Sword of Moonlight Forum
Sword Of Moonlight Games => Games (Dormant Projects) => King's Field V => Topic started by: JC Bailey on September 11, 2014, 06:05:51 am
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This thread is for progress updates and any other news regarding King's Field V, and will be updated semi-daily.
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I finished a final outline for the very first map of King's field V, the Royal Cemetery. I've even made an inked version that will be what displays in-game. Now to create the set and see how this will work out. Haven't done much with piece creation as of late, but I've got a good idea of the sizing at least. Let's do this! :megaman:
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Here's my first attempt at map piece creation. Not so sure if I like the way the textures came out, so I may end up replacing them.
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Good job! :smile:
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What's wrong with the textures? They look fine to me!
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Here's the new texture for the indoor set.
And to answer your question Hwitvlf, I changed the texture because the old ones weren't tileable & it didn't really match the setting I was going for. Plus, I think this one looks a lot better, don't you think? :wink:
I also wanted to say that the map set I'm making for King's Field V will be available for download when the game is done. I'm doing my best to make everything HD and tileable, so it will be like an improved alternative to the original SOM tiles.
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Looks great. In the future, if you have an image that hasnt been made tile-able, you can use GIMP and go to filters>map > make seamless.
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I'm working hard to finish the template for the indoor portion of the KFV set. It's built on a more traditional grid system and is going to be a lot more versatile than the base SOM parts. What's cool is that I've got it set up so that all you'll need to do is change one texture and it will be applied to all parts in the .mqo file. I should be able to finish creating all the indoor parts within a couple of days.
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The rock-work really does look nice. What size is the texture?
I also think your new icons are much clearer than the originals. It seems like moving the walls to the edge of the Piece would make it easier to build. Is there any downside?
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The texture is 256x256, which is around 4x the size of the SOM tiles, so it's a pretty significant upgrade.
I don't really see any downside to doing it this way, it just allows for more versatility I think. I'm actually adding cool stuff like multilevel tiles and chasm tiles with walkable platforms, which I think are much easier to pull off with this type of grid system.
Both the indoor and outdoor sets will have easily replacable textures; I might just post the .mqo file here when I finish both of the templates, and then post a full installable set when the game is released later on. King's Field V will be like a sample game for this set, hehe.
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Wow, it looks amazingly well for a 256 texture!
I'm glad you're trying out that map Piece alignment. I actually still hope to complete my game and your system seems a lot easier so I will probably go that way unless you find some horrible flaw in it :tongue:
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Thanks to Verdite, I've finally began dabbling music creation. So here's my first ever track, it's intended to be ambient music for an area near the end of the game called the Molten Lake.
https://www.youtube.com/watch?v=XvysM6adboo
EDIT: Made a second track for another area called the Enchanted Halls! This one is a lot more upbeat. :biggrin:
https://www.youtube.com/watch?v=zXxPMeQNv5o
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Wow, those are really good! I really like molten lake. It has a King's Field IV kinda feeling to it. I'm really looking forward to seeing more!
:beerchug:
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Glad you like it Auric. I've got another new track here as well, this one's a lot more King's Fieldy. :tongue:
https://www.youtube.com/watch?v=qOfndGEmHyo&feature=youtu.be
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This chart should give everyone a good idea of the structure and size of the world. None of the names are final and they are only there to reflect the theme of the level. Each of these levels will be roughly the size of the maps in Return to Melanat, and will contain several different sub-areas. :drool:
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Still working on the map set for KFV as usual, so nothing much to update on today.
However, I did compose this Mega Man X inspired track today just for fun (and experience). :megaman:
https://www.youtube.com/watch?v=MBePFx4H0dc
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Nice :cool:
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Almost finished with the indoor portion of the KFV set, so far it's pretty easy to edit and use thanks to straight-forward icons I've made.
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Am I right that your angled pieces can make diagonal passages also? Your Piece setup seems so much better than SoM's default that I can't picture why Fromsoft didn't use it.
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Finished the multi-level portion of the KFV set, it consists of only 5 pieces and is quite versatile. Right now all I need to do is finish up the chasm set, then I can move on to outdoor pieces.
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That's brilliant and looks great and authentic. Sometimes game-level designs don't feel like anything people would really build because they're so tangled and asymmetrical. In real life, people usually build things that are patterned and functional instead of a tangled maze.
