8/5/08 - New Screen, see post 16
8/26/08 - New screens, see post 42. Also, deleted prelim screens on this page, as they did not represent actual game content.
8/28 - New screens. See post 54.
8/31 - New screen. See post 78
Concept: I’d like to create an arena style medieval hack and slay, fps fighting game. I’m more concerned about physics and a realistic world than story line etc. I’d like to have the characters be able to do anything to anyone with anything - ok, that won’t happen, but Half Life 2 “Throw a tv a combine solidier” sort of thing. Many objects with physics, and if possible, things that break. Over people’s heads.Just a big medieval barfight. Not sure about multiple players etc. For now, maybe just Player vs. Computer, or P vs P, if possible. Not over complicated, but complex enough.
I’m not looking for ultra low poly. I don’t care if we use the blender game engine - I’ll model in blender of course. I’d like to go for Oblivion, Half Life 2 realism - just no where near as big. Just the look and feel.
My contribution: All models, and textures. See screens, below. Also see my textures at www.freetexturesite.com, and more models etc on www.turbosquid.com. Search for “thetexturestore” 1 word. Also, you can limit it to 3d models, etc.
I waste lots of time modeling. I sell some, but I always wanted to make a game.
What I need: Everything else. Rigging, posing, actions, logic, scripts, sound (though I may write some loopable music for it, but I’ll definitely need sound FX)…everything. I know almost nothing about the coding bits.
I can also contribute a website for the game if necessary, with wip screens, objectives completed and yet to do etc. Sort of as a home base.
The screens below are just some samples of the style…if you look at my stuff on Turbosquid, you’ll have a more complete picture of my contribution.
All these screens are my work - screens only, no renders. They are not just examples of other’s work I’d like to emulate. I use the Apricot build. I can reduce the poly count if things are to big. The character of Alex in Half Life 2 is 8000 poly’s though, so I guess I don’t have to go to low. I just don’t want to work on a game that looks like it was done 10 years ago. Properly motivated, I can provide lots of models in a hurry. I have many ready to go. I’d just need recommendations on poly count and texture size etc. based on whatever GE is used.
I’d really like to complete this project, so please only offer to help if you are serious, and can devote some time to it. A good game is created by talented people working in a coordinated manner toward a common goal. That’s what I’d like.