Drakan Remake by YanGez93

Anything to do with Drakan level editing and modifications, post it here! Also this is the place to tell us about your new levels and get player feedback.

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Re: Drakan Remake by YanGez93

Postby Arokhs Twin » Sun Dec 03, 2017 5:54 pm

Do you guys want a wordpress account for the main site as the news page is sadly lacking. Posting news articles on the main site index page would give your project more coverage. You can't sign up for an account yourself as updating the website is limited to myself and other admins but I can create you one if you like so you can post your own articles.

PM me if you want to do this.
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Re: Drakan Remake by YanGez93

Postby HeckFluff » Mon Dec 04, 2017 5:36 pm

Does yangez93 need volunteers? If not, it's probably best to wait until he's got it to a minimally playable state, at which point, he'll have something to show a non-Drakan gamer.

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Re: Drakan Remake by YanGez93

Postby yangez93 » Wed Dec 06, 2017 7:45 am

I think it is good idea. Some news in main website will not hurt. As HeckFluff said the best to show playable version of Drakan Remake, but you know, it will take some time ;) Anyway, great job HeckFluff for you recent work
Check news about Drakan Remake on my WordPress:
https://drakanremake.wordpress.com/

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Re: Drakan Remake by YanGez93

Postby HeckFluff » Wed Dec 06, 2017 7:51 pm

Your screenshots show plenty of art assets, but do you have any plans on how and when you're going to implement the game's systems and mechanics?

You know what would be really fun? Arohk/Rynn multiplayer campaign co-op. Would this be something you'll be capable of doing? Does Unity have built-in functionality for this kind of thing? Or would this be just as unused as the current Drakan master server? Might require a bit of level redesign, though.

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Re: Drakan Remake by YanGez93

Postby yangez93 » Sat Dec 09, 2017 6:03 pm

Does yangez93 need volunteers? If not, it's probably best to wait until he's got it to a minimally playable state, at which point, he'll have something to show a non-Drakan gamer.
Great projects are made by team. As you said, i really need volunteers ;) Anyway support here in this forum is very helpfull and make me more motivated ;)
Your screenshots show plenty of art assets, but do you have any plans on how and when you're going to implement the game's systems and mechanics?
Main goal is to finish in maybe 60-70% levels (details I will corect at the end).It easy to make trigger switching from one level to another. Next make in blender NPCs, dragon models, Rynn,Arokh, animations, scripts. Not forgeting bow and arrows, spells. Right know I scared when I thinking about animate dragons, monsters, death mage(and throwing spells) and programming ;)

Right now i do what I can so I make levels, when i started make Drakan Remake i made basic menu system for just click "Play game" with switching camera after clicking it and of course quit game, as simple as "Hello World" in c++, maybe this menu concept will stay with with famous owl? But Drakan menu was very ambitious with rotating crystals ;) I saw some tutorials about changing player controls, mouse speed etc. I made some animation blending for Rynn

I tried also RAIN AI for unity assets to implement some navigation mesh, i made at least moving knights models, sceletons but they dont fit to Drakan (I'am talking about models).

Do you guys want a wordpress account for the main site as the news page is sadly lacking. Posting news articles on the main site index page would give your project more coverage. You can't sign up for an account yourself as updating the website is limited to myself and other admins but I can create you one if you like so you can post your own articles.

PM me if you want to do this.
If it'll be official trailer i for 100% post it in wordpress, thank you very much Arokhs Twin for account. It'll be nice to make some cutscenes and make from this trailer. Right know i try to post simple forum posts, if I'll upload some important news i promise to upload it in wordpress ;)

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You know what would be really fun? Arohk/Rynn multiplayer campaign co-op. Would this be something you'll be capable of doing? Does Unity have built-in functionality for this kind of thing? Or would this be just as unused as the current Drakan master server? Might require a bit of level redesign, though.
Yes, that idea sounds nice. With cooperation with Rynn can be spectacular fight system. For example there be Rynn and other survived warrior together or just player1-Rynn and player2-Arokh. Or just new levels dedicated for cooperations, maybe conquer dragon mountain with 4 players cooperating,commanding.I think also about diffrent movement system (obviously as a additional modification) as in Dragon Age for example, movement just by clicking mouse. I still learning unity environment i cannot answer you ;)

My ideas:
  • What about add food as "heath potions"?
  • Maybe there are also never used creatures in artist concept of Drakan?
  • Destructable objects(houses, trees)
  • Underwater ruins and underwater NPCs in islands
  • Expand Arokh's lair
  • Expand Herons Tomb
  • Evil towers (magma,poison,ice, magical weapons)
https://jbjhjm.deviantart.com/art/Legen ... -408301267
(Very nice scavanger for Drakan Remake ;) )

Alright, Rynn walk on particles ;)
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And of course Wartok Canyons advancing beacuse this is very nice huge level, it'll take time to finish it, i improved texture blending and erase too much grass in some ways. I have also to compute occlusion culling.