A thought, adding pillar supports under the 2nd-story floor might be neat. "Floating floors" are understood as a standard gaming convention, but looking more real doesn't hurt if it's not too much trouble. :cool:
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This is just a test map I'm using to test the pieces I make, it isn't at all a part of the game. Pillars are a good idea though, I might add them.
EDIT: Added a pillar tile!
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Nice! :biggrin:
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Finished the final part of the indoor portion of the KFV set template, the 'chasm' set! Before I do anything else, I'm going to map some different floor textures to the set so that it doesn't look so repetitive.
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Well, I'm back after a short hiatus and am going to begin work on map design. The first two areas I'm going to map out first are The Necropolis and a small village called Hythe, since they are most important. Wish me luck.
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Finished another ambient track for the OST.
https://www.youtube.com/watch?v=qLQ-Q-OZdnQ&feature=youtu.be
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I thought Verdite's ambiance music worked quite well in Moratheia- better than I even expected, and this I can picture your theme fitting in quite well in the background of a spooky setting. Just in time for Halloween!
What tools/software do you use to compose?
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I used a program called FL Studio, it's very easy to use. :biggrin:
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Created this nifty little logo for the project today. :wink:
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Nice, I think it would look neat with a picture in the background that tied into the games theme and connected the 'King's Field' and 'V' together more.
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These are structural plans for The Necropolis that I made up real quick using Minecraft. One thing I do need to know though, is there a height limit in the engine? Because this structure will be about 20m tall and 10m going down, and I'm wondering if there is a 'death' zone when you reach a certain height.
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I love the sense of depth in those pics. It should look great in SoM. I don't think there is a limit to how high the player can go, only how low. Like you say, if they player goes lower than -10m below the Y=0 level of the Piece they're standing on = :dazed:
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I'm currently working on getting a standalone prequel to this game out within the next month that will serve as a concept demo. For now it will use base SOM map-pieces (but these will be replaced in the full release). Storywise, it'll help set up the events for KFV and will consist of around three areas. Expect something about as long Fall of Verdite.
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Here's a new track for the OST to listen to, this one is quite dark.
https://www.youtube.com/watch?feature=player_embedded&v=vNlY6TgZEfA
Also, updated the logo to a more 'cleaner' look. :smile:
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Was KF:TAC's passage of light the inspiration for this one? That came to mind as I was listening to it for about the 4th or 5th time.
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@Auric Not intentionally, lol. I guess it does sound similar though.
Here's another track, this one took a while to get right, and even then I think it may still need adjustments.
https://www.youtube.com/watch?v=o5b_wHsRyeA
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I gotta say, I'm really enjoying your music. It's a nice little treat when I see you post something new.
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First ever in-game screenshots. Not much to see here though, just testing out the skeletal arm and moonlight sword Verdite made for this project. And that's right, the main character you play as is in fact a skeleton, what a twist. :biggrin:
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Another fine addition to the original soundtrack.
https://www.youtube.com/watch?v=oeaxzQ0yxGs
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I like it. The skeleton adds a nice bit of character.
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Castle Dungeon theme, done. Going to redo the royal cemetery track, the other one wasn't dark enough and didn't mesh well with the rest of the soundtrack. :coffee:
https://www.youtube.com/watch?v=MWvBtvUsE24
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Here's a look at some of the custom map parts & textures I'm making for this project. They are pretty high detail, and you'd have to get very close before they start to blur, as is shown in screenshot # 3.
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I think the textures look very good, but I long for more contrast. I don't think any of the SoM games so far have used the lighting system to the extent it should be. Great looking and immersive lighting doesn't come from bight or dark alone, but from stark contrast in a single view.
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Oh yeah, I do plan on adding a lot of light sources throughout the game. King's Field 5 is going to be much darker than Return to Melanat, so I'll be able to pull it off. It'll look something like this. :wink:
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John are you talking about directional lighting? Theres a slight problem with that, and that is... The direction where a light is cast won't stop at a wall, it'll continue beyond.
This is especially problematic for outdoor areas with houses - houses will have a light cast on their front outer wall for example, which is great, but the wall behind the front wall (the interior wall) will also have the light cast upon it.
For me, working with directional light was a pain for a number of reasons...
- Light does not cast any shadows
- Light size and shape cannot be changed, so light cannot be focused in an area direction, rather the direction set applies the light 'globally' to the map without any falloff
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I was talking about light/dark contrast of any type, but directional lighting and lamps would be the major ways to achieve that.
I know the lack of shadows are not cutting edge lighting, but I still like the look of strong lights. I think the directional lights work fairly well for outdoor areas to mimic sunset etc, and lamps for indoor areas. I also like increased contrast in textures.
