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WIP Cryptarium (Dark Dungeon)

Discussion in 'Works In Progress - Archive' started by turritom, Nov 15, 2014.

  1. zenGarden

    zenGarden

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    The animation is unique, this looks great.
     
  2. turritom

    turritom

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    thanks a lot .. i have done the mummy modelling



    the mummy stands and walk in this video .. like limbo dance ..but this problem i have also fixed ..

     
  3. zenGarden

    zenGarden

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    The mummy looks nice.
    Still i would have wrapped it with something because it looks like a zombie instead.
     
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  4. turritom

    turritom

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    haha you are right ... we will add some stuff and bandages :)

    here are my new knight .. but wait a moment he is drunk a lot .. ok it is still weekend .. sorry


     
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  5. zenGarden

    zenGarden

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    Drunken knight :D
    Still the motion capture is really good if you used one.
     
  6. turritom

    turritom

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    sorry here i have motions used from mixamo ;) hehe ...christian have another enemy modelled ..my task are now to rigging and skinning the model and then animate and insert the ki for the enemy ..and special effects :p

     
  7. zenGarden

    zenGarden

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    These animations looks good enought.

    You are following Dark Souls designs with uniform metal and coloring , looking a little bland sometimes.
    Why not adding coloring to ennemies to bring some visual appeal instead of borring uniform metal ?
    I would give different materials colors to shields and weapons also.




    Some ennemies wearing very fantasy design armors.


    Do you use Unity 5 standard shaders ? because it looks more like some Unity 4 game.
    I don't see reflections on metal, it is hard to notice and there is no very reflectove metals like copper or silver anywhere in the game.

    Anyway you are doing great already, keep up the good work.
     
  8. turritom

    turritom

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    hi zengarden .. good idea with the colors .. i will think about it and eventually overwork my knight .. yes i use unity 5.3 and the standard specular shader .. i dont know about the reflections .. i use a reflection sphere here ..

    you can see the influence in the picture

     
  9. turritom

    turritom

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    i think .. my armor is a black armor and the most games use .. hdri maps for the reflections of the armors .. so if i set the armor in my desert level ..it looks other

    upload_2016-5-3_12-22-51.png
     
  10. turritom

    turritom

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    in the 3d view of quixel suite 2 ..it looks other ... here you have also a hdri map as reflection .. i dont know why it looks so different in unity

     
  11. zenGarden

    zenGarden

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    Good , it should look less borring and more appealing.

    Perhaps you should use the standard shader but the roughness/metallic method that is industry and tools standard instead of specular method ? Or make a test , perhaps it works better with Quixel 2 ? (i don't know as i only own Substance tools)
    Perhaps it is Quixel Suite 2 and you must change metallic and roughness maps with some blevel filter to adsjust their intensity ? Because your armor has a lot more reflective in the Quixel 2 shot.

    Did you enabled Linear and Deffered in Unity rendering preferences ?

    Anyway, your game is already looking great, perhaps you don't need to bring more polishing and put time on it in this graphic area and work on gameplay instead ?
     
  12. turritom

    turritom

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    short update ....yes i work on gameplay at the moment ..and player control .. and enemy ki .. i use deffered lighting and i use standard specular shader ..

    anyway i have made another video ..with new attacks of the mummys .. and also the drunken knight

     
  13. zenGarden

    zenGarden

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    Good work.
    The mummys still does not look mummys :p
     
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  14. turritom

    turritom

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    haha yes you are right ... the bandage armor is missing at the moment :p

    new video vs 2 knights

     
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  15. ImAldu

    ImAldu

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    This looks really good, however some of the animations are bugging me. Like how the enemies only swing until they get to a certain point instead of swinging all the way through and hitting the ground/an object. I think it'd look much better considered they're swinging so hard and putting so much force into it, it only makes sense for the swing to overextend, leaving the player with a moment to strike.

    Just my opinion. Looks good though.
     
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  16. zenGarden

    zenGarden

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    I also noticed blocking with shield and weapon, we see the weapon passing throught the shield , take a look at 0:20, when hodling block position. Anyway this should be a minor tweaking.
     
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  17. turritom

    turritom

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    thanks for your hints ..i testing constantly new animations and overwork the fighting system .. it is simply madness :D

    so here you can see how i make some animations



    and dont look at my belly :) i am on diet now ;)
     
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  18. zenGarden

    zenGarden

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    You have infinite possibilities now to make standard attacks to un usual ones.

    haha, i need to do some diet also :D
     
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  19. turritom

    turritom

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    haha ;)
     
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  20. turritom

    turritom

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    florian have done new weapons for our game ..this weapons are splittet to 3 parts and can be random generated

     
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  21. zenGarden

    zenGarden

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    Beautifull.
    Does each part influence stats ?Like faster movement or block more damage for example ?
     
