Vector-Y

Vector-Y

Re: Vector-Y Posted by Captain P on Sun Jul 24th 2005 at 12:34am
Captain P
1370 posts
Posted 2005-07-24 12:34am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Just before I'm leaving on vacation, I wanted to post some shots of my
contest entry, Vector-Y. I've chosen a steam-time factory look,
somewhat inspired by Oddworlds factories (for those that played Abe's
Exodus and such).

Of course, it had to be surrealistic at some point, so I decided to
twist parts of the map in terms of orientation. Expect walking on
ceilings and walls and using a tube-system as a fast transport method
(teleport styled probably).

Some shots:

User posted image

The first area, normally oriented, features a open lying RPG. I'm
trying to make it hard to reach in terms of cover and moveability to
some extend.

User posted image

Second area, this one's flipped on the side. You'll be walking on the
sides of transport belts, while crates come by in an endless stream.
Might be usefull as a transport system to reach hidden area's.

User posted image

Leading from the previous area, this is a normal hallway with some
transport belts leading outside. I'll probably take the hall to a
flipped train station or something similar. I'll see what that turns
into later.

Notice the transport belt, well, going weird.

So far, I've done only basic architecture for half of the map, plus some entity testing and basic textures/lighting choices.

Feel free to comment or critisize. I'll try to check back as soon as possible.
Create-ivity - a game development blog
Re: Vector-Y Posted by Agent Smith on Sun Jul 24th 2005 at 1:43am
Agent Smith
803 posts
Posted 2005-07-24 1:43am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
One question Captain, are all the odd gravity area's just made so that
players are always walking normally, it just doesn't look like it; or
have you figured out some incredible way to manipulate gravity within
the game, ala Serious Sam :smile: .

Apart from that, could do with some more detail, seems sparse, and some
more complex brush work I think, but you've already said that stuff is
on its way, so good stuff so far :smile: .
Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'
Re: Vector-Y Posted by Underdog on Sun Jul 24th 2005 at 4:16am
Underdog
1018 posts
Posted 2005-07-24 4:16am
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
Just a thought. Why not call it "Victor-Y" for now and after you finish you can take out the hyphen and call it Victory?

As for the map, I cannot say much, its all better than I can make. I have one question. The box, is it glued to the curve? It seems to be sliding off.
There is no history until something happens, then there is.
Re: Vector-Y Posted by Dark_Kilauea on Sun Jul 24th 2005 at 5:41am
Dark_Kilauea
629 posts
Posted 2005-07-24 5:41am
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
It's supposed to be a non-realistic map...

I personally like it. Good replacement for my comp entry which will never come to pass...

Until Later...
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Vector-Y Posted by BlisTer on Sun Jul 24th 2005 at 11:26am
BlisTer
801 posts
Posted 2005-07-24 11:26am
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
i like the verticalism in the first shot, will make for good gameplay
imo. nice architecture in the 3rd shot, and the transport belt turning
vertical is idd a nice twist
These words are my diaries screaming out loud
Re: Vector-Y Posted by ReNo on Sun Jul 24th 2005 at 4:27pm
ReNo
5457 posts
Posted 2005-07-24 4:27pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Walls could use breaking up, particularly in the first shot. Having the
same brick texture all the way up, particularly one so small, really
makes it too repetitive. As you said its early days with the detail and
whatnot, but it looks like an interesting start :smile:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Vector-Y Posted by Captain P on Wed Aug 3rd 2005 at 4:37pm
Captain P
1370 posts
Posted 2005-08-03 4:37pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Thanks for the replies, I'm back from vacation now so I'm productive again... :razz:

I've worked out some of the other area's while I was on vacation (a
boat trip on the Main and the Rhine, on a ship owned by some friends of
us. A transport vessel, yes). Expect shots of a rotated train-station
soon.

The twisted area's won't have a different gravity for the players, I
think it's more surreal to have people running on walls and ceilings.
Plus it's less investigating into physics and forces and such (if
different gravity directions are even possible)... :wink:

The transport belts will function like expected, or something like
that. That means there's no box sliding off but a box moving on, along
the curve, and onwards.

I also hope to finish a beta version this, or next, week, so I can do some playtests before finishing the map for the compo.
Create-ivity - a game development blog