Saturday, January 24, 2009

here's the same house but revised...

Andres

Some rounded out corners to make it more house looking and friendly, steam chimneys, coming from the kitchen and or, heating system. Connecting the pendulum with pipes to make it look more technological.

Friday, January 23, 2009

3d stuff!!!

Hey what's up guys! I told you I would have a 3d version of Jeff's concept of the house by today, and here it is. If look at this piece, as well as Jimmy's work on the hut, you can see the poly count and optimization style we are aiming for in order to have a big environment like the one we want to have. For example in the house the round sections are not perfectly round, but round enough (if that made any sense). Any ways I will finish this piece tomorrow, because it still needs some detailing, and I will uploaded to the Dropbox. Have a good weekend guys, I will be online checking up you, so good luck, and remember to have all your stuff on Tuesday. Also remember to read the story and post comments on it. Anthony already posted a bunch of very useful comments. So I'll talk to you guys during the weekend.



P.S. One of the secrets to keep the low poly count on the house, was that most of the gears are only planes with alphas and they are not actually modeled, but they still look good up close.

Andres

Thursday, January 22, 2009

house1


Wanted to post this concept up if any of you guys wanted to get a head start on modeling some stuff, I'll be throwing some more stuff in the drop box some time tomorrow.

Background Story [post feedback]

The town of Cogshire was a thriving gnomish community. Set within the protective confines of the crater of a dormant volcano, the citizens of Cogshire spent their days happily gathering crystals from the rock walls of the volcano they called home. These crystals however were no ordinary gems. Years prior, the founders of Cogshire had discovered that these crystals could hold energy that they were exposed to. A visionary gnomish inventor Whizzbang Fiddlesprocket, devised a contraption that purified and focused the energy of the sun itself, and for decades, crystals powered the myriad devices of Cogshire.

Today however, the thriving town of Cogshire is dying. Our hero enters the town via elevator systems that are running a little too slow and a little too sluggish. He/She finds the townsfolk are scared that their entire way of life is dying, and the only person who can save them, a direct descendant of Fiddlesprocket, has vanished. Our hero must question the townspeople which will eventually lead him/her to an ascetic witchdoctor, who lives near the mine entrance.

The witchdoctor tells our hero that an aberrant crystal was found in the mine, Fiddlesprocket’s grandson had gone into the mine to investigate it and when he did not return guards were sent in who found that Fiddlesprocket’s grandson and the aberrant gem had both vanished. He explains that the town is dying because the machine that Fiddlesprocket invented which is housed in the statue located by the library in the middle of town is slowing down. The only person who can fix it is Fiddlesprocket’s grandson. He also tells the hero that the crystals in the mine are being corrupted by an imbalance between the planes which started shortly after the disappearance of Fiddlesprocket’s grandson. Our hero is asked to journey to the nightmare realm with the help of the witchdoctor to restore the balance and rescue Fiddlesprocket’s grandson who can fix the statue and stop Cogshire from plummeting to what the gnomes view as the equivalent of the dark ages.

Once our hero meets with the witchdoctor, he/she is asked to take two crystals to the statue in the middle of town. One is mounted atop some sort of arcane staff of some cryptic significance, the other is the last uncorrupted power crystal in Cogshire. The staff is to be used by the witchdoctor to transport the hero to the nightmare realm. The other is to be used to restore balance to the planes and thus save the mine from complete corruption.

Upon reaching the nightmare plane our hero finds that Fiddlesprocket’s grandson has gone mad from being trapped in the nightmarish world he was transported to. He has transformed this plane’s version of the statue into a giant golem-like robot and this tampering is the cause of the imbalance corrupting the gems in the material plane. Our hero must defeat the golem robot and replace its corrupted crystal with the one given to him/her by the witchdoctor. Once the robot is restored to its rightful place our hero brings Fiddlesprocket’s grandson back to the portal where his madness can be cured by the witchdoctor and the town of Cogshire can be restored to its prior glory.

Tuesday, January 20, 2009

Week 2 Meeting (Part 2)...

This is a screen shot of the asset list, as you can see, we have 3 columns, main assets, middle assets and detail assets. The list of main assets is what will need individual concepts, colored and finished to present to SONY on week 3. These assets are the ones that give the personality to the level. Then we have the middle assets, who will have probably simpler concepts not necessarily done by Gene or Jeff, and finally the detail assets, which are pretty much self explanatory.


During the meeting we added and adjusted some of the assets in the list to fit some of the newer concept. This list will be constantly updated and we will, check of items first when they get concepted (the ones that require concept), and then checked off once they are modeled.

Then we reviewed the work schedule. I believe it is imperative that we stick to this schedule in order to create a level with the level of quality that we want to make. In order to have enough time to polish assets, polish textures, and play test the level. Finish most of the heavy work by week 7 also means we will have 3 more weeks to work on some of our other finals (time that I know we are going to need). Here's a jpeg of the schedule.

