KRUM rpg game - WIP

Discussion in 'Feedback Requests' started by haidme, Mar 2, 2008.

  1. haidme

    haidme New Member

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    First level environment progress:

    Recent video.

    First level screenshots:
    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    "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.
     
    #1 haidme, Mar 2, 2008
    Last edited: Mar 11, 2010
  2. Klaim

    Original Member

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    I'd say it looks graphically interesting but how about the animations?
    Can you do a little video using fraps for example?
     
  3. haidme

    haidme New Member

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    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
    video 2
     
    #3 haidme, Mar 3, 2008
    Last edited: Mar 3, 2008
  4. Sol_HSA

    Indie Author

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    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.
     
  5. defanual

    Original Member

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    Whoa!

    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...
     
  6. J.A.R.S.

    J.A.R.S. New Member

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    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!
     
  7. haidme

    haidme New Member

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    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)
     
  8. defanual

    Original Member

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    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.
     
  9. AlexWeldon

    AlexWeldon New Member

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    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.
     
  10. haidme

    haidme New Member

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    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)
     
  11. J.A.R.S.

    J.A.R.S. New Member

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    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).
     
  12. haidme

    haidme New Member

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    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.
     
  13. defanual

    Original Member

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    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;)
     
  14. haidme

    haidme New Member

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    Hi, here is a new YouTube Video that shows some improvements-(first two handed weapon, different armour and shield damages.)
     
  15. AlexWeldon

    AlexWeldon New Member

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    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.
     
  16. haidme

    haidme New Member

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    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 :)
     
  17. lennard

    Moderator Original Member Indie Author

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    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.
     
  18. haidme

    haidme New Member

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    10x.
    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.
     
  19. haidme

    haidme New Member

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    Hi all, I've uploaded here new high quality video that shows latest update of my game.
    Looking forward for some suggestions or glitches you can find.
     
  20. haidme

    haidme New Member

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    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.
     

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