MySpace

From a Darq Mind A day in the life of...me!

Darqmeth



Dernière mise à jour : 11/06/2007

> Email
> Message instantané
> Partage avec un ami
> Souscrire

Sexe : Male
Statut : En couple
Age : 22
Zodiaque: Poisson

Région : Virginia
Pays: US
Date d’inscription :: 29/04/2007

Archive du blog
[Plus ancien      Plus récent]
 /  / 
septembre 15, 2007 - samedi 

It's been a long time since my last update, and some HUGE things have happened since. AoW is once again being put on hold because I'm joining the Navy. I got a 93 on my ASVAB so I got a lot of people interested in me. I'm going into the nuclear field (most of which is classified so I don't even know much about it), but I'm told it makes up the top 1% of the people there. I withdrew from UAT to do this, but I may just go back after Im satisfied with the progress I've made with my new career.

My computer broke, so I have no way of working on the game and hardly have a way to keep writing to you all, but I'll still try! Somebody should donate me some parts! haha

juin 27, 2007 - mercredi 

Humeur actuelle :  barbant
Yeah, it's been a while since my last update. I've been really busy with my classes, but mostly my new job. It's a full-time job, so it's not uncommon for me to go to work, come home, then sleep all the way until it's time to go in again. Therran is working on a few character concept sketches, but other than that, no significant progress has been made. I'll post those or link to them whenever they're completed.
juin 9, 2007 - samedi 

Humeur actuelle :  fatigué
Updated Game Treatment Document

I updated the document for class, but didn't include the more class specific details. I corrected several gramatical errors, particularly in the backstory, along with adding a few more sections. I'm going to try to have either a PowerPoint explaining the divotic circle or a document with details about each spec for the 400 page view mark. I'd ask for feedback for which one to post first, but I probably wouldn't get it. ^_^ Anyway, I'm going to pick my 3D game engine programming book back up so there isn't going to be any significant work on the game's design other than the two items I just mentioned.

In other news, I'm finally done with my Game Concept Design class, and I'm finally going to move on to classes more geared towards my major, which is game programming for those that don't know. I'm really excited, but I start my new full-time job soon and they don't allow studying, so I'm kind of screwed over on that part. I also won't have as much free time to dedicate to AoW as I'd like, but that doesn't mean that development's going to quit! By no means...

Chris kinda went AWOL on me, so I've been having to do pretty much everything by myself. I understand real life comes first, but I do appreciate dedication...Anyway, that being said, I could use another co-designer on the project. Somebody with geniune interest in the game that wants to see it as a completed project. Will I ever find that person? Who knows, only time will tell. I'm about to go searching through websites and promote the game....maybe I can stir up some recruitment and whatnot.
juin 6, 2007 - mercredi 
Well just like I said, I would be releasing spec related info on or near 300 page views. The count's at 290, and I can't wait to share. The Game Treatment pt.1 link down below no longer works since I posted pt. 2 right here. It has all the info in pt.1, plus some extra that I needed for class. **Including** the basic framework for the backstory...the whole thing. It covers all the ages prior to the age of will and gives the reader the basic idea of what happened then. I wasn't going to post the story just yet until more work was put into it, but since the backstory was a required segment, you all got lucky. I'll be doing one final version for class with more info by the end of this week, but over time I'll be updating it on my own until I feel it's complete.

Game Treatment Document pt.2



As for the specialization info, I'm about....90% done with the spec chart  which now has the official name of "Divotic Circle." Divine+Chaotic, being the two opposing sides in the conflict...read the backstory and you'll see. I drew the circle diagram in 3D Studio Max 8 using splines, screencapped it, then edited it in Adobe Photoshop CS3. The placemarkers and text were also done in Photoshop, all by me. The AoW logo is going to go in the background of it all, but that has to be designed first which I won't be doing myself. I'm still debating on the position of some of the specs, so that part isn't final. I've been playing around with it a whole lot recently, but I didn't post it for download until I knew for a fact that I was almost finished. The version I started with earlier today, for example, is arranged very differently than what it is now. Not to mention some of the graphics on the current one weren't there either.