  22. _M_S_D_

    _M_S_D_

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    Impressive stuff :)
     
  23. turritom

    turritom

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    the stats are random generated ..the name of the sword are influence of the blade from the sword and the stats .. like

    fast fire flamberg of the
    fragility
     
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  24. turritom

    turritom

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    Short video of the new random weapons generator in cryptarium - 2000 possible variations of swords inclusive fire ice and poison buffed swords - more weapons in the near future.

     
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  25. zenGarden

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    Awesome :)
    Will the game have some two hands weapons class ? or some spears fpr example allowing for a different gameplay ?
     
  26. turritom

    turritom

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    thats a nice idea ..and i thought about it .. but its a lot of extra work .. eventually
     
  27. NinjaboyGames

    NinjaboyGames

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    Looks pretty cool. I would obviously suggest that you make the animation a little bit smoother, but overall, it looks extremely good. Very nice, especially for half a year of work. Nice enemies, by the way. They fit the creepy feel well.
     
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  28. turritom

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    Hard Attack implemented . you can charge your hard attack ... the longer you charge , the more the impact

     
  29. zenGarden

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    I don't like the character voice about the strong attack; it sounds more like some barbarian ennemy sound, it should stay discrete perhaps. Also about ennemies voices, it sounds amateur, or perhaps it is too pronounced or not my taste ? i don't know ?
    Anyway great level ,ennemies and gameplay, the game rocks :)
     
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  30. turritom

    turritom

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    puh after a hdd crash i lost a lot of work and have to rework this ... this had took a lot of time ..but i am done with this ..and i have build a new player armor



    tengarden ..the voices will be replaced in the future .. i have a good voice actor :)
     
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  31. zenGarden

    zenGarden

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    I like it, awesome work. Will you make special armors with glowing parts or colored gems ?
     
  32. turritom

    turritom

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    special armos sounds good

    i have use your tip with the colored armor for the knight



    new videos with current gameplay

     
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  33. zenGarden

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    Bring on some armors with gold decorations for some next ennemies , something that pop ups more :)

    Anyway nice gameplay and the outdoor rooms are great with outdoor lightening.
    But where are the traps ?
     
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  34. turritom

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    the traps are in my mind at the moment ;)

    new mummy

     
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  35. zenGarden

    zenGarden

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    Nice work.
    Still you really don't want to make a mummy :D
     
  36. turritom

    turritom

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    nice idea :)

    we have done a new boss ..not animated at the moment

     
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  37. zenGarden

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    I would like to see new ones varying in proportions, like big fat ones, thin and tall , four arms ones, centaurs etc ... and ennemis not always wearing big knight armors.
    Anyway this boss looks great and massive :)
     
  38. orb

    orb

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    Yeah, that dungeon lord needs to be an equal opportunity employer!

    I like the animations seen so far. Also, keep the German voices for the bosses in all translations :)
     
  39. turritom

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    @zenGarden .. one by one .. i think we will have a lot of enemys in the future .. but we are slow :)

    for now ..some fights and a slot machine ;)

     
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  40. zenGarden

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    I agree, slowly but surely :)
    hahaa great slot machine :D
    I like the ice speel that freezez the ennemy, and the new one with it's shiny armor looks great ( bring him some red glowing eyes to look more threatening)

    Keep up the amazing job.
     
  41. turritom

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    next enemy i work on since yesterday ..the spider bug ..work in progress ..i work at the moment at the animations

     
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  42. turritom

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    next video about the spider bug ...with a little making of

     
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  43. zenGarden

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    Great, this is a nice teleport like the spider uses (will need some dust effects and small particles with the rock effect)
    Will spider work well with other AI ennemies ? Not coming out from ground below one ennemy already here ?
    Do you thin some small effect following the creature when it is underground would be good to indicate the player where it is going ?

    Keep up the awesome work.
     
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  44. turritom

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    Will spider work well with other AI ennemies ?

    thats a nice question .. and at the moment .. i dont have a query about that a enemy up the spider ..but we will see :p
     
  45. zenGarden

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    Or keep it as mini boss alone when you find one in a room :D
     
  46. turritom

    turritom

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    time for a dance battle

     
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  47. turritom

    turritom

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    our Random Weapon System in action .. (only for this video) to show your the over 9000 possibilities

     
  48. zenGarden

    zenGarden

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    Nice work, i like the new weapons.
    Kep up the good work :)
     
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  49. turritom

    turritom

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    thx zenGarden :) next video ..i build new rooms

    fighting on a rickety wooden bridge over a spiked pit

     
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  50. zenGarden

    zenGarden

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    You are bringing lot of diversity , i like these new dangerous rooms.
    What about adding some places where arrows are fired from wall holes regulary, or some floors with spikes that pup up.
    Traps could be used to damage ennemies when they pursue the player.For outdoor rooms some aerial ennemies attacking or firing the player would bring more variety.
    Keep up the good work.
     
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