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Work in Progress / First World (Update)

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Pincho Paxton
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Posted: 10th Aug 2009 03:49 Edited at: 29th Aug 2009 20:02
I am currently working on an old 2002 project of mine called First World (DB Classic, now converting to DB Pro). Basically it is a cross between Star Trek Voyager, and Elite. You are lost in space, and you have to trade your way back home.. (back to First World) Here are the old graphics, which I am now improving as this was my first ever 3D project, and I was new to modelling then. The screen res in those days was 800 * 600 (seen here), the game is now 1024 * 768 so looks better just by doing that. Plus faster computers nowadays mean that I can up the poly count quite a lot.









Virtual Nomad
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Posted: 10th Aug 2009 04:29
stunning visuals, pincho. especially the lava planet; looks like my kinda town! some of the planetary rings look a little too solid but i'm expecting that's due to these being still pictures? ie, how about some free-flight video? *hint hint*

btw, i went and hunted down some of your past project, this one going back to 2002 and all. alas, everything except the (new?) art gallery is basically "no access". where's the barricadium demo, what happened to the greyhound game, etc? inquiring minds want to know


Pincho Paxton
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Posted: 10th Aug 2009 05:22 Edited at: 10th Aug 2009 05:33
Sorry.. I thought that the Barricadium Demo was still online. There used to be a First World demo too, that might even be online too. My old Internet provider might still have them. They tend not to take stuff away for years after you leave. I have been working on many projects over the years, and a lot of them are not even in the WIP Forums..

3 lottery Predictors (Finished)
Greyhound Racing predictor (Finished)
Classic Greyhound Racing (Not Finished)
A Poker Game (Mostly Finished)
A Computer Generated Random Story Maker (Finished)
A Jack The Ripper Game (Early Stages)
Krait (With Van B as the Programmer) (1 Level for competition)
A Pinball Game (Early Stages)
A Tarot Card Game (Drawing the cards took a long time.. hence not finished)
Party Games (finished)
A Board Game crossed between Mario Party, and Monopoly. (Early Stages)
Barricadium (Not Finished)
A Magic Potion Game (Early Stages)
Art Gallery (Almost Finished)
Acquire (Early Stages)
Wulf Atac (Sort of Sabre Wulf ... Early Stages)

Plus a few tools like Building generators, and Explosion Generators.

But also improving my Photoshop, and 3D modelling skills.

Barely a day goes by without me doing something game related.

Anyway.. First World is my sort of 3D modelling game, and my new ships are way improved. I think that most of my projects go on hold due to me having to learn something new, or improve in a certain area.

Oh yeah.. First World went on hold because I couldn't figure out how to texture the planets without them distorting the texture.

Velonski
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Posted: 10th Aug 2009 08:18
Screenshots look very promising. The graphics is outdated, but it does not frighten me. I am the fan of old games. I recommend to continue development of this game, "First World".

Be cautious, DB Classic is very choosy. Scenes with a lot of polygons will be processed very slowly. Do not use complex 3D-models. Faster computers can slowly work too in DB Classic. Game with such graphics should not have high system requirements.

I hope, the first demo will be soon published. It would be desirable to look at all in action.

Good luck.
zzz
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Posted: 10th Aug 2009 13:50 Edited at: 10th Aug 2009 13:53
Looks really good for being your one of your first 3d projects!
Back in 2002 I had never even heard of a variable.
I can't wait to see how you'll improve it. I don't think you'll
have to add more polygons though, try improving the textures first.
Good luck!

Pincho Paxton
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Posted: 10th Aug 2009 14:50
Quote: "Looks really good for being your one of your first 3d projects!
Back in 2002 I had never even heard of a variable.
I can't wait to see how you'll improve it. I don't think you'll
have to add more polygons though, try improving the textures first.
Good luck! "


Yeah, the textures need improving. I didn't even have Photoshop then.

Serial Velocity
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Posted: 10th Aug 2009 15:21 Edited at: 10th Aug 2009 15:25
Looks great! Love the textures you've got there, cant wait to see higher res ones. Good luck

Quote: "Back in 2002 I had never even heard of a variable."

LOL, back in 2002 I only just found out what a computer was

greenlig
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Posted: 11th Aug 2009 08:11
Looking good Pincho Haven't seen a lot from you in a long time! I was striker25 on the RGT forums

What did happen to the greyhound racing?

Ah 2002, that was 3 years after I discovered DBC.

Greenlig

Blender3D - CS3 - VISTA - DBPro
Garion
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Posted: 11th Aug 2009 12:53
Wow! I love anything here, and the graphics especially, I personally even wouldn't like it changed. It looks great IMO
Crazy Ninja
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Posted: 11th Aug 2009 14:18
You had me sold with Star Trek Voyager. Hope to see more of this, it's looking pretty neat so far.