I'm going to post the details of how it works in the near future. I was thinking about doing an interactive flash example, but I may just do a PowerPoint instead, along with a full-text word document that goes into greater detail. All in due time. But basically, it's how you keep track of what you are in the game.  When the entire picture is done, I'll be posting it here and on deviantArt.
juin 2, 2007 - samedi 

Humeur actuelle :  créativité
I went through 4 versions of the spec chart trying to find the right one, and I think I've finally got it...although it's just a bunch of randomness and poorly drawn ideas scribbled down in a notebook. It's the perfect way to implement play style-based roles, without making any one spec look more important than another, especially since the game has to be balanced. Whenever I'm done, I'll be posting the chart (.jpg) as well as the descriptions (.doc) for download whenever I'm done. I really wish I had a scanner so I could scan my notebook pages. At least for nostalgic reasons.

In other AoW-related news (although it might not seem like it at first) I've been having some very interesting dreams every night within the past week. The first thing I noticed was that the dreams were extremely vivid to the point where one would perceive them as being real. If I were on a beach, I could see the water rising and falling, observe the break of the waves at they hit the shore, and hear the sounds of the birds above. I had full, concious thought in these dreams..I even knew I was dreaming, but unlike any normal situation given that simple fact, I didn't wake up. So basically, I knew what was going on around me and could make rational decisions, just like real life.

Getting back on track, I found myself exploring a futuristic world full of lots and lots of different people. Some I even interacted with on a smaller scale. I was on a motorcycle traveling a vast network of highways in order to get to far distances, and even had some close encounters along the way. Only today did I realize I was in the world of AoW, and it shed new light on the visual aspects of the game, as well as the mood and goals. The world was centered on living life, exploration, exploitation (through work), interaction, and individuality, and what a good world it was. If only I could share my dream world with everyone else out there, and create a unique metaverse for just that purpose. The closest thing I have is this project, and trust me, I won't fail to disappoint.
mai 29, 2007 - mardi 

Humeur actuelle :  endormi
You all are making my page views climb fast! For those that haven't caught on yet, I'm gradually releasing info; particularly every 100 page views. Next time around, I'll get more in-depth with the specializations that are going to make an appearance in the game. I wish I could release the spec web, but for that to happen, we have to finish it first! I guess I can do a little of it while at work today since we're probably not going to be too busy this morning anyway. That and read my programming book...morning's can be so dull. To feel much better about it, I have to run it by Chris too, since he was originally the one working on it.

I'm probably going to make a new forum topic to allow suggestions for the game; ask what exactly they want to see in an MMORPG of this type. The game itself gives power back to the player, so I say why not start early? If you want to leave those comments here, that's fine. Also, if you  want to post in the forum now to get your ideas out there before you forget (I know I would), go ahead and post and I'll move the topic later. For now, off to work I go!

United We Fall Forum **should be working now**
mai 28, 2007 - lundi 

Humeur actuelle :  vidé
Game Treatment Document Download

Just as I promised.

***EDIT*** I'M POSTING EXAMPLE VIDEOS FROM YOUTUBE WHERE APPLICABLE***EDIT***
-I'm not great at explaining what I'm picturing when it comes to AoW related content, so it's better to show the exact same things that influenced me

Notice the title? Yes, yes, I'm releasing a bit of detailed information about the game. It's in celebration of my blog reaching 200 views...well 191, but it's almost there. I have a LOT of influences for this game, so I pull from everywhere; especially when it comes to the battle system. Hopefully you've heard of some of these:

Church (place of worship) -I'm not much of a church goer myself, but I'm glad I went that day. Before AoW was "AoW", I had an idea for a game that didn't get that far; it didn't even make it out of my head. The ENTIRE idea for the story hit me at once while day-dreaming in church. I had to grab a pen and an old deposit receipt out of my wallet to start writing down the ideas that flooded my head. Ever since then, AoW's constantly been on my mind. Talk about your "divine inspiration."

