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The Legend of Kilpatrick Development Progress (Entry #2)

by Jordan Parsons · 08/14/2009 (1:49 am) · 4 comments

Picking Up From Last Time


In our last blog, we went over bits and pieces of The Legend of Kilpatrick (TLoK) and introduced who Nolan Kilpatrick is to the GG community. We also were able to share with the community where we stood as far as development goes. We have made some tremendous progress in terms of our storyline, art assets, terrain scaling and flow, landscape texture creation, overall game direction, music and sound development and our looooong game design document has been growing even longer. We've also had a great time working with Sean over at fluidImages Entertainment on animations - if you all get a chance to, check out their studio website (www.fluidimages.com) and consider them if you ever need any high-quality animation work done. They come highly recommended, are very professional and I personally haven't had a more fun time working with any other motion capture studio.

Why Another Blog Entry?

Well, why not? We love sharing our progress and having an entire community either take part in it's progress and/or share our happiness of another game coming together so smoothly with this new Torque tech. Before we get into the nitty gritty, here's a screenshot and an older video that I'd like to share with everyone to show some of it's progress.

www.gpinteractive.com/t3d_tlok/TLoK_Town3.jpg


Old Fly Through Video:


Needing Help

As you can see from the images above, the foliage is quite frankly missing except for a few trees here and there. This blog entry is also meant to try and reach out to the community and see if anyone would like to provide assistance in the areas of props and foliage art. We'd like to have as much professional work done as the budget is set for, so payments can be negotiated.

Setting: Since the game is set in Ireland, we are trying to make the foliage resemble what Ireland has to offer - however, we do understand that can be a hassle to create foliage in a specific geographic area, so we are relaxed in this area and will take most foliage provided. See references below.

Misc Information: Trees need to be models, grass can be single billboard-type transparent textures and/or VERY low-poly patches, flowers/bushes/plants should also be models to give more depth and provide more realism.

Types of Maps: Diffuse and Normal maps.

Acceptable Formats: .3DS, .OBJ, .MAX, .DTS | Materials: .JPG, .DDS, .PNG

References and Concept Deliverables:

* TREES | Type: Model
o Birch Trees (www.gardenplansireland.com/forum/about638.html)
o Wych Elm (www.gardenplansireland.com/forum/about605.html)
o Scots pine/fir (www.gardenplansireland.com/forum/about786.html)
o Irish Whitebeam (www.gardenplansireland.com/forum/about722.html)
o Irish Aspen (www.gardenplansireland.com/forum/about664.html)
o Irish Oak (www.gardenplansireland.com/forum/about553.html)
* GRASS | Type: Billboard and/or Model
o Various shades of Dark Green
o Various shades of Light Green
o Various shades of Brown
o Grass References:
* PLANTS/FLOWERS | Type: Model
o Concept References: www.calflora.net/ireland/index.html


Donate Models and Textures
If you'd like to donate models and/or textures, we'd gladly accept any and all foliage art. You'll get credits in the game and within the official website and nothing will be taken away from you as far as credit goes. Send an email to me if you want to donate items to the project along with a text file or some kind of "Free Use" policy along with the item so we can handle the legal side of things.

Email: jordan (dot) parsons (at) gpinteractive (dot) com

Joining the Team and Project Overview
We are always looking and currently seeking talented individuals to join our creative and fun development team to partake in finishing this project. We are hoping to submit this project to the GameStop Indie Game Development Contest by October 1st, so we are currently trying to meet a deadline to prepare a professional and playable demo. If you'd like to

Current Credits and Openings


Production

Jordan Parsons – Executive Producer & Technical Director
Doug Serson – Design Director
Nathan Hopkins – Creative Director
Gavin Goulden – Art Director
Mike King (Hybrid Two) – Audio Director

Designers (Led by Doug Serson)

Christian Thompson – Creative Designer
Ryan Falcon – Dialog and Script Writer
??? – World Designer

Programmers (Led by Jordan Parsons)


??? – Lead Programmer
Josh Horns – Graphics Programmer
??? - Melee Combat Programmer
Brett Canter – Artificial Intelligence Programmer
??? - General TorqueScripter #1
??? - General TorqueScripter #2

Artists/Animators (Led by Gavin Goulden)

??? – Lead Artist
??? – Concept Artist
Victoria Mitchell – Texture Artist
Dan Hamaoui – Modeler #1
??? – Environment Artist
??? - Props Artist
fluidImages Entertainment – Animation

Music/Sounds (Led by Mike King)

Aaron Frensley (Hybrid Two) – Composer
Various Hybrid Two Staff – Sound Designers

This is Blog Entry #2.

Dev Blog #1: In The Beginning...
Dev Blog #2: Needing Help (Entry #2)
Dev Blog #3: Coming soon...

#1
08/14/2009 (10:06 am)
Man that shot is off the chain! You can actually see and perceive depth in the left portion by the door/patio area. Trees and that HUGE beast not casting shadows kinds dulls the scene on the right side though.

Good luck with your team building quest! I had 8 people join my team and now they are just buch of groupies always around to say wow cool sweet but never ever do their part so I have decided to go outsource route for all my positions cost way more but seems that things get done.

Great seeing updates! Still loving the video!
#2
08/14/2009 (2:33 pm)
Thanks Omega :) For some reason, in B5 the shadows (by default) aren't being cast on distant objects. I gotta work on that a bit. Thanks for the great critique though!

Most of the guys on the credits list are people I've grown up developing with professionally in the industry, but we are trying to meet this Oct. 1st deadline so we are needing to bring on board a few others. Any recommendations of companies that may provide some good environmental art?

The main programming tasks needing to be taken care of are:

- Artificial Intelligence
- Melee/Sword Combat System
- Trigger Based Cinematic Camera system (haven't found a good resource for this yet, so I may end up having to rig up my own)

Since most features can be developed in TorqueScript, we felt that posting here first would be the best option for us finding developers who know how to write in TorqueScript - and properly.
#3
08/18/2009 (5:48 am)
Well, AI and Trigger Based Cinematic system can be handled by the GMK.

for The Melee/Sword system there is a resource around, but of course i don't know if it'll work in T3D.

Looking forward to see more progress on TLoK.

#4
08/24/2009 (6:36 am)
@Sebastian - thanks for your comments and positive feedback. The team just finished implementing our own FSM AI, now we just need to get it working with NavMesh - my programmer doing this is fantastic and we are happy to have him on the team.

The Melee/Sword system is going to take a bit of time to implement, hopefully we can get it working close to flawless within the next 2 weeks.

I'm looking forward to showing more progress done on TLoK in the coming weeks! Keep your eyes peeled :)