Pincho Paxton
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Posted: 11th Aug 2009 15:22
Quote: "Looking good Pincho Haven't seen a lot from you in a long time! I was striker25 on the RGT forums

What did happen to the greyhound racing?

Ah 2002, that was 3 years after I discovered DBC.

Greenlig"


Thanks! Yes we started a team project, I can't even remember what it was. The greyhound racing went on hold whilst I thought about how to do the greyhound shadows. I used DBC before 2002, but only worked on 2D games.

Quote: "Wow! I love anything here, and the graphics especially, I personally even wouldn't like it changed. It looks great IMO "


Thanks! Just higher res, and new ships. The old ships used to take me a day to make, but the new ships take a week. That is an indication of the improvement. I would love to show you a picture of one, but I think it's better to see them in the game. They are something very different to the norm.

Quote: "You had me sold with Star Trek Voyager. Hope to see more of this, it's looking pretty neat so far."


Thanks!

Pincho Paxton
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Posted: 23rd Aug 2009 05:38
A bit of experimenting with planet textures has led me to this sort of style...



Pincho Paxton
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Posted: 23rd Aug 2009 18:56
The first of the new ships, and improved planet texture (I forgot to put the sand on the last one).




Serial Velocity
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Posted: 23rd Aug 2009 21:27
Great work there, love the new ships and the new planet texture.

Pincho Paxton
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Posted: 23rd Aug 2009 22:13
Thanks! Not sure how I am going to create 10000 planets yet!

Garion
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Posted: 24th Aug 2009 00:12
The ship looks awesome
Pincho Paxton
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Posted: 24th Aug 2009 00:29
Thanks! It's quite low poly.

Pincho Paxton
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Posted: 27th Aug 2009 20:34
Started making it in DB Pro now. Screenshot...





Pincho Paxton
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Posted: 28th Aug 2009 03:23
Got most of it working now...



JLMoondog
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Posted: 29th Aug 2009 09:58
Is that procedural? If so, I tip my hat, extraordinary!

The look of the planet fits the game's style very well. Good work.

So many space games being produced, makes me want to start one of my own.

Pincho Paxton
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Posted: 29th Aug 2009 16:06
It's just a planet texture at the moment. Still thinking about how to do the 10000 planet system.

Serial Velocity
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Posted: 29th Aug 2009 17:29
Quote: "Still thinking about how to do the 10000 planet system."

Unless you want some planets to have the same textures, I would figure out a way of proceedurally generating the planet textures as making 10,000 textures isnt fun . Generating the actual positions of the planets should be easy, what you can do is generate say 1000 solar systems with 5-15 planets, for each planet generate its properties say the orbit distance, size, whether it has rings etc and save it to a universe file. Now, when a player starts the game, the game opens the universe file and finds the systems nearest to the player and loads them in with the planets.

Pincho Paxton
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Posted: 29th Aug 2009 19:31 Edited at: 29th Aug 2009 19:34
Yeah nasty problem.

Finally managed to get the normal map working. You can land inside that ship by the way. It is your docking ship. It's fun docking!!!



Pincho Paxton
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Posted: 29th Aug 2009 19:50 Edited at: 29th Aug 2009 19:58
The texture on the ship is only half done, but you get the idea of how docking works...




This docking sequence is the reason why the planets have to be huge, with huge textures, so that you can have a ship large enough for the camera to fit inside nicely. When you are inside it is almost possible to turn around, and fly out again which is really big, you can also choose where to land the ship. Not sure if I will allow all of that freedom however. It could take too long, and get boring. In Elite you just switch to buying mode.

MaRo
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Posted: 30th Aug 2009 00:16
Looks really good. Can't wait till it's textured completely.

As far for the docking itself...IMO you should make it automatic, when the player is close enough to entrance an automatic sequence of docking ( switching to autopilot or something like that ) begins, this way you don't have to worry about camera collision and view which will be pretty bad in such a small space.
Pincho Paxton
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Posted: 30th Aug 2009 03:25
Quote: "As far for the docking itself...IMO you should make it automatic, when the player is close enough to entrance an automatic sequence of docking ( switching to autopilot or something like that ) begins, this way you don't have to worry about camera collision and view which will be pretty bad in such a small space. "


The space is big, in the picture the camera is still quite far away. Anyway.. hitting the sides just drains your shields, but you will die sometimes. You can buy an automatic landing system later, this landing system also allows you to land on the planets. Landing on planets is automated by law to prevent terrorist activity. You only need to land on planets without docking stations anyway.

Pincho Paxton
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Posted: 3rd Sep 2009 05:01
Similar shot to the last one with more texture work done on the ship..