Equilibrium (movie) - the inspiration for the GNIN (pronounced jee-nin), or gun ninja specialization
Equilibrium Fight Scenes

Bushido Blade (PS1 game) - the inspiration for the strategy-based combat came from here. You kill by basically catching your opponent off guard, rather than just mashing buttons. I couldn't find a really good video for it, but here goes anyway
Bushido Blade video

Final Fantasy 7 (PS1 game) - inspired the mood of AoW, as well as some story elements. This is certainly no FF7 clone tho...not even close. Mainly the same feeling conveyed while playing the game (or watching the movie) I'd like to convey in AoW.

FF7: Advent Children (movie) - the vehicle based combat part of the game first stemed from the excitement of watching Cloud battle Kadaj on his bike. The fight scenes helped shape out weapon combat too.
Cloud Motorcycle Tribute

Devil May Cry series (PS2 game) -one of the insprations of the badass-ness and fast pace of the battle system. Also one of the reasons why the battle system is similar to an adventure or fighting game

Dragonball Z series (anime series) -also one of the inspirations for the fast paced fights

Anarchy Online (PC game) - the first MMORPG I really got into, which was the initial basis for a lot of gameplay elements. The creative mix of professions inspired me to be creative with my own. For example the "Agent" and "Fixer" (smuggler) of AO. AoW has an "Archer" spec, which is actually a sniper with the ability to fire rounds with special qualities, like bladed tips. AO showed me many of the negative aspects of MMOs as well. Money grubbing, equipment hoarding, kill stealing, (over) camping, ninja looting, lack of individuality...the list goes on. Don't get me wrong, I love the game, but it has it's faults.

Phantasy Star Online/Universe (multi-platform games) - one of the other inspirations behind free-battles. PSU also helped me figure out a method of implementing the clothing system.

Rappelz & RF Online (PC games) -inspired me by telling me what NOT to do in an MMORPG, and that's require the repetitive killing of local wildlife. Rappelz got me thinking: "Do I really have to have a scripted NPC telling me what to do? What if it was a real person..." Hence, the VolNPC (volunteer non-player character) was born, which eventually evolved into the ASP (active scenario player.)

Guild Wars (PC game) -because competing versus other people is a lot more rewarding than against AI

Naturo (anime/manga series) -originally AoW was going to go in an entirely different direction that I don't think anyone knows about, and it was similar to Naruto. Other than that, it helped me come to a conclusion about the battle system: no one in Naruto wins by throwing out random punches and kicks and hope they land (like in DBZ.) Instead, every move and technique has to be planned and then executed. Once I realized that, I wanted to base AoW's combat on strategy, rather than the random mashing of buttons.

Metal Gear Solid series (multi-platform games) -partially inspired the "Soldier" specialization. The main aspect that MGS has influenced is the "Assassin" specialization; just think of Cyber Ninja and that's it. Psycho Mantis helped me shape out my ideas when it came to the "Experimental Scientist" spec also, which is basically a mage. The "Gunslinger" spec is sort of a derivative of Ocelot, and the main character from the movie Desperado. (The GNIN is a combination of the "Assassin" and "Gunslinger" specs.) The close-quarters combat systetm gave me some of my first ideas for the fighting style used by the "Doubler" spec.
Cyber Ninja in action
The Boss Vs. Snake

Half-Life 2 (PC game) - I was playing this game while brainstorming about most of the fine details, such as the Ex-Sci spec using a combination of magical rings for offensive and defensive actions.

Tekken series (PS1&2 games) -for some reason it always pops in my head when I think of combat between players. Moreso Eddy Gordo and Hwoarang.

