View Full Version : KRUM rpg game - WIP

03-02-2008, 10:36 AM
First level environment progress:

Recent video (http://www.youtube.com/watch?v=7o8VSbEXDWk).

First level screenshots:




"KRUM" is a 3D, single-player, third-person/first-person, computer role-playing game in early stage of development.It has a medieval settings, with some fantasy elements. I'll try to make it with high-speed realistic 1 to 1 combats, easy to use interface and addictive gameplay.

Any comments will be highly appreciated.

03-02-2008, 05:27 PM
I'd say it looks graphically interesting but how about the animations?
Can you do a little video using fraps for example?

03-03-2008, 03:20 AM
Yes, I completely forgot about the video. Here are two videos, they are a bit older, about 3-4 months. As you can see in the video comments I'm using for modelling and for the game logic Blender
video 1 (http://www.youtube.com/watch?v=hdf_tdRojhU)
video 2 (http://www.youtube.com/watch?v=BI0V5bzvm-M&feature=related)

03-03-2008, 08:19 AM
Most impressive. How large is your team, or is this just you?

You may wish to tweak the camera angle a bit - possibly slightly farther out and slightly upwards, as it seems like it would be difficult to estimate just how close you are to an enemy.

03-03-2008, 01:20 PM
Yeah, I'm wondering as Sol_HSA, is this just you, because even for any indie team (let alone an indie-vidual) this is very impressive indeed! V.Polished :eek:

It's also a great showcase for Blender. Great stuff, but please tell us more, how many people involved, what you used or where you got the models, are there any interesting gameplay elements...

03-03-2008, 08:54 PM
Very neat animations there for an indie. Smooth it up a bit and you got commercial level (actually, I've seen commercial level games with crappier smoothness in their animations anyway) kinda reminds me of Mount&Blade sort of. Very good!

03-04-2008, 02:43 AM
Thanks, I'm making it alone for now...but my progress is very slow..till now there has been almost two years in development.
I'm using some free 3d body parts to assemble the characters..ofcourse with alot of modifications.Some weapons are made by me other are taken free models.
Textures of weapons and characters a made by me from photos.
Everything else...is me again.
I'm spending alot time in coding(Python)..cause I'm not a good coder.
My current job is Flash Designer and Developer and there was not a big deal to handle the Python...
For me Python in Blender is just like ActionScript in Flash.
About the camera..you are right. It's very close to the character, I'll fix this...but I want all the battle scenes to be in closer view so,I'll have to develop some kind of scenes system for the camera.
There is no intresting elments in glame play for now..exept I'll try to make it very intense action...with good enemy AI(no mindless enemies that just stands there waiting to be killed)

03-04-2008, 04:39 AM
Well done haidme, with the quality and dedication you've already shown (not to mention proof of work), you should have no problems getting a team/volunteers to help you:) (should you so wish). This (in most cases) would accelerate and aid your development.

03-04-2008, 04:59 AM
There is no intresting elments in glame play for now..exept I'll try to make it very intense action...with good enemy AI(no mindless enemies that just stands there waiting to be killed)

This is what I was going to ask. Have you invested much time in actually designing the game, or has the two years just been spent coding and rendering 3D objects? I think the problem with a lot of technically advanced games (indie and big budget) is that the level design and gameplay are often not up to the standards of the graphics and fancy physics. At the moment, it looks pretty, but the gameplay seems like "keep clicking until the bad guy falls down." It'll be hard to improve the enemy AI much unless both the players and the monsters have more tactical options.

Anyway, that's not to belittle your achievement in any way... it looks really good, and it's impressive that you've done it on your own. But if you've been working to this point without a good idea of the storyline and locations you'll be having, maybe it's time to take a bit of a break on the coding and think about that for a while... in the process, you'll probably also have a better idea of where you need to go in the code.

If you're stuck for ideas, like defanual says, with what you've done so far, you'll probably have no trouble finding volunteers to help you, and that goes for level design types, not just coders.

03-04-2008, 05:33 AM
From this videos..looks like its "keep clicking".. but soon I'll post а demo..And you can see that the whole game play is based around timing...if you keep clicking you'll die, cause the enemies will block your strikes and "return the favour" immediatеly. But yes there is still alot to do about AI...and ofcourse for now there is just two enemies...I'm thinking about 10 different types, and there AI will differ greatly.
About the storyline...I have something like a plan written down on paper.
And a pretty good idea what the environment shoud look like. And the locations,and the plot. It's just I'm alone and there is alot of work.(But I like it this way, for now)

03-04-2008, 09:25 PM
Or it could just end up like Dark Messiah. No offense but Dark Messiah's plot kinda sucked, and it is still one of the best 3d fighting rpg I've seen so far in my opinion, not that graphics is the only key, in Dark Messiah timing was of the essence, if you focus enough on your timing system there with blocking etc and toss in a couple options (and I don't recommend going as far fetched as Dark Messiah as it really crowded the game with unecessary stuff when the fun was just to strike and block I believe) you're getting something very nasty there, I'm bookmarking that thread ;) (knowing patience is of the essence of course).

