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Dungeon Crawler

 
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Alovon
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Joined: 21 Jul 2011
Posts: 21
Location: The Middle of Nowhere... USA

PostPosted: Thu Dec 01, 2011 11:36 pm    Post subject: Dungeon Crawler Reply with quote

Hi all! I've got a few projects going, and I'm working off and on depending on school, but I recently played a little dungeon crawler on my phone. I have to say, the old school games still really have some appeal. They might not have flashy graphics, but many of them make up for that in items and customization. I like it a lot. So much in fact I'm intending on simplifying my modular level kit and developing one on my own. (Not for android of course, I prefer using C# not Java) So my real question is, what would you like to see in a dungeon crawler?

[EDIT]

So I've been working all night on perfecting the basic texture, along with some variations to break away from the monotony of most crawlers. I still haven't texture mapped any tiles other than the straight edge one. So a good deal more work in that department before I really get anywhere with this, however here is a look at what I've been so busy with. As a note, I was going for the toony/outliney/pixel look. To give it that real oldschool look and feel; however I intend to really beef this project up if I get the free time! Very Happy









So as someone said somewhere quite a while ago. (I think in a post dealing with making trees (The one I derived the last tutorial I made from Razz)) It's 95% Texture and 5% Geometry. Thanks for the look! Comments and criticisms welcome as usual! Very Happy
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1193
Location: Wilts England

PostPosted: Fri Dec 02, 2011 12:14 pm    Post subject: Reply with quote

Texturing is perhaps the hardest thing for a lot of model makers, both in applying and creating in the first place.

You may consider lightmapping the scenes, and then maybe using a programme that can 'bake' the lightmaps onto the texture channels (similar to 3DMax). That can add yet another dimension to the look/feel. Baking lightmaps has a downside, more textures to load/store, as opposed to realtime lightmapping. But that is subjective to the processor speeds and resources available.

Either way, I do see the mobile markets to be one of the fastest growing in the near future, with a mind for the tablet market, which I believe will overtake the notebook/laptop markets.
Streaming games etc in 3D and HD, will become the norm in the next 3-5 years.

I wish you well with the project.
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Alovon
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Joined: 21 Jul 2011
Posts: 21
Location: The Middle of Nowhere... USA

PostPosted: Sun Dec 11, 2011 6:15 am    Post subject: Reply with quote

Thanks for the tip! I don't expect an extra .bmp to weigh the the project down drastically to begin with. Machines are still getting better, and I think the majority of devices could handle it seeing as we're now stepping into the age of displacement mapping and such! (That stuff is cool!)

I haven't got much done much with this project recently seeing as I've been studying for finals... *facepalm* But I intend to get back on it as soon as winter break starts!
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