Again we have a couple of columns here, the first column are the weeks (in school weeks), the second column, is when we need to START working on stuff. The third column is when the stuff needs to be COMPLETED. The fourth column offers some detail on what needs to be completed, and any extra notes are added on the side with a " * " symbol.

Well, finally the "to-do-list" for Thursday:

Gene- will work on the final concept for the city as well as a color pallet.
Jimmy - finished concept for the witchdoctor stuff.
Jeff - 2D concept for one of the main assets (ask gene or me for extra guidance, (anyone but the statue)).
Anthony - 2d or 3d concept for 2 middle or detail assets (like the fence)*.
Lee- compile the story from the notes I will post tomorrow morning .
Randin - 2d concept or ideas for 2 middle or detail assets*.
Andres - make a finalized paper map based on Gene's concept.

*Randin and Anthony post on the blog tomorrow what are you going to be working on, so you don't both work on the same thing.

(Both of these files are available in the dropbox, make sure you download them and have them with you.)

Let me know if guys have any questions about anything.

Week 2 Meeting

Hey what's up guys. First of all, I want to thank you guys for being so "hands on" with the project and keeping up to date with what's going on and for the good attitude overall. Also thanks for posting your ideas and opinions on the blog, that's also been very useful.

Now I will make a quick recap of the meeting today. I will address the subjects that we talked about in the same order the meeting plan had them stated .

First of all (Paper Map):
It is crucial that in order to create a level we have a paper map. This will provide order and flow into the level. I came up with a paper map, that will suffer a couple of tweaks after what we talked today and depending on the overall concept that Gene will make of the level (I will talk more about this a bit later) the changes will mainly involve scale of the main city, building placement and size.

Here's a scan of the paper map:



Concept art:
Second thing in the agenda was...(agenda haha sounds kinda fancy, anyways...) the concept art. We talked about what we had so far, how would we improve it and what needed to be done by Thursday.

We talked about the overall concept that Gene made of the level and how we are going to modify that into the style that we want. The first concept had a bit too much of a "mine" and wood look, and we are going to shift away from that and embrace more gnomish, and technological elements. We are going to keep the layout and the mine carts and all that cool stuff, but there is a list of things or ideas that we are going to follow with the whole level, when concepting and when modeling as well as some other ideas for the level. This is the list:

-The main material is metal, with some wood
-The tones and materials used will be, gray, blue, green, golden tones. Using materials like copper, brass, iron, etc. (instead of the brown wood-like tones we had in the 1st concept).
-There's going to be big, clunky, "clockwork-like" gears.
-All the main structures must look majestic and pretty.
-We are going to keep the mine cart tracks that go through the island and connecting with the sides, we are just going to reduce the amount of tracks so it doesn't look just like a mine town.
-We are going to have a big fancy bridge that connects the cliff side with the main island. The bridge will have again lots of gears, be really grand and majestic, as well as including a cool pulley system.
-Our 4 main vistas are going to be: a) the bridge, b) the entrance to the mine (where the witchdoctor* will be), c) the town square and d) the overall thing, the crater with the main island.
-There's going to be some geysers in the level to support the idea of the volcano in the background.
-Very industrial, and "inventor-like" feel to the whole level. Emphasize this using hydraulic arms, gears for windows, pipes and steam powered and crystal powered (I will explain the crystal thing in a second) mechanisms.
-There will be a tall tower in node 3 (the second smaller island).
-The island in the middle will be beneath the mouth if the crater, but above the path height. As well as surrounded by a wall that is taller than the player for optimization purposes.
-There will be waterfalls falling from the main island because there is a geyser that flows on the inside of the main island, and drips out as waterfalls. This is how the gnomes get their drinking water.
-The door in the houses will be bigger in proportion because even though the house is small for gnomes, the door is bigger to allow more races to get in.
- We will NOT model interior of ANY of the buildings.
- The town and all the elemnts in the townwill be powered by crystals that charge up with energy that is purified by the statue. This is a key element of the story and I will explain it more in detail on Thrusday because it's kinda long, but very intresting and cool. (Maybe I'll write it up tomorrow when I have a bit more of time.)

*We might change the race if the witchdoctor to something else yet to be determined because we're not sure if the erudite (being a scholar and all) would turn into a witchdoctor and stuff, so we all have to think about what race will the witchdoctor be.

So that was all we talked about the concept, I know a lot of progress, that's why important that you come to the team meetings. Only three more things to go, the asset list, the time schedule for the work and the stuff we need to get done by Thursday.

(I will put the rest of the stuff in a separate post cause this is getting ridiculously long haha)
All the files are already in the dropbox including the schedule and the asset list.

Monday, January 19, 2009

Problems with Concepts

Here are some of my thoughts based on what is in the dropbox. This was to long for the comment section and to important not to be read by everyone so I decided to make a new post. Sorry its long but they are some changes I think we really need to consider making before moving forward.


**Remember Gnomes are Tinkers first and foremost and our town should reflect that, while they are skilled at mining metals and precious gems that is not they are well known for. Dwarfs are well known for there mining and metal work ability with things like weapons. We need to outfit our town to look like a Gnome lives there, as it stands now it looks like a Dwarf town. We need off the way, crazy clockwork contraptions as the main focus of the down, not where its located.**

Based off the 3D concept posted of the town.