The Matrix: Path of Neo (multi-platform game) -I like how fluid the movements are during combat and how doing simple button combinations has unbelievable results, especially when fighting more than one person at a time.
Path of Neo Gameplay footage

Zone of the Enders (PS2 game) -has an anime-ish battle system that I'm quite fond of. Not every hit lands, and sometimes weapons clash...I like that. This game also formed my initial idea of the "Engineer" spec.
Anubis VS. Jehuty

Assassin's Creed & Xiah (PS3/XBOX360 & PC game respectively) -originally Xiah's "Ghost Fighter" class was the main basis for the "Doubler" specialization. Watching an Assassin's Creed gameplay video on YouTube helped to shape it out even more. Take the two, cross them together and you have our Doubler.
Assassin's Creed Gameplay footage

Cowboy BeBop (anime series) -inspired what was originally (while still in my head) the "Aristocrat" specialization, but was later changed to "Swayer". The idea came from watching the "Mad Pierrot" episode. Think of it as a "Crowd-control" specialization.
Mad Pierrot Clip (Contains bloody content)

Batman Begins (movie) -Not from actually watching the movie, but from watching a video about a style used in it called KFM, the Keysi Fighting Method. It's a style I'd like to see appear in the game, maybe used by people of the Soldier spec, or something similar. Not long ago, I was thinking of using it for the "Theif" spec, where they can manipulate the style to steal weapons from the opponent and use them against the owner.
Keysi Fighting Method Demo

Shenmue 1&2 (Dreamcast games) -This inspired me to make AoW completely open, and also the whole thing about doing careers based on specialization...getting a job basically. I wanted AoW to be as close as possible to the "Do whatever you want" theme, and Shenmue is the reason why.
Fan-made Shenmue 2 Trailer

Various Martial Arts movies  -I get my ideas for fighting styles from everywhere. A lot of times I'll research different styles and go to YouTube to see it in action, then I say to myself "I think ____ specialization would fit this style perfectly."

Wow, I have a lot of influences. Too bad that's all I'm divulging for right now. :P






mai 28, 2007 - lundi 

Humeur actuelle :  doué
I'm putting the finishing touches on the first part of my game treatment assignment for class, and I must say it's coming along great. I may just post what I have so far because of the effort I'm putting into it. It contains a summary of gameplay, so it'll save people from having to read all that information further down the blog. As a matter of fact, I think I'll do just that. I just need to finish it up, upload it somewhere (probably to my rapidshare account), and post the download link. Keep in mind that it's not a complete game treatment, just what we're required to do for game concept design class for this week, so I'll be posting the update every sunday til complete. It's not very detailed right now, but I'll get to working on that issue at a later date.

***The title page contains images found on the internet, and are not mine, nor are they images of the game. I wish I knew who drew them so I could give them full credit! If anyone knows, let me know so they can get the credit they deserve!***
mai 27, 2007 - dimanche 

Humeur actuelle :  joyeux
***IF YOU'RE LOOKING FOR DETAILED INFO ON AOW, LOOK FURTHER DOWN***

I've been pretty busy lately, especially with my game concept design class as well as with my job, so not much has been going on in the way of progress with the game. I'm hoping recruitment picks up so we can get this project rolling a lot faster. I haven't been in contact with Chris a lot lately, so if there's any new info on the storyline or specialization web, I don't know it yet, but when I know it, you know it.

I do have one update though. Me and Kyle have been trying to get an engine together, but having a few problems getting all the files needed to compile, particuarly Ogre. I'm not sure why, but it messed up for Kyle every time he tried to download it. I'm not going to lie to myself or my readers and say I'm a great (or even good) programmer, so I'm brushing up on my skills with C++, reading DirectX tutorials, and reading a book on 3D game engine programming (which is a great book, by the way.) I'm so out of practice, but I'm going to school for it (UAT) and doing it as a hobby, so not all hope is lost. By far...

If we could get at least one....AT LEAST one concept artist, we can start turning these ideas into pictures.

P.S. I just noticed the post I did about the storyline going up soon. That was before I handed it over to Chris for his input, so you probably won't be seeing that for a while.
mai 27, 2007 - dimanche 

Humeur actuelle :  agacé
The "meth" part of my name doesn't symbolize "crystal meth." It was originally short for Darqmethodz, and now Methadis. Just thought I'd end the confusion now before it got worse.