management system for the company website.

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