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Could you send me your directional light & lamp settings for the first and last images? I didn't even know I could do something like that.
And I could try increasing the contrast of the textures in photoshop and see what I get.
EDIT: Just raised the contrast on the textures and found that it does make a pretty noticeable difference, I'll play around more with the settings and see what I can get. Thanks for informing me.
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It may be just my personal preference, but I do like it better.
The first image was with "Basic Lighting (Ambient)" set to 3, and a single lamp object set to 50 intensity, 255 red, 100 green, 100 blue, affect objects=checked. All other lights were off.
The settings for the last image are pictured below.
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This is my outdoor light setup.
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Redid the Royal Cemetery track. I might have to make some changes to the melody, but otherwise it turned out a lot better than the other one.
https://www.youtube.com/watch?v=6CCufsOoE7c
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Made this custom house set for the project today. :biggrin:
In other news, I'm rethinking the level design; wherein instead of having 12 large maps, I thought it'd be better to break them down into about 24 smaller ones. This would make them a lot easier to manage, plus it would allow for more soundtrack variety.
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I really like that! The scene has a lot of detail in the textures.
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Good job MT, and I think having smaller maps is a good idea. You could even split up Hythe - have different 'districts' and maybe even the tavern could have its own map (if there is one)
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Redid the rampart texture, I think it looks a lot better with the house set I made. :tongue:
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I really like the shading. If you attached some clutter like a barrel to a map piece and put it on the ground in front of the lamp, it should cast some really nice shadows. Cool stuff!
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I agree, some objects and clutter would scatter some nice shadows :cool:
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New theme for the village of Hythe. :)
https://www.youtube.com/watch?v=FD5TSWChufI
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I seems like your compositions are developing. You should try a two-part counterpoint composition.
:band:
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Currently working on map design. So far I've mapped out the exterior to Nephrite Castle and am working on the Garrison Ruins, which lies to the south of it. I'm really trying to be careful and match the style of hand-crafted level design seen in the other King's Field games. :biggrin:
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King's Field V has now adopted the subtitle "Dark Legacy" to help differentiate it from other similar projects.
In other news, a lot of new areas have been planned out, to the point that the game world has more than doubled in size. This should keep things interesting, as more maps means more variety (and a larger soundtrack). :wink:
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BEHOLD! The grand entrance to Nephrite Castle!
As is displayed here, I'm going for a certain level of verticality that you don't normally see in Sword of Moonlight games in order to help keep exploring the world interesting. ;)
Also, I made some color edits to the HUD to reflect the art style/color pallet I had in mind. (aka green and black :tongue:)
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It looks awesome in my opinion. The sense of scale really does add a lot.
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Here are several more screenshots of the area around Nephrite Castle. I was in the middle of building the map when I took these, so things like lighting and objects aren't present here. This is just to give an idea of what the overall layout and architecture of this area will be like.
Also, I made a new theme for this area that's a lot more relaxed (.mp3 attached below). I'll be re-purposing the other track I made for another area.
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Last screeny is my fave by a long way. Not sure if you are leaving the left hand side open, just it really suits the scene somehow. I can imagine some really nice lamps in that castle... :)
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Thanks, I'll actually be placing lamps on the pillars in the first screenshot. I'm also going to edit the top section of that rampart piece to look octagonal, so that it'll be a lot more fitting. :biggrin:
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Soundtrack update:
This is currently everything I've made for the OST that I'm planning to use so far. They are mostly remixes of other KF tracks that I've added my own twist to. Enjoy. :tongue:
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The map for Nephrite Castle I'm currently working on is almost finished, and is infact so big that it nearly covers up the entire workspace! Currently, I'm building the entrance to the Moonlight Temple and playing around with some archway architecture. :coffee:
It's a pretty interesting map because it connects to about 6 different areas, making it a hub-world of sorts.
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I like the complexity of the architecture.
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I feel inclined to post something SoM related, seeing as most recent posts havent been, any more development on the lighting side?
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I'm about to continue replacing the SOM map pieces to see how Nephrite Castle will truly look. Objects and lighting will come afterwards, and perhaps a demo later on.
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I feel inclined to post something SoM related, seeing as most recent posts havent been, any more development on the lighting side?
I check this and the Moratheia post every day for updates. Now that the Brigandine project is nearly over, I hope to join the hallowed ranks of "game maker" beside you and MT. Hopefully we'll get even more creativity flowing through the site soon!
