Game Development Community

GX: Biohazard

by Will Harrison · in Game Design and Creative Issues · 07/28/2004 (9:00 am) · 53 replies

Please take a look and give any crits:

- 2547 polys/tris
- one 512x512 map

Model of the Blue team player.
img.photobucket.com/albums/v454/gxbiohazard/player001.jpg
Sketch of the Red team player.
img.photobucket.com/albums/v454/gxbiohazard/player002.jpg

I need ideas for improvements, what kinds of weapons to use, etc. if anyone has any suggestions.

Thanks
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#1
07/28/2004 (9:37 am)
What is the game idea?

Is it FPS, RPG, Action RPG, Action Third Person, Stealth?

Really can't help until you narrow down what you are trying to achieve. As for the artwork it looks great but, as I have said I don't know what genre you are trying to make i.e. The graphics would suck in a medieval rpg but rock in a futuristic one etc. etc.
#2
07/28/2004 (9:55 am)
Multiplayer FPS/Third-person...


Quoting my other thread:
Takes place in "the not too distant future", almost present day. The red team is secretly subsidized by a kind of neo-fascist/totalitarian government organization. They have bidders in the black market to create a deadly super-virus and an anti-virus.... The blue team is a privately funded specialized counter terrorist type group. With information gained from their insiders, the blue team intends to infiltrate the red teams secret sub-terranian labs and steal the anti-virus.

Tentatively, these are the classes:
- Engineer
- Medic
- Lieutenant
- Soldier
- Spy
- Defender
- Pilot

The first map I'm going to make for this will work in stages: stage 1 is outdoors, stage 2 inner compound (still outdoors), stage 3 inside upper level, stage 4 under ground labs.


I'm thinking of leaving the Blue team as black and white/grey... but I want opinions on this. What color/s would be suit this player?

For melee weapons I had this idea:

Blue team uses electrified tonfa
Red team uses hidden 12" blade (hidden in arm/shirt)

The blade will do a little more damage than the tonfa, but the tonfa, if held against the opponent (ie. hold down button), will drain health faster ('cause it's electrified).

Any ideas besides this?? For guns, I'm thinking of a grenade launcher/machine gun combination...

What would you like to see in this game?
#3
07/28/2004 (7:12 pm)
Quote:The graphics would suck in a medieval rpg but rock in a futuristic one etc. etc.

I think it's safe to assume it's not a medieval rpg just by looking at it... but thanks.
#4
07/29/2004 (3:56 pm)
I love that first character model. if you wanna do some modelling for another project let me know :)

Love the sketch too.

Fits the biohazard theme perfectly
#5
07/29/2004 (3:58 pm)
Thanks! That's good to hear :)
#6
08/16/2004 (1:10 pm)
Hey Will. How far are you on this?
#7
08/16/2004 (5:15 pm)
Wow !!

Will this kick ass, it's hard to find any flaws with it.

The texturing is awesome, way to put that "soft" feel into the clothing, this is something hard to achieve!

If I had to critique it I can only spot two things that stand out

The legs seem just a tad too short, maybe if they were stretched down a little more it'd seem a bit better.
Something about the "breather" section of the mask seems awkward but it's hard to put my finger on it, maybe if it were more pronounced or something? I dunno.

Keep up the awesome work and let us know if you do anything else with this! Would love to see. :)
#8
08/17/2004 (4:45 pm)
Hey, thanks all!

@George: Did I double post? I only posted this once. Look at the date at the top.

@Niko: hey, how've you been? How's Office Chair Racing? I just did the RTS Pack melee unit for Josh Williams a while back so I paused this project for a while... I'll be back on it in a bit, just doing other things right now.

@Timothy: Thanks for the crits... I'll be making those adjustments later. My problem now is trying to get it into torque as a player. I don't want to touch any script files right now, and because the functionality of the orc player that comes with the demo is exactly what I want anyway (running, shooting, jumping, etc.), I'm going to try to make the bones match with the orc's bones. I just want to export it from Maya directly without messing with any scripts. But this is proving to be harder than I thought.


I'll post updates for sure, thanks for asking!
#9
08/17/2004 (7:27 pm)
That guy looks like he would have a flame thrower....
#10
08/17/2004 (9:02 pm)
You mean the guy in the sketch? Yeah, that's a great idea, I never even thought of that. I think would create a lot of lag in multiplayer, though...
#11
08/17/2004 (9:37 pm)
Nice looking models and concepts! Any influences from Halflife 2?
#12
08/18/2004 (12:10 am)
Actually the idea for this comes from Return to Castle Wolfenstein.... I basically want to to make a remake of the Beach map, with players for each side, except I want to make it in the future or modern times.