03-07-2008, 03:12 AM
Progress report: 3 new helmet types...they will affect the defence skills of the character, as the armour types. Armours and Hlemets will have durations and will be destructable...so in that way the player must be awared of the current durations of his body and head armour while playing, as the shields duration.

03-07-2008, 04:52 AM
Hmm, Armour and shield damage could be a nice touch. Of course, it could also be annoying executed badly if you end up spending too much time playing around with your clothes;)

04-11-2008, 04:00 AM
Hi, here is a new YouTube Video (http://www.youtube.com/watch?v=gHoVXfVG1Gg) that shows some improvements-(first two handed weapon, different armour and shield damages.)

04-11-2008, 07:14 AM
Hi, here is a new YouTube Video (http://www.youtube.com/watch?v=gHoVXfVG1Gg) that shows some improvements-(first two handed weapon, different armour and shield damages.)

I notice the enemy blocking your hits with his shield... that's fine for when you're using a lighter weapon, or doing those lunges with the axe, but it looks weird when your attack was a huge, two-handed power swing. Not that I've ever been in a fight with someone wielding a battle axe, but trying to block a swing like that with a buckler looks to me like it would a) not be effective, and b) probably get your arm broken.

Maybe what you need is different types of defensive acts - shield block, weapon parry, and leap aside - and have them vary in efficiency against different types of attack. E.g. it's easier to parry a horizontal slash than it is to leap aside from it, but a huge overhand power attack with a heavy weapon should be impossible to block or parry. To compensate, successfully leaping aside from a power attack could stun the attacker for a second or damage the weapon.

Just a thought, anyway... it could add a little more psychology and strategy to combat, as well as realism.

04-11-2008, 07:36 AM
Thanks for the suggestions!
These are really good ideas you gave me. I'll definitely do another blocking system for two-handed weapons, leap or else.
10x :)

04-11-2008, 08:43 AM
Looks great. One minor nit is that it looked like he got the 2 handed axe the moment he bent over to pick it up.

At this point I would start thinking a lot about the game play. What are the motivations for the player? Do they get stuff for killing those guys, is he leveling up, is there more stuff to see? What you have now looks really great and it's time to start thinking about moment to moment game play. Personally I would be interested in playing if it headed in a Gauntletesque kind of a direction - more baddies that die easier and with lots of things to pick up and get for knocking them down - but I'm old school and prolonged hand to hand combat games were never my thing.

Good luck, looking forward to a playable game announcement.

04-12-2008, 07:35 AM
Yes he is leveling up,he gathers experence, his damage differ with different weapons and levels. His and enemies shields and armours have durations, he gets tired when hits alot of times(differ with diferent weapon wieghts), enemies damage are different if he have armour.
All is in the GUI but in this video is not easy to see.
If you kill an enemy you can get his shield(duration depends) and weapon, later you'll be able to get health potions from him or keys.
I'm thinking of making alternative weapons- tables(two handed type),chairs,trunks..you'll be able to get them and crash them in enemies heads(one hit only,but greater damage.)
When I made first archer type enemy, I'll made the demo/tutorial level, then I'll stop and think about the storyline,other types of enemies and how to make the game different from other hack and slash types.
But first I must made the 3 main enemy types..their AI and player parameters.

06-26-2008, 06:43 AM
Hi all, I've uploaded here (http://krum-game.com) new high quality video that shows latest update of my game.
Looking forward for some suggestions or glitches you can find.

12-25-2008, 05:28 PM
Hi all, I would like to show you my current progress, it is in the first post.
At last, I finished main programming and set up, now I'm making environment objects for the first level. From now on it should be fast and easy.

12-25-2008, 08:50 PM
Quite nice for an indie effort. One thing that really sticks out and looks bad is that the animations play too slowly for the movement so they tend to look like they are 'sliding' all over the place.

12-28-2009, 06:37 PM
Hi all, I haven't post here lately. I was extremely busy with my current day job and establishing my self in another city, but now I would like to show you my current progress (look in the first post)

Any comments will be appreciated.

Dan MacDonald
12-28-2009, 08:11 PM
It keeps looking better. :) The hard part about making games, I've found is you end up spending (at least) equal parts of your time building content for and designing the game as you do building the technology and subsystems. So if you spend 2 years getting the tech up, it will probably take another two to finish all the gameplay, Shell, world, story etc.. It's not that you shouldn't do it, it's an awesome learning experience but it's important to set your goals in reality.