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ballistas, where are you? ;)

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Check news about Drakan Remake on my WordPress:
https://drakanremake.wordpress.com/

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Re: Drakan Remake by YanGez93

Postby HeckFluff » Sat Dec 09, 2017 10:19 pm

Great projects are made by team as you said, i really need volunteers ;) Anyway support here in this forum is very helpfull and make me more motivated ;)

Main goal is to finish in maybe 60-70% levels (details I will corect at the end).It easy to make trigger switching from one level to another. Next make in blender NPCs, dragon models, Rynn,Arokh, animations, scripts. Not forgeting bow and arrows, spells. Right know I scared when I thinking about animate dragons, monsters, death mage(and throwing spells) and programming ;)
Alternatively, you could use placeholder programmer art or the original assets, and then use crowd funding to hire artist(s), because there would be a lot more confidence in your project if all you need is art.

Programming isn't a big worry. This is an old game, so you won't need and state-of-the-art know-how. You'll probably spend longer figuring out any Unity'isms.

I tried also RAIN AI for unity assets to implement some navigation mesh, i made at least moving knights models
RAIN AI seems dead. I can't find its documentation on their website. And it seems to use DLLs; are these native x86/x64 Windows DLLs, or .NET? Also, what about spiders? Do you want them to walk on ceilings? Can RAIN AI do that for you? Can RAIN AI handle flying creatures? In case you can't tell, I'm doubting that RAIN AI will fulfill all your requirements. This is speculation, though, I don't have RAIN AI or Unity.

sceletons but they dont fit to Drakan (I'am talking about models).
The word you're looking for is "aesthetically" or "artistically", I guess.

movement just by clicking mouse.
That's a completely different genre. X-Com: Drakan.

What about add food as "heath potions"?
They're called "cheese wheels".
What about Arohk's health pickups? They're just glowing orbs. Can't get much more unimaginative than that. We, like, totally need to see him drink water. Maybe eat people. I Of The Dragon on steroids. On the otherhand, that's an unlimited health source, so maybe this should only happen on lower difficulties.

Destructable objects(houses, trees)
If Unity doesn't have this functionality, you'll want something like https://mango.blender.org/random/voronoi-fracturing/. You'll probably need it anyway for barrels. For extra points, have big chunks of debris create dynamic holes in the navmesh.

Underwater ruins and underwater NPCs in islands
There's only one way this can end: https://ragnar-thorson.deviantart.com/a ... -558226270.

Expand Arokh's lair
Expand Herons Tomb
Ever played Skyrim? http://en.uesp.net/wiki/Skyrim:Labyrint ... byrinthian.

Alright, Rynn walk on particles ;)
Is it switch controlled?

And of course Wartok Canyons advancing beacuse this is very nice huge level
Huge level has huge terrain. How is it rendered? Are you using a terrain LOD system? Or is performance already good?

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Re: Drakan Remake by YanGez93

Postby nikouni » Fri Jan 05, 2018 4:09 pm

If you want to i can extract you a full working menu as .unitypackage

http://drakan.synoptic-entertainment.com/ (example)

Also i have some other high poly models as if been helping out on some other remakes with the unreal engine.


If you need some support in the case of programming i would be able to support you, as i've been doing this for quite a long time and covered nearly all possible topics in the past. (unity as fav engine for prototyping)

Althought the character controller for drakan is quite simplistic as well as the animation sound blending stuff. Most of the other things are specialized quest scripts.

I could maybe write you a flying ai with correct pathfinding, and i also got a working drakan inventory lying around somewhere for unity3d. (Using the UMA plugin you can find in the assetstore to exchange textures / models as part of the equipment on rynn)

Also i have some procedural animated shaders for the health and breath energy globes (https://gyazo.com/cc9cd95792084fa3d7438c5d2d6ff3ce)

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Re: Drakan Remake by YanGez93

Postby HeckFluff » Tue Jan 09, 2018 4:35 pm

What are these models you have lying around? Characters? Props? What about art style consistency with the models that already exist?

That game UI is using the original textures, which is probably not a good idea, unless they are loaded from the original files.

Haven't heard from yangez93 for a while.

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Re: Drakan Remake by YanGez93

Postby yangez93 » Wed Jan 10, 2018 1:28 pm

Hi Drakan fans! :D

After a little break I'd like to announce I started a Drakan Remake WordPress

https://drakanremake.wordpress.com/

News, screenshots,description of how I create a game,plans for the future will be placed right there in this blog. Of course I'll be actively post news here in this topic and reply you guys. This wordpress will be concentrate on promotion for non drakan players. If you are story teller, please, write here how Can I write Drakan story so Sony won't complain ;) And what about spoiler whole Drakan story? It'll be inappropriate to write whole Drakan story, screenshots of all levels and describe all weapons. Let's do it mysteriously :D

This is good way to change any time game description, upload to front page actual screenshots, write Drakan story and of course (when it'll be possible :D ) link to playable version of Drakan remake.

Rynn Components

Rynn right now has some basic scripts such as:
  • Player motion: forward, back, left, right,slow walk,sprint, attacking. Speed of Rynn depend on animation. In this .cs file I can change rotation speed.
  • Player sword: position when sword is unequipped or equipped.
  • Rigidbody: here we can change her mass so she can fall faster. Arokh of course hasn't right know this component.
  • Collider: it depend when other objects has mesh collider.
  • animator: animations such as idle, walk, sprint. I still have problem with sprint. She has also animation of attack but fight system needs to be improved
  • camera movement: it has determination of player camera, center point of Rynn, distance, max and min height of camera. In script we have lookat function.
RAIN AI seems dead. I can't find its documentation on their website. And it seems to use DLLs; are these native x86/x64 Windows DLLs, or .NET? Also, what about spiders? Do you want them to walk on ceilings? Can RAIN AI do that for you? Can RAIN AI handle flying creatures? In case you can't tell, I'm doubting that RAIN AI will fulfill all your requirements. This is speculation, though, I don't have RAIN AI or Unity.
In RAIN you can do basic Waypoint network, put navigation points so characters can walk. It'll be necessary that NPCs has component of spot Rynn.

They're called "cheese wheels".
What about Arohk's health pickups? They're just glowing orbs. Can't get much more unimaginative than that. We, like, totally need to see him drink water. Maybe eat people. I Of The Dragon on steroids. On the otherhand, that's an unlimited health source, so maybe this should only happen on lower difficulties.
This is good point. Players love games when there are a lot of possibilites and functions.
If Unity doesn't have this functionality, you'll want something like https://mango.blender.org/random/voronoi-fracturing/. You'll probably need it anyway for barrels. For extra points, have big chunks of debris create dynamic holes in the navmesh.
Imagine that Arokh destroy everything, it'll be one big ruin :D Especially with his super weapons. I thinking about destructable objects so player cannot complete level without this.
Alright, Rynn walk on particles ;)
Is it switch controlled?
This is just planes with 100% opacity ;D I know this is so simple. We will need switch (trigger) so it'll change position of particles. In this stage there is elevator, switch controler, some death mage, quest key and some boxes(these boxes have motion open itself, so we have to write trigger :D )

And of course Wartok Canyons advancing beacuse this is very nice huge level
Huge level has huge terrain. How is it rendered? Are you using a terrain LOD system? Or is performance already good?
In Wartok Canyons i didn't compute Occlusion culling. Terrain is made by multiple layers, these terrains aren't even stitched together.LOD system can be possible with trees, right now i didn't make good LOD system and performance is poor especially when i add some Bloom Optimized script or Motion Blur to camera. We will work on it :D In artistic way i make some texture blending in Wartok Canyons and delete unnecesarry grasses.

nikouni, please send me everyting helpfull. Don't even ask me, just send :) Main menu health and globes looks awesome. Unity has collaboration feature.
What are these models you have lying around? Characters? Props? What about art style consistency with the models that already exist?

That game UI is using the original textures, which is probably not a good idea, unless they are loaded from the original files.

