Author Topic: Today's Progress! Video of Multiplayer test and Character design!  (Read 3129 times)

Aaron

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TODAY'S PROGRESS REPORT!

Video of the Multiplayer!

Today we tested some five-player Blockade Runner multiplayer while Zack played the server DJ monitoring for bugs!Below is a short video of the tests we did!

http://youtu.be/mpKdEY1Q1NQ

No Blobs for Characters

Yesterday Terah showed a character's face texture she was working on, and today we'll be talking about how Blockade Runner's characters will not be green blobs but actually fully modeled low-poly characters!

We'd discussed character design at length, and it all came down to how we'd like for Blockade Runner to become the game we thought would be possible after the N64.  The N64 character models we all grew up with were decidedly low-poly and looked favorable considering the restrictions, and so with a similar poly budget we decided to embrace a bit of that nostalgic (yet HD) look!

Below are several mockups we made in March just to see whether or not said visuals would work in Blockade Runner, and we really loved the results!


Character mockup using Zelda characters from March 25th, 2012

The essential concept is that human characters will be favoring realistic proportions (ala GoldenEye), the non-human aliens favoring more exaggerated proportions(ala Zelda), and all of the characters will have a slightly stylized texture map (ala Team Fortress 2) to keep production moving along without spending too much time on the nitty-gritty details.

We need to simplify the textures and reduce the polygons for development reasons, but please keep in mind that "cartoony" is not the goal.  We really liked how although they were simplified, both Zelda and GoldenEye's characters really stood out in our memory and we'd like to try and channel that for Blockade Runner.


Character mockup using Zelda/GoldenEye characters from March 25th, 2012

Stuff+ Let's Play Video

In case you missed it, Stuff+ made a great Let's Play video! (and hopefully the start of a series as multiplayer unfolds!)

http://youtu.be/-eP5UgNr118

More Infos!
Today was a bit of a briefing character design. Time and organization permitting, tomorrow we'll go into either sonic screw drivers, and/or the mockup of the first person interface!

The sonic screwdrivers in particular we're hoping you'll be able to help us pick a different name for (likely a copyrighted name for Doctor Who?), but it'd be best to give you a briefing on what it'll be used for first!
« Last Edit: April 29, 2012, 01:33:40 am by Aaron »
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Vininator

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #1 on: April 29, 2012, 02:34:24 am »
MULTIPLAYER!!!
Looks like SOOO much fun :D

As for the Sonic Screwdriver, how about multitool? The real life version is basically a double Swiss army knife with a set of pliers. Seems like a good name for a standard issue sci-fi tool with multiple functions.

EDIT:
Just realized... That's my Tiger drone at the end pwning the x-wing xD
<--- proud daddy!
« Last Edit: April 29, 2012, 02:38:55 am by Vininator »

kaptnkrunch

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #2 on: April 29, 2012, 03:34:52 am »
 :o :o :o :o
Looks really very good.

Halle life 1 low poly models would be cool.

blazingsentinal

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #3 on: April 29, 2012, 04:52:41 am »
awesome! cant wait for multiplayer

Darkstrike

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #4 on: April 29, 2012, 07:37:40 am »
Hi guys - just a note - the video you linked on the BR website (not the forums) is not the multiplayer test vid, but the Cornishgames review video :)

Strait Raider

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #5 on: April 29, 2012, 07:58:37 am »
I cannot express how good it is to see a functioning multiplayer test. These are exciting times for us.

I am inclined to agree with Vininator for the time being on calling the sonic spanner a multitool. It is simple, makes sense and doesn't sound silly out-of-place.

It might help if you gave us an indication of what this tool will be used for. If it will be used to create blocks/weld blocks together you could included some indication of its welding capabilities, along the lines of "omniwelder" or "arc joiner".

blockade commander

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #6 on: April 29, 2012, 08:09:14 am »
with multiplayer on the way it makes me even more excited for gravity plateing to come so me and freinds can live on a ship ;D

hope you guys add in the procedural asteroids soon after multipleyer launches though since you said about that a LOOOONG time ago

Darkstrike

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #7 on: April 29, 2012, 12:01:43 pm »
Thanks for correcting the link ZanMgt! :)

Space Dynamics

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #8 on: April 29, 2012, 12:14:09 pm »
Ohh going to have to use Starfox models next time. owo

Aaron

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #9 on: April 29, 2012, 01:24:15 pm »
Hi guys - just a note - the video you linked on the BR website (not the forums) is not the multiplayer test vid, but the Cornishgames review video :)

We're seeing the proper video.  Could you maybe take a snapshot?
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Squanto

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #10 on: April 29, 2012, 01:29:34 pm »
How much would having a ping of about 100ms or so affect gameplay in fighters?

theallmightybob

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #11 on: April 29, 2012, 01:36:28 pm »
How much would having a ping of about 100ms or so affect gameplay in fighters?

i would think that would have to do with how they are doing lag compensation. when you connect to a big industry muliplayer game you can actualy be up to a full second behind the server from what i remember. so 100ms (1 tenth of a second) usualy isent too bad if the lag comp is ok. if they are coding their net code from scratch they might not be able to awenser that question untill we all stat hosting servers and they have the time to work on it lol.


edit: on a side note i now have a fresh quade core and 4 gigs of ram waiting to host this bad boy when ZANMGT is ready. let me have it guys! lol.
« Last Edit: April 29, 2012, 01:41:36 pm by theallmightybob »
would you buy a toaster shaped like an f22 with an eject button on it? cause thats what i'm going for.

Imaus

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #12 on: April 29, 2012, 02:13:22 pm »
this looks great.
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Gingo

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #13 on: April 29, 2012, 05:01:30 pm »
How much would having a ping of about 100ms or so affect gameplay in fighters?

That'll also depend upon how fast the fighters will go.
I doubt they can say much about it, since we dont even have the final engine types.

Darkstrike

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Re: Today's Progress! Video of Multiplayer test and Character design!
« Reply #14 on: April 29, 2012, 09:45:59 pm »
Hi guys - just a note - the video you linked on the BR website (not the forums) is not the multiplayer test vid, but the Cornishgames review video :)

We're seeing the proper video.  Could you maybe take a snapshot?

Hi - it's been fixed now as far as I can tell, but for quite awhile I was seeing the CornishGamer review shown instead...all is well now though! :) Thanks!