MT, the castle parts in your screen shots are custom right? It's hard to tell the scale for sure, but I like that the battlements look to be a reasonable size. Over the years, people seem to have forgotten that they were defensive cover for men on the wall shooting arrows, or pouring boiling tar etc. It's common to see them in games as short decorations, even along wall were people cant walk. Anyways, I really like the castles.
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The pieces in my recent screenshots aren't custom. I'll be replacing them very soon though, and these new pieces will be featured in the demo I'm working on.
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It's amazing that you accomplished such an intricate look with those Pieces!
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Here's a look at the castle entryway with updated textures. Expect some more screenshots like this, and eventually a short playable demo within the next few weeks.
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So after almost five days of hard work I finally finished making this ominous theme for the North Coast area, enjoy!
https://soundcloud.com/master-taffer-1/northcoast
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Rats, that site isn't working in my browser. It says it's playing but nothing happens. wierd :sick[1]:
The new screen shots look nice though!
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Ahh well you can find the same track on here which you can play and download. There's also another new one as well that I uploaded recently. :)
http://gamejolt.com/games/rpg/king-s-field-v/40712/
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Nice! Very King's Field-ish. I like the two parts in the molten lake theme.
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You can still see that one on the page? I took most of the soundtrack down while I revise it a few days ago, the only two that should appear there are Hythe and the North Coast. Weird.
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Expect the return of frequent updates soon, I'm just in the process of creating resources and development of the game has slowed down because of it. Right now what I'm trying to implement is a central hub that serves as a home for the player, and as a way to teleport around the world quickly, should be an interesting endeavor. :coffee:
For now, here's a new track to listen to. It's intended for use in said hub world.
https://soundcloud.com/master-taffer-1/kings-field-v-ost-moonlight-temple
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I have often thought that a hub-map would be a good way to arrange a game in SoM. Are you going to use a pedestal to activate portals to each area?
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There will be access points in each area that you can open up by finding them. The game world will still be inter-connected and such, the hub world is just a means of fast travel between areas you've already explored.
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Cool. :smile:
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By the way, I now have a Twitch channel where I will sometimes be streaming development of this game as well as creation of the soundtrack. I will post times here ahead of time when I do so.
http://www.twitch.tv/mastertaffer/profile
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So I successfully modeled one of my first weapons, the Ancestral Dagger, now I just need to figure out the right way to import it in-game (I'm looking at you Verdite :cheesy:). :coffee:
Edit: Made a shortsword as well on my twitch stream. ^_^
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Dont forget to remove doubles (object > remove doubles) that should remove that nasty line.
Use the SoM mqo file I sent you and align your dagger with it. Save this as a directX file, say... ancd_0
For step 2, move the dagger so that it its tip is facing downwards. Save this as ancd
Next use the SoM helper to generate your files. Put them in data > items > model
Finally use the prf editor and under the 'items' tab choose weapon from the dropdown list. Set its specifics, and type ancd.mdo in the model data. When satisfied, save it as a .prf file making sure you click on the smaller save button beside 'load item'
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I actually did all those things Verdite, but I finally realized that I didn't add the _ before the 0 to the name of the menu model and that fixed everything.
Anyway, I seem to have a new problem, the weapon doesn't seem to be aligned to the hand right on the horizontal swing. I assume I can just move the model over a little, right? :eek:
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Yeah it looks like it needs a little shift on the Y axis if its still not right I can fix the arm for you
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Nice! One little note, you can store both weapon models (swing and inventory) in the same MQO as two different objects. When you save as X, there's an option for "export visible only". Just toggle the "visible" off for anything you're not working with. :beerchug:
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Full in-game map of the Royal Cemetery area. :eek:
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Title screen... Ready! Thanks to dmpdesign for providing me with the artwork. :beerchug:
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This project looks nice. I'll play it when it's complete
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Just a heads up, I'm taking a break from this project for a few weeks to start up a commercial game I've been meaning to make for a while. Will let you all know when I return to work. :)
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Project is turning out well so far! :coffee: I'm aiming to make this game available for download this fall and am trying to avoid showing too much until I get everything mostly done, as a lot of the game has changed drastically over time. I'll try to keep this thread updated. :wink:
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Just a heads up. I've cancelled the SOM version of King's Field V and am now developing the same concept under the name of "Unkingly: Shrouded Land", as a commercial game. For now, you can follow all of its development progress at: https://www.facebook.com/unkingly/