12-29-2009, 03:48 AM
You are right, building content is alot of time consuming activity, but I will not make huge worlds, just five story driven levels: mountain level->castel level->mines level->swamp level->wastelands level.
2 months per level is more than enought, now when everything else is almost done. So I really hope to finish this until the second half of 2010.

12-30-2009, 01:05 AM
Really impressive. And taking into account that you are one man army, this is a great job! As a developer, i couldn't miss the glitch with disappearing plants in river. We had tons of problems like that in all our games..it seems that they are curse of every developer.

Andrej Vojtas
12-30-2009, 07:22 AM
I noticed your game just now, congrats on coming thus far and best of luck finishing it.

03-11-2010, 08:08 AM
Hi all,
The first level environment is done! I placed some new images in the first page.
Tell me, what you think about the level atmosphere and the colors?

Bad Sector
03-11-2010, 08:15 AM
It looks very good. I like what i see so far :-).

But, you're already at four years making the game and you only have one level! You weren't joking about progress being slow :-P.

But good work anyway :-). You mention there is also a first person perspective. Any shot from that?

03-11-2010, 08:26 AM
Yes its slow, I'm hoping to finally finish it, till the end of the year.
There was a first person screenshot before this update...I'll make another one.

03-11-2010, 10:58 AM
Hmm, Armour and shield damage could be a nice touch. Of course, it could also be annoying executed badly if you end up spending too much time playing around with your clothes;)

Or monetize it..

provide "the basics" and allow for the player to spend some currency to upgrade to plate.

looks nice! good luck with it man!

03-12-2010, 05:06 AM
Off topic: the first screenshots where the character has an axe hanging on his back but no scabbard or anything. It made me think how cool it would be to have subcutaneous electro magnets that we could turn on and stick stuff to ourselves (i think medically it might not work tho, and it can't be a permanent magnet to avoid ending up with 2 forks, 1 spoon, a handfull of fish hooks and some rusty nails stucked to one's back when walking in a flea market or something.) It might make a fun game character tho! Human katamari!

05-19-2010, 11:14 AM
Is this game finished? If so, where can I download or buy it?

10-21-2010, 03:43 AM
Hi all, I'm posting a little update on Krum progress.
I've made a brand new HUD and the starting area(your village, which was savaged by barbarians while you were gone out in the woods for food and timber, and when you came back you found that your most loved people are gone in slavery or dead.)
All C&C are welcome.

HUD and a part of the village:
HUD-all elements:

Screens of the village(no foliage yet)

A little tour throught the area:

11-19-2010, 10:08 AM
Hello there,
Recently it was developed a new Blender web plugin called BursterPlugin (http://geta3d.com/), so I decided to make a very small online demo of my game.
In order to play it, you need to install this plug in (http://geta3d.com/) and restart your browser.
Then go to http://www.krum-game.com/demo/ (http://krum-game.com/demo/)

So, give it a try.

Arrows -> move player
L/R MB -> hit/block
(Left-Arrow || Right-Arrow || Jump) + hit -> different hits
Mouse Scroll -> change weapons
Middle MB -> toggle holster weapons
Double press forward -> run
Ins -> jump(num lock enabled)
Space -> war cry
C -> change camera mode

04-29-2011, 06:06 AM
Hello there, I decided to post some new progress of the game:






04-29-2011, 06:15 PM
it's a great work, i must say i'm impressed, considering it's an indie game, is very very very good :)

05-02-2011, 08:38 PM
Nice animation. The screenshots look nice but a bit gloomy. They definitely don't do you justice. Once you start seeing the battle animations the whole thing really comes to life. Attacks are very fluid and definitely convey a sense of realism.

07-29-2011, 07:12 AM
Hi there, finally I managed to build the first small, but fully functional demo of my game!
DOWNLOAD DEMO (http://krum-game.com/demo/)

Please test it and give some feedback(framerate,gameplay..etc)
P.S.This demo is far from a complete game, so you may witness alot of glitches and/or bugs,no quests etc...
The Demo is windows only./May still not work on win 7 :( /

07-29-2011, 01:58 PM
This was already mentioned to you in the blenderartists forums, but it also runs at about 1fps for me. Pressing the zero key didn't seem to help any. I'll be looking forward to testing it once you've ironed those bugs.

Windows 7, Standard User account
4GB Ram
GeForce GTX 260
Intel E8400

07-29-2011, 02:43 PM
Yeah, thanks for the reply.
It seems that this demo is not working on windows 7 machines. I'll fix it as soon as I get home from the vacation I'm going tomorrow.

P.S. Found what causes this 1fps bug(tested on 2 different pc configs that reproduces it). Solution: you should update you video drivers and the game will run smoothly.