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 Post subject: GRIMM: Released!
PostPosted: Sun Jun 26, 2011 7:40 pm 
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Location: Right there! Look!
Grimm has been released!

Direct download link: http://www.megaupload.com/?d=RH052KHC
Moddb download (when admins decide it'll be available): http://www.moddb.com/mods/grimm-quest-f ... /downloads

So what is Grimm Quest for the Gatherer's Key?
It's a fantasy hack&slash game with a lot of platforming elements that you might find in games like the Prince of Persia or Tomb Raider series, but from a First Person perspective.
The world that players enter is wrought with danger. There are traps and enemies around each corner, coupled with pitfalls and abysses to cross. Cunning is often more important than quick reflexes (but those help too). The world of Grimm offers no remourse! Players will get very basic information and will have to learn how to travel this world by trial and error. Each weapon will require skill and has a learning curve. Most weapons have special attacks that can be used.

Youtube channel: http://www.youtube.com/user/BloodRayne001?feature=watch
Moddb profile: http://www.moddb.com/mods/grimm-quest-f ... herers-key

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Last edited by BloodRayne on Mon Jun 27, 2011 1:42 am, edited 4 times in total.

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 Post subject: Re: Introducing: GRIMM Quest for the Gatherer's Key
PostPosted: Sun Jun 26, 2011 10:04 pm 
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Great work, looks stunning!

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 Post subject: Re: Introducing: GRIMM Quest for the Gatherer's Key
PostPosted: Sun Jun 26, 2011 10:17 pm 
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Very good, I like the artistic direction. Btw for the creature artist, I'm not very good, but maybe you like this one i did some time ago, don't know if it fits on your mod or you like it, but feel free to use, I can send you the max and photoshop files if you want to change it:

viewtopic.php?f=39&t=24245

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Mon Jun 27, 2011 9:48 am 
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Thanks, guys!

Neurological, that looks pretty good. I saw it before and was wondering about it, I think it would fit pretty nicely into this world.
Could you send the source files? :D

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Mon Jun 27, 2011 3:54 pm 
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BloodRayne wrote:
Thanks, guys!

Neurological, that looks pretty good. I saw it before and was wondering about it, I think it would fit pretty nicely into this world.
Could you send the source files? :D


Sent you a pm with the source files.

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Mon Jun 27, 2011 5:07 pm 
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Got, cool. Thanks! :)

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Mon Jun 27, 2011 10:25 pm 
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Good job so far BloodRayne!

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Mon Jun 27, 2011 11:18 pm 
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This look awesome :)

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Tue Jun 28, 2011 10:06 am 
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Very good - I was looking forward to a new installment of Quake 1 !

Just kidding, but you've captured the "mood" quite well!

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Thu Jun 30, 2011 5:05 am 
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Looks really great! Some parts remind me of Quake or Hexen. It's hard to watch someone else play because it can cause some motion sickness, similar to trying to read a paper while someone else is holding it, so it will be fun to play it as it gets closer to release!

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Fri Jul 01, 2011 2:56 pm 
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Nice work, looks like fun. :)

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Fri Jul 01, 2011 11:20 pm 
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That video gives me a warm and fuzzy feeling all in me nether region.

Quote:
I am currently not really looking for any help...
This makes me go :cry:


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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Sat Jul 02, 2011 9:26 am 
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Thanks it's really appreciated coming from you guys. :)

Sikkpin wrote:
That video gives me a warm and fuzzy feeling all in me nether region.

Quote:
I am currently not really looking for any help...
This makes me go :cry:

Well, actually for you I'd make a huge exception. :)

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Wed Jul 13, 2011 9:28 pm 
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I've made an update to the gallery section of the website (http://www.rageplanet.com/grimm/gallery.php) with 5 new screenshots showing off some of the progress I've been making with Grimm. :)
You are welcome to check it out!

ImageImageImage

I've found an SSAO setting and tweaked that to perfection (as far as I could :P ) to work well with fog and the current lighting. I'm using an ambient light stage on all textures and try to use lighting only for dramatic effects and dramatic shadows. The SSAO creates enough shadowing for me to get away with it and it helps performance a lot. Only 1 or 2 lights on most surfaces.. :)

ps: Happy Friar, I'm so bad with write-ups. Still didn't get around to it. I'll work on that! :P

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Wed Jul 13, 2011 10:26 pm 
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Doom 3, is that you?

Great work.

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Wed Jul 13, 2011 11:25 pm 
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Do you want an updated dll & shader that will allow you to set a "fade out" distance to work with the fog?


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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Thu Jul 14, 2011 9:43 am 
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Neurological wrote:
Doom 3, is that you?

Great work.


I agree.

Great visuals there, very impressive :)

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Thu Jul 14, 2011 6:12 pm 
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Thanks guys. :)

@Sikk I'm starting to formulate a bunch of things I'd like to see added which need SDK work. :)
I've still been thinking which way to go after your last PM.
I don't exactly understand what you mean, do you mean add a fade out distance for the ssao or for the fog itself?

The bunch of stuff I'd like to see added can be split in visual stuff and gameplay stuff.

In terms of gameplay I need:
- Access to the player health in scripts ($player1.getHealth() always returns 0, not implemented in SP). This for a bunch of different reasons. I'd like to have GUI stuff going on, I'd like to remove the health meter totally and adjust the players moveability depending on their health (but not to a point where it becomes annoying). I'd like to have other subtle indicators that can feed the player information about their health. e.g. the weapons tend to hang lower if they are weaker, their attack is lower etc..etc.. I'm trying to make it so that all these signs together give players enough information to not even need the health meter.

- Making buttons shootable, my buttons are actually just doors which function the exact same way as a button would. In the func_mover() base code there is a line that applies damage, to the object. Around that line there's an (if MultiPlayer) statement. Which means doors and movers don't take damage in SP. I'd like that line commented so it works in SP. My workaround would be a func_damageable but that's less desirable, seeing how it's an easy fix. :)

- A way to dynamically adjust animations or the animation speed. I have faster and slower walking/crouching anims for monsters and I'd like them to be much faster in harder difficulty modes.
- I need persistent game variable for upgrading weapon power. Right now I'm thinking of simply using CVars but internal counters would be much better.

- My traps are now basically trigger_hurts which have a model set, I can't get them solid. I could make them into movers but then they don't always hurt the player. So I need to be able to make trigger_hurts solid, or make func_movers also act like a trigger_hurt. Whichever is easier.

In terms of visuals:

- I have great difficulty with alpha planes and SSAO. Alpha sprites just stand out sorely, even though I intended to use them a lot. In combination with parallax mapping you can create a weapon that seemingly has tens of thousands of