Zotoaster
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Posted: 3rd Sep 2009 05:04
Looking nice mate. If you're interested, I made a random planet generator (in Code Snippets) that you might like to use for your 10,000 planet thing.

It's pretty slow though, unless you don't want much detail on the planet, in which case it's alright.
JLMoondog
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Posted: 3rd Sep 2009 05:18
A good normal with a single intense lightsource(star) would really make these ships stand out.

Still, this game has a unique style that really appeals to me. Good stuff.

Pincho Paxton
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Posted: 3rd Sep 2009 05:19 Edited at: 3rd Sep 2009 05:26
@ Zotoaster...Thanks! I will try out your planet generator!

@ 3DMaster.. I know how to do a bump map normal, haven't tried a light sourced one yet (although the planet is lightsourced, so I guess I did it without knowing it). Need to add the normals to the ship next.

The Goldorak
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Posted: 4th Sep 2009 15:21
Really good work Pincho Paxton !

Keep it up !

Darkbasic is great !
Pincho Paxton
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Posted: 6th Sep 2009 17:17
The SpaceStation with Wireframe, and looking down you can see inside the computer room where you log on to buy stock....



Pincho Paxton
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Posted: 7th Sep 2009 04:23 Edited at: 7th Sep 2009 04:27
Render without the wireframe. The lightsource is actually painted on. (Just a habit from DB Classic.)



Pincho Paxton
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Posted: 7th Sep 2009 05:24
Ingame........



StevetS
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Posted: 7th Sep 2009 15:00
This looks fantastic!!

Frontier Elite 2 was one of my favourite games (despite all the bugs) and this reminds me of it a lot, though First World looks a lot better.

Looking forward to seeing this one develop.

I see you've set up a thread in design theory for planet generation and there are some interesting responses with links to possible solutions.

I'd write a separate program to randomly pre-generate the planets using some basic rules/limitations. You could then output a file for use in your game with the necessary data, rather than having your main game code generate it every time the game loads. You could set limitation for number of planets per system, satellites, orbiting distances and speeds, etc, and have the generator run through the iterations (to make sure you have no catastrophic planetary collisions within a system(!!)). This assumes you're planets will orbit(?) would be easier if they're just static.

An old Atari ST and Amiga game called Damocles had a basic but very well done orbiting planetary system. Maybe have a look at it.

I wouldn't see too much of a problem with limiting the planet textures - you don't need too many to give a sense of variation, especially when you'll generally not be looking at two planets close together on screen. Both of the games I've mentioned above had simple coloured planets.

Your logo's and sig also look very polished and professional.

Pincho Paxton
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Posted: 7th Sep 2009 15:22
Thanks for all of the ideas, and input. There are also other problems like landing on the planet. I want the 3D landing model to match the planet texture for absolute realism, so that's going to be a problem too. But the fact that you can start thousands of miles away from a planet, and pass huge ships, and space stations, then reach a planet, and then get right down to the 3D trees is my main goal for the game. That zoom effect will just make it feel more real. Like the detail that I am adding here.....



Look through the windows.

Mazz426
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Posted: 7th Sep 2009 18:16
YAY intergalactic KFC
i like the space ship but the front texture looks a bit off

some have greatness thrust upon them - W. Shakespeare
Pincho Paxton
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Posted: 7th Sep 2009 18:48 Edited at: 7th Sep 2009 18:51
The front, or the back? The back is the KFC side, the front is silver. The back will automatically fix itself when I add the normal map, because the current problem with it is that it is flat.

The front doesn't match the back because it is like a lorry, and can change its cargo for other rear designs, like pulling a fuel container, or a shipment of computers.

Mazz426
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Posted: 7th Sep 2009 19:48
ahh okay that makes sense, good work

some have greatness thrust upon them - W. Shakespeare
Van B
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Posted: 7th Sep 2009 20:01
Looking cool Pincho, good to see you getting into DBPro at last .


Health, Ammo, and bacon and eggs!
Pincho Paxton
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Posted: 8th Sep 2009 01:56
Yeah, it's great to have the extra graphic capabilities. I need to learn a few things about shaders really. It would be nice to fly down and have a moving ocean etc, but I doubt that I will learn everything for this project.

Azunaki
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Posted: 8th Sep 2009 04:18
evolved has some nice shaders you could use.

http://evolveduk.googlepages.com/Shaders_BumpMapping.html

they aren't to hard to implement. (i would suggest using an LOD sorta system for when you get up close to ships. that is if you ever do get up close to the ships)

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Pincho Paxton
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Posted: 8th Sep 2009 04:29
Thanks, that saves a lot of time. Means that I can concentrate on getting the gameplay right.

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