Dungeon Delving Robots on a quest for Glory (Botlike)

The Scene: Medieval Robots go Dungeon Plundering
Earth’s future, where the post-apocalyptic is a thing of the past. Human beings have long since disappeared, fallen into obscure myth, and only their mechanical creations are left to walk and rule the world. As luck would have it, although fate would say that she has a large say in this, the once simplistic machines have grown and “evolved” mentally, and now follow a history that closely resembles the one their creators once walked. Even tales and legend run parallel between robot and human timelines, even if there are some notable alterations.

Set within the “second” Medieval period, the fantastic world that the robots occupy is rationalized best it can by the learned, with the magic word used as a universal explanation to fall back upon when nothing else works. One place of magic is a factory, long buried and isolated beneath a fallen canyon wall, yet operational and very hard at work. It is the ancestoral origin of the machines that roam above it, and although it’s inhabitants have not developed to the extent (or at all) that the surface walkers have, they are very much alive. And active.

It is into this place of legend, a Dungeon, so they call it, that a knight and his squire brave. One seeks treasure and the power of a king. The other would be happy enough to get out of there with all four limbs still attached, and maybe his life if that would be alright with the sir. Trials will be faced. Ordeals endured. And prizes notably lacking. But it is always better to press on than to fall back, even if you do happen to get yourself neck deep in “it.”

Gameplay: First-Person Puzzle-Based Tag-Team Extravaganza
The idea of the game is primarily based on puzzles, played from the perspective of two unique characters who possess complementry traits. The Knight character is in essence the brute and athlete, capable of feats of strength, combat and speed. On the flipside is the peon companion, who is small, weak, but possesses enhanced vision and (relatively) human-like hands. The two main characters are called Dorethy and Toto, respectively, and for the time being.

Vision and perspective are going to play key parts in the problem-solving aspect of the game. Security systems are in place and ready to catch the unwary player. Toto can see the hidden and things the way they are, but sometimes only Dorethy will be the one who can, or has to, overcome them. Both characters are required to survive each level.

The Authors: CrazedQuetzal and Lushmoss
One of those people is me. The other one is busy working on the game whilst I’m writing this little summary for you fine gentlemen. We both live in NZ, studying for our final year at college. It is part of our final year project, so we are committed to this in a tangible way.

For this game, which we’d like to distribute commercially if all goes well, we are using Blender for almost the entire shebang. From modelling, animating, and the game engine itself. Occationally we may ask for advice of the technical persuation, but otherwise we’d really enjoy showing off what we’ve done and getting some feedback! Not least of which will be on the name, a tricky area which is still undecided. Botlike is the current working title. It’s punchy, but not quite there. Artifice of the Eye has good things about it, but lacks the punch.

Bold Text: It highlights important bits
I know this post is a bit spare on details in some areas at the moment, but we’d like to get a thread up quickly. We’ll get some screenshots up of our models shortly and attach it to this post. To clarify, we’re not looking for other teammates: just opening up a galleryfront for people to pass on through and give their thoughts and advice.

Thank you!

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I must say, I am interested in seeing this progress, the description was a very enjoyable read. Good luck with your endeavors, and hopefully any questions you have will be answered.

–Kupoman

This is some concept art for the entrance to the factory. I Have begun modeling this but I think it’s best if I leave it and finish the main character rigging texturing etc.

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This sounds really interesting. I like the concept art so far.
Do you think the gameplay will be something along the lines of Myst?

Hello Pickle! I like the username. :slight_smile:

I think that the best way would be to describe the game as a puzzle platformer. I adore the Myst games, even when I hated them, but that’s not quite the gameplay we’re after. The interest in this game will lie in the relationship of the two characters and how they overcome the trials put before them. Preferably in a humourous way.

I’ve added attachments to the first post, and will have two more up soon, since that seems to be the limit one can have on a post. The little guy with the unfinished backpack is Toto, who sports a hollowed warhead shell as a hood. The bug-like thing is an air-filtration bot that buzzes around the place, which the characters call “Airies.” The block bots are one of the enemy that lie in wait and hidden, magnatized to the ceiling, who take every opportunity to squash passing innocents. As you do.

Ah I understand. It sounds cool. The setup sounds reminiscent of like Wall-E or the relationship with C-3PO and R2-D2. Something like that?