Problems: Gnomes while they are skilled miners are not as known for mining as Dwarfs. Right now the town looks like a Dwarf mining town with gears slapped all over the place. Gnomes are known more for tinkering clockwork stuff while Dwarfs are the miners.

Solution: I still like the idea of them having a mine but I think we should limit the tracks to outside the town that could lead to the mountain/mine entrance. Right now every time I see the 3D concept I think Dwarf town over Gnome even though there are lots of gears.

Ideas: For the Gnomes I really think we should try and focus more on the crazy contraptions and inventions that they make. Lots of there inventions fail and have explosive consequences.



Based off the 3D concept/drawings of town.

Problem: From the concepts I have seen it seems that instead of most of the town being on a big platue onto of the upside down mountain the buildings are places all over the sides of the inverted mountain. I see quite a few problems with this.

First Problem: If we have these buildings on the sides of the mountain that means the detail all along the side of the mountain will have to be highly detailed to match the buildings near by or it will look off with high detailed houses and low detailed terrain.

Second Problem: Boring view for players down along the mountain side. Since this inverted mountain is suppose to be in a canyon the view for players when along the side of the mountain will be pretty plain and boring. It would be almost nothing but the canyon walls no matter where the player would look.

Third Problem: Pigeonholing the player into set paths. Building a city along the side of a cliff will limit the freedom for the player to explore the city. There can only be so many paths to take to get from one place to another. In Everquest all there city's are large open areas so you can move from one building to another without a set path. With catwalks connecting the buildings it forces the players to go from one house to the next in a line.

Its like traveling up a mountain, there is only 1 or 2 ways up and your forces to see places based on there position on a path. A city built more on a flat plain gives players the freedom to go from house to house how they choose not based on whats next along the path.

Fourth Problem: Lack of tinker room. With buildings on the side it limits the space available for the Gnomes to do there crazy contraptions. They wont have like a lawn or a lot of space to make crazy things which they are known for. This will lead to most places looking the same with not much individuality.

Fifth Problem
: The amount of work with the terrain will already be extremely high as the mountain and canyon will all have to be done with custom statics as its not something Unreal can do. If players can get close to something you have to make that area more detailed then places the player cannot reach.

Sixth Problem: This is now more then 1 zone. Have a top city, side of the mountain city, bridge off the city and path to witch doctor is really more then just 1 zone, its 2. The city uptop and the city on the side would be big enough to its own zone. This will more then likely lead to having less detail in city to get everything done since it is so expansive.

Ideas: Change things up and have most of the town uptop on the platue. This gives players the freedom to roam around where and how they want to. It also gives us more area to work with when decied what kind of crazy clockwork creations we can have the gnomes building. With the sides of the mountain we can have them less detailed and use implied shapes and forms to get across the message of the inverted mountain without sacrificing close up detail that the player could see.

We can add houses to the side later on for visual effect if it looks good but make it so players cannot reach those places. We want to focus more on what makes Gnomes Gnomes, not that we can stick there houses on the sides of a mountain. Although the conepts that were done are nice it looks like a Dwarf town with gears in it. We should focus not only on the houses the gnomes live in but what crazy inventions they are making in there yards over pully system. Not saying we shouldnt have pully systems I'm just saying it shouldnt be the focus. The focus should be all the crazy, wacky, expolsive things the gnomes build for themselfs.



Based off Andres Store Concept

While I think its nice it looks like a human house with gears glued on it. It dosnt look like a house a gnome would live in. I think the modular concepts for the houses Gene and Jeff did earlyer looked better and had more of a gnome vib to them.

Sunday, January 18, 2009

Weekend Update

Hey what's up guys:

We've only been on this project for 4 days now, and it already seems to be coming together pretty nicely. I want to thank you guys for your contributions and good attitude, let's keep it up.

Now I'm just gonna explain real quick all the work that is in the DropBox, so that everyone is up to speed.

Gene's currently working with the final concept for the overall look of the scene. That should be on the dropbox by tomorrow.


(This was Gene's first overall concept, and we are working around this concept, with some of the suggestions and concepts that was posted in the previous post.)



Meanwhile, Jeff is working in some 3d concept of the houses, the craters and some other details in from the village. He uploaded some of them and they're looking great.



Also Jimmy started working on the stuff for the "Witchdoctor". This character will be an exiled Erudite (one of the classes from EQ), and their race will is pretty magical and stuff so it fits the witchdoctor description. He already posted some of the concept and he will also make some concept for the the staff the witchdoctor will have in order to open the portal to the nightmare realm. The witchdoctor will be located in the entrance of the mine.



I also did a quick sketch of a store, using Jeff's 3D work as reference.




Let me know what you guys think of the work on the dropbox, with comments on this post.

Also remeber that we have the team meeting on tuesday from 12 to 1, if someone is not going to be able to make please e-mail me.

Thank you.

Andres