In the Beach map, Allies' objective is to get some documents from an underground Axis war room and then take them to a radio room to transmit. Axis have to defend the docs and prevent it from being taken to the radio room.

So, in my version, the Allies go for the anti-virus contained in a briefcase, similar to Resident Evil (the movie)... and then take it to an extraction point. So it's basically the same formula with new graphics and a new setting/storyline.

If anyone has any ideas to expand this concept, please post. Thanks.

(About HL2, I would actually like to emulate the look-and-feel of that game if I can.)
#13
08/18/2004 (12:17 am)
Here's the wires...

img.photobucket.com/albums/v454/gxbiohazard/player001_wires.jpg
and map...

img.photobucket.com/albums/v454/gxbiohazard/player001_map.jpg
#14
08/18/2004 (2:31 am)
IMHO the character looks a little smooth! The clothes and model seem a bit smooth, it may be worth adding a belt to the model and raising the pack/armour to polys not just on the texture. try www.milkshape3d.com for serious model critique.
#15
08/18/2004 (4:15 am)
I don't think it's too smooth :) This is some of the nicest looking models I've seen here at GG.
Keep up the good work!
#16
08/18/2004 (9:20 am)
I remember seeing this over on CGTalk. :) Love the concept sketch, not so keen on the model. The idea is there, but the meshflow could be improved a lot. For the mesh density, there should be a lot more definition in his shape, and in particular the silhouette. Now, I know plenty of the extra loops are for deformations' sake, but they could be put to use with defining his silhouette at the same time (they're already there, why not put them to use?). Remember: silhouette is king. :)

[edit]
Also, the glove texture area needs a bit of work, as right now it simply blends in with the sleeve. Aside from that bit, you did a really nice job with the textures. However, I can't help but think that there's a more efficient way of layout out the UVs (not that I'm an expert by any means, mind you). The front and back of the torso and legs are virtually identical, save for a couple of small differences. You could probably mirror most of it and save a lot of texture space. Something to think about for a future model, anyways, since I would hate for you to throw away the hard work you've obviously put in already.
[/edit]

[another edit]
You could get rid of some polys here and there and use them elsewhere. The rim of the goggles comes to mind, since the effect is handled by the textures anyways (you could always add a bump or normal map for that, among other things). You could also get rid of a row or two on the bottom of the boots.
[/another edit]
#17
08/18/2004 (11:01 am)
@FruitBat: Yes, it's a bit smooth, but that's because it's a WIP... I still havent added layers of fabric detail to it. Thanks, though, I will make it less smooth.

@Stefan: Thanks! : )

@Tek: Thanks... By definition in his shape, do you mean muscles? Originally, I had muscles and then I rounded it out because I thought it made the clothes look too tight... I think the vest and accessories could use more more definition though... About the silhouette, I always turn the lights off when I am modeling to check on the silhouette... I turn/tumble it around to check from all sides to see if everything is in place just from the outline of the shape. And about that UVs, the front and back of the torso and legs look the same because the back parts are just temporary placeholder textures... in the final version the back of the vest will look more obviously different than the front... and I plan to add more details/threads/pockets into the pants.



I just cleaned out my harddrive of viruses and reinstalled my OS so I still havent got Maya installed yet to continue working. I really wish I had more time to work on this...


The reason I posted here was not just for crits, as I did post at CGTalk for that reason too, but more for concept ideas, as this is a "Game Ideas" board... I thought the pictures would help everyone to "see" what I was going for. But I don't think this community is big on FPSes so much -- which is fine, I'm not complaining. I think you're all more into RPGs and RTSes, which I can appreciate too. : )

Still, if anyone has some cool FPS ideas for this, I'd like to hear them!
#18
08/19/2004 (5:41 am)
Include more game modes such as the red team has to get the virus to a certain place and the blue team has to stop them.
#19
08/19/2004 (10:25 am)
Okay, that sounds interesting.... the red team has to transport the virus in a truck over a bridge to a helicopter landing pad/extraction point. The blue team has to intercept them or destroy the bridge. The red team would have at least one other alternate route other than the bridge... perhaps by boat.

Thanks, Niko, great idea.
#20
08/21/2004 (10:07 pm)
Don't you think you should concentrate on developing some original gameplay to make all your hard work worth while? It would be a shame to see your great artwork lost in yet another clone.
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