Yeah, the description “Humans are gone or dead and robots rule the world” can fit this game, Wall-E and a certain Flight of the Conchords song into the bill. And I hadn’t thought about C-3PO and R2-D2 as characters to relate to our droids. I suppose if Arrtoo could speak old english and was the size of a smart car, then there might be a bit of that in Dorethy. Toto is more intimidated by his master, so the relationship is less even to start with than in Star Wars. While it’s the case that Arrtoo dashes off everywhere and trusts in his friend to follow, Dorethy strongarms/sends in Toto first to check for traps and carry all of the heavy luggage before bravely charging onwards.

Updated the first post with a render of Dorethy, our Knight player character.

I love your artwork so far … especially your giant eyeball droid.

@RobCozzens: Thank you :D. Giant eyeball droid? I presume you mean the cube-bot by Lushmoss.

For those in our team and others interested who are modeling rocks and shipping crates etc. I think you will find these links useful: How to model/ texture a metal wall: How to model / texture a rock Apologies for not mentioning these links earlier.

Ok here is the (almost) finished Cargo carrier model for Illustration. Now I need to figure out how to wreck it for stage 3.

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Let us give you an update on what happened.

As our coursework bore down on us in ernest, our work on the game continued on it’s way but allowed us for very little time to do other things, like keep this thread updated and shaving the hedgehog-like growths appearing on our chins. We discovered that college isn’t always a good environment for game design and a pilot of the game was rushed in with other pressing deadlines. The result wasn’t as good as it could’ve been, and after that other things took up our time and not a lot of progress was made on the project, between natural disasters and other interests, as well as much backing-and-forthing on my part.

As of late, though, activity in the project has reignited. The knowledge of what needs to be cleaned up, what needs to be optimised, mechanical clarity and a more solid heading on visual direction will hopefully take the game all the way to a refined conclusion.

So, to work.

Here are a few screenshots of where we left off, for interest’s sake.

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Reading your posts is like attending a linguistic banquet and eating absolutely everything in sight.

Edit: I should probably try to be more useful. The earthy cave environments look good, but… they aren’t terribly convincing. Should there be anything shoring those caverns up? Are there plants growing anywhere? I understand the orientation towards puzzles and simplified environments, but a few mushrooms here and there would increase the atmosphere tenfold, at least for me.

/opinionated

Good luck, sirs.

I love this tiny, little Robot’s Design. I indeed hope that these models also are animated as nice as they are designed!
Though as Raiderium said… linguistic banquet et cetera : P … ô yeah, but also the rest of what he said, I agree: You should try to get as close to your (great) artwoks’ style as lies in the abilities of you and Blender.

hey this looks terrific! I cant wait to see how this turns out! I might even consider helping out, provided you keep working on it!

~Ben~

So cool :smiley: If you ever need help with anything, I’m always open:)

Hey hey, the same with me, guys! If you ever need some music, this looks like the perfect chance for me to mix Industrial-Electronica with Medieval Instruments and Melodies! : D

@raderium That was the plan, had we given our selves the time. I was planning on adding stalactites, stalagmites, mushrooms, debris but this level was only a really a proof of concept. Thanks for your mouse look script BTW. Saved us much time/trouble and was much less complicated than the script from tutorialsforblender3D.com.

@Those considering helping out. Thanks for your enthusiasm. We need to sort ourselves out a bit first but would love your help.

@ C.A.ligári- Lush moss’ father can play a range of medieval stringed instruments but any music help would be much appreciated


This is the current Bot-like logo. I had to design this as part of an illustration assignment.
I am planning on redesigning Dorothy(The big robot).

attached is some concept art. The first is a picture showing one of the puzzles at the beginning of the game where the bots have to figure out how to cross the ravine using a decrepit cargo carrier wreckage as the bridge. The second depicts one of many robotic monstrosities to be found in the depths of the facility. Some robots inhabiting the facility may be based on or hint at generic RPG mobs such as rats, goblins dwarfs, ogres, etc but this one is just made up of any parts that the factory could get it’s hands on.

and finally, a video. This is actually my demo reel but has footage of Dorothy’s walk, run and idle cycle. The model is high-res for the video

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Forgot that I had uploaded a gamepley video on Vimeo a while back. A bit long-winded so just skip over the boring bits. Could have done with some better video capturing software, for some reason there are random clicks on the sound track (there are no sounds in the game). Oh well, here goes:

I somehow had the illusion that it was meant to be more jump’n’runnish (surprised by first person perspective)…
The Textures look pretty neat and the Puzzles are as well! The Video is a bit dark, but I gues that’s not so much the Case ingame. (B.t.W., if you ever should think that it actually would be [too dark], some weak Rim Lighting can help out.)

Mâââybe the Firstperson Perspective is not the best idea due to a rather low amount of Details (Rock Walls etc. …)