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Published: 2011-07-08 08:59:10 +0000 UTC; Views: 408; Favourites: 3; Downloads: 7
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Description
Behold! The first class I've illustrated a page for as concept for a programming project that a close friend and I have been making amazing progress on. At the moment, I refer to it as project 'Dawn'.The Geologist is quite possibly my favorite class on paper - especially their Drill rush move.
We've already got simple networking, y/z movement, and hitboxes working, as well as a whole bunch of model loading backend stuff.
Will this ever get made? Who knows?
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Comments: 10
Quilofire [2011-07-08 16:01:56 +0000 UTC]
JORDAN do you have any idea how happy this makes me
Geologists are the best thing ever .
And the fact that this one has a drill weapon is just akjhglkjfh 8D
Protip: a geologist is always armed with the following:
--Hand lens
--Bad puns
--Beer
Dear lord I wish I was kidding skhfkjh
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Wilykat13 In reply to Quilofire [2012-03-16 21:50:09 +0000 UTC]
Don't forgot the handy little bottles of acid for blinding opponents! And rock hammers. I use mine for smashing coconuts.
Nice work, ShadowStarry!!
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Maxfield-Elite [2011-07-08 09:04:52 +0000 UTC]
Holy crap, is it weird that I'm already loving this concept? If you need a mediocre spriter I'm at your call. I think digger-types and mechanic-types both have this interesting feel to them. Heavy machinery and dirty work. I dunno, always seemed cool to me.
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ShadowStarry In reply to Maxfield-Elite [2011-07-08 09:18:24 +0000 UTC]
Actually, although this game is mostly 3d-rendered, the whole team loves pixel art, and we will probably need some.
Right now I'm thinking all the item icons will be pixely, or something. Who knows.
And yeah, whether you pick an axe-geo or a auger-geo makes a huge impact on what you do. Augers become more machine-based, and axe guys become more rock based. :3
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Maxfield-Elite In reply to ShadowStarry [2011-07-11 07:17:20 +0000 UTC]
I kinda guessed it was 3D. But, yeah, pixels have a way of working their way into everything. You've already got a team? Sounds like you've got this planned out pretty well.
Is this gonna be like a MMO-type thing or a browser game or what have you? My curiosity has been ignited.
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ShadowStarry In reply to Maxfield-Elite [2011-07-11 15:06:02 +0000 UTC]
By 'team' I mean two people, but I enjoy referring to it as a team.
It's OpenGL based, so it runs as a .app or .exe on both Mac and Windows, and we do plan to add linux support eventually.
We're trying to do a new take on the MMO - structuring a competitive, PvP-focused experience into a seamless, open world that also features PvE - somewhat like if Team Fortress maps were the size of MMO maps and instead small teams roamed the land.
Currently, the farthest we've gotten in terms of graphics is a simple debug model at 100poly or so that has a 1:1 UV texture and supports special specular and diffuse shaders.
The farthest we've gotten in terms of coding is a 10,000 poly noisy, hill-like environment in which a small character marker can travel, slowing down as they try to climb up tall hills, sliding down steep slopes, and is able to jump.
It's kind of amazing we've made any progress at all
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Maxfield-Elite In reply to ShadowStarry [2011-07-18 15:31:00 +0000 UTC]
I like the idea. A bunch of small, close teams combating each other and exploring an open world sounds like a fresh take on the genre.
Well, you've got me if you need my meager pixel skills, and I'm sure I'm not the only one who's interested in giving a helping hand.
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