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  • Swamp action

    Hi - thought it would be cool to have a forum where we could share smaller stuff that isn't really worthy of the news section or a mainpage update. So this will be sort of the "twitter" of forums.

    So to get this baby started, here is a little editor-shot of the area I'm currently working on. It is the swamp outside Devil's Crossing that was featured in some very early screenshots but which started to look for of poopy as we created other new environments and made a lot of improvements. So, now I'm back doing another pass on this to add some color in the form of purple loosestrife (yay for invasive species!), float some barrels using the new floating physics, and massively expand it.

    EDITOR SHOT - thats a spawn proxy, not a neon green zombie


    This is actually one of the reasons I've been lagging on screenshots. Trying to polish this up so I can get a good swamp screenshot for you guys. That and I have 928362345273594 other things going on at once as always.

  • #2
    Heey try to survive the horror of the swamps..!
    also thx new floating physics, new feature unveiled!
    Last edited by medierra; 08-07-2010, 08:12 AM. Reason: sorry - just removed the giant quote since it was the first reply and the duplicate image took up a lot of room. ; )
    Official Legendary Grim Dawn Contributor (Diablo III KiLLeR )King among RPGZ! Chop it !

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    • #3
      Very cool shot right there.

      Also, FLOATING PHYSICS? Man... New opportunities arise. Wait... What gameplay-affecting things can you do with floating physics? Start thinking everyone!

      In all seriousness, I like seeing new features added into the engine. Seems like they are popping up like mushrooms during rainy season. So we have destructible environments, floating physics, dynamic weather in place already? The immersion will be huge. I have a feeling the difference between GD and TQ will be even bigger than I initially thought.

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      • #4
        Purple loosestrife looks gorgeous. Is the monster so green, because you took the screen from the editor? And what is this green line? Will the monster move/float along it?

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        • #5
          I edited my initial post to avoid confusion - that is actually a spawn proxy and green indicates that it is an easy difficulty one since it is right outside the town.

          The green line in the background is a level boundary. Not a boundary for the player, but it shows where two pieces of heightmap (which we call levels) stitch together. The world of GD, as with TQ, is made up of tons of squares of heightmap stitched together.

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          • #6
            Great idea on the twitter-like updates. Its a great idea and much appreciated.
            The swamp is looking mighty fine.
            Legendary Key Holder

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            • #7
              Cower in fear! Neon green zombies emitting skinny rays of destruction from atop of their heads!

              Also, nice screenie.

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              • #8
                Originally posted by Shinrou View Post
                Man... New opportunities arise. Wait... What gameplay-affecting things can you do with floating physics? Start thinking everyone!
                Uhh...err...

                DYNAMITE FISHING!
                Anger is one letter short of danger.

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                • #9
                  Well, that'd be an exciting way to implement fishing into a loot em up

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                  • #10
                    VERY nice. I like the way that it keeps within the 'grim' atmosphere of the game, while still looking VERY natural. I'm assuming you guys are using reference pics of real swamps and such. Just one favor tho...one of the sillier things i've seen in games is clouds of midges/flies. Really now...I understand these games are inherently silly, but killing a cloud of flies with s sword, or gun?

                    Besides that, it looks really good. The barrels in the water are a nice touch.
                    EDIT:Tho the barrel looks too...dry, new. Maybe green it up a little? Give it the impression that some algea has spent some time nomming on it or something. Still, looks good!
                    http://www.furaffinity.net/user/zidders/
                    "Shared pain is lessened.Shared joy is increased.Thus we refute entropy."
                    -Spider Robinson

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                    • #11
                      Originally posted by medierra View Post
                      So, now I'm back doing another pass on this to add some color in the form of purple loosestrife (yay for invasive species!), float some barrels using the new floating physics, and massively expand it.
                      New skill-tree: Gardening!! Our grim hero picks up the shovel and rake and unleashes hell on the purple loosestrifes.

                      Also, floating physics? nice indeed!

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                      • #12
                        Originally posted by zidders View Post
                        Just one favor tho...one of the sillier things i've seen in games is clouds of midges/flies. Really now...I understand these games are inherently silly, but killing a cloud of flies with s sword, or gun?
                        Insect Swarms have been added to the monster list! Thank you for the suggestion. You can look forward to seeing them in future screenshots.

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                        • #13
                          Will there be a mastery with a summon locust skill? A big, evil swarm of locust, which will devastate all plants. I mean, if we can already destroy buildings etc.

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                          • #14
                            I kinda liked the bugs in TQ - I think they were cast by Anourans, but it wasn't until I played the masteries mod that I really started noticing them. Ofcourse they're not units, but a spell. I can imagine a fun class that relies on flies, larvae, parasites and other such stuff to do combat

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                            • #15
                              In all seriousness, we probably will have an insect swarm of some sort. I know they're kind of silly but they take about 1/20th the amount of time to create as a normal monster since they're just a particle effect. That, and I think some fairly interesting gameplay dynamics can be applied to them. I was thinking of a devouring swarm that was basically just a total nuisance enemy that buzzed around erratically disrupting skills and leeching blood but died (or dispersed if that helps you feel less silly about it) with just one swing. Maybe they can only be dispersed by melee or area-effect attacks. Having a few enemies like that would help balance out ranged characters and give more value to the rifle melee skill.

                              So yeah, they may be silly, but they're almost free. How can we resist? Maybe I can make a death animation where they just disperse instead of dying.

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