Moderators: Arokhs Twin, yangez93
Great projects are made by team. As you said, i really need volunteersDoes 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.
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 programmingYour 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?
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 wordpressDo 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.
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 youYou 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.
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.Great projects are made by team as you said, i really need volunteersAnyway 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
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.I tried also RAIN AI for unity assets to implement some navigation mesh, i made at least moving knights models
The word you're looking for is "aesthetically" or "artistically", I guess.sceletons but they dont fit to Drakan (I'am talking about models).
That's a completely different genre. X-Com: Drakan.movement just by clicking mouse.
They're called "cheese wheels".What about add food as "heath potions"?
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.Destructable objects(houses, trees)
There's only one way this can end: https://ragnar-thorson.deviantart.com/a ... -558226270.Underwater ruins and underwater NPCs in islands
Ever played Skyrim? http://en.uesp.net/wiki/Skyrim:Labyrint ... byrinthian.Expand Arokh's lair
Expand Herons Tomb
Is it switch controlled?Alright, Rynn walk on particles
Huge level has huge terrain. How is it rendered? Are you using a terrain LOD system? Or is performance already good?And of course Wartok Canyons advancing beacuse this is very nice huge level
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.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.
This is good point. Players love games when there are a lot of possibilites and functions.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.
Imagine that Arokh destroy everything, it'll be one big ruinIf 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.
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 triggerAlright, Rynn walk on particles
Is it switch controlled?
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 itAnd 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?
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.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.
Gotta polish that website:After a little break I'd like to announce I started a Drakan Remake WordPress
https://drakanremake.wordpress.com/
Project Lead (you whatever you want to call yourself)
yangez93
Special thanks to
Arokhs Twin
Morell
UCyborg
Voodooman
HeckFluff
nikouni
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.If you are story teller
0%?This is just planes with 100% opacity
Terrain deformation is a thing. Maybe Arohk's attacks should only be destructive if he uses all his "mana" at once.Imagine that Arokh destroy everything,
By "terrain LOD", I was refering specifically to optimised heightfield rendering like https://en.wikipedia.org/wiki/ROAM.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 itIn artistic way i make some texture blending in Wartok Canyons and delete unnecesarry grasses.
Right know there is difference between Ruined Village and Wartok Canyons in terms of lightning, in Ruined Village there are multiple of point lights, in Wartok Canyons there just Directional Light so he decrease of FPS is noticeable in Ruined Village. And I want to add Depth of Field component to player camera but it is also betaBy "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.
From What I understand about copyright, you would only have to avoid using story aspects/names that the original Drakan dev specifically had copywritten. Also not sure if you were planning to or not, but most companies seem to be fine with the community releasing inspired fan content as long as it's not for monetary gain.
Also if you guys happen to be looking for someone to help out with sfx/music I'd love to possibly help out.
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