Haven't heard from yangez93 for a while.
Yes, better avoid using original textures. I try to use completly diffrent models and textures. But sometimes it takes time to make for example completly new tavern in blender.
Last edited by yangez93 on Wed Jan 10, 2018 8:12 pm, edited 1 time in total.
Check news about Drakan Remake on my WordPress:
https://drakanremake.wordpress.com/

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Re: Drakan Remake by YanGez93

Postby Arokhs Twin » Wed Jan 10, 2018 5:42 pm

Good to see you are back again. A blog is a good idea; Ill put a link to it on the front page unless you would like to do it?

When the mod is more complete and the story etc is established you could put it on ModDB as well. Speaking of the story I don't think Sony would have any problems with it keeping it the same if you are going down the route of the requirement to own the original game and make your mod free. I doubt they would care actually unless they decide to make another Drakan game for the PS4 (also unlikely) so I'd say go with it.

On the other hand if your mod is to be standalone it's not just the story that they would complain about, it would be any assets from the original game that is used in your mod and any character names etc. I can see them having an issue with that but not if you were to simply make the remake the same as or very similar to the original game's plot / story / characters as long as the original game is required to play it.

It's hard to say, you could try asking them but getting any sensible reply from them would be doubtful.

Maybe one of our other members that knows more about copyright laws etc can help?
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Re: Drakan Remake by YanGez93

Postby HeckFluff » Thu Jan 11, 2018 7:51 pm

After a little break I'd like to announce I started a Drakan Remake WordPress

https://drakanremake.wordpress.com/
Gotta polish that website:
  • "DRAKAN REMAKE". Redundant. "OpenOOTF: A Drakan Remake" should be the main title.
  • "Drakan Remake is project created in ... 1999." -> "OpenOOTF is a remake of Drakan: Order of the Flame from 1999."
  • "I’am YanGez93 ..." -> "You can find the latest info at https://arokhslair.net/forum/viewforum.php?f=4."
  • "Special thanks ... remake" -> (centered)
    Project Lead (you whatever you want to call yourself)
    yangez93

    Special thanks to
    Arokhs Twin
    Morell
    UCyborg
    Voodooman
    HeckFluff
    nikouni
  • Top menu "Artworks" -> "Art Progress" (or similar). Also, it would probably be a better idea to ask contributers to get in touch on these forums, because they would probably want to see the rest of us. It would also be a good idea to put some actual screenshots in it.
  • Contact: Might as well add a link to these forums.
  • https://drakanremake.files.wordpress.co ... ped-22.jpg. I call this one the "Corrugated Arohk".
Although, I think it's too early for a website because we still don't where all the required art assets are going to come from. You need 3D models, textures, voices, sound effects, and possibly music.

If you are story teller
You don't need much to create a sufficiently different story. Just put Drakan in a different setting. Different place, different time, and the story will write itself. For example, set Drakan in the modern day and with the same myths and legends. Or maybe you want the same setting but with a different plot? Just make a slight tweak. Maybe the evil side convinced Rynn's brother to join them peacefully, by tempting him with another dragon. For added drama, maybe Arohk would want to use that other dragon to uh... repopulate and rebuild the order of the flame. Maybe this other dragon was originally a statue next to Arohk, but Rynn couldn't get there in time to save them both.

But if you go with a different story, then you might as well create an entirely different game, because the only similarity would be the art style and setting.

This is just planes with 100% opacity
0%?

Imagine that Arokh destroy everything,
Terrain deformation is a thing. Maybe Arohk's attacks should only be destructive if he uses all his "mana" at once.

In Wartok Canyons i didn't compute Occlusion culling. Terrain is made by multiple layers, these terrains aren't even stitched together.LOD system can be possible with trees, right now i didn't make good LOD system and performance is poor especially when i add some Bloom Optimized script or Motion Blur to camera. We will work on it :D In artistic way i make some texture blending in Wartok Canyons and delete unnecesarry grasses.
By "terrain LOD", I was refering specifically to optimised heightfield rendering like https://en.wikipedia.org/wiki/ROAM.
Another LOD technique you might want to know about is http://blog.wolfire.com/2010/10/Imposters.
For grass, try showing only nearby grass. Also, is Unity using instanced rendering for the grass?
And furthermore: Use something like portal culling for interiors, even when outside. For example, if the player is outside, culling the view frustrum against the entrances to interiors when rendering those interiors should cull most interior stuff. I don't know if this is doable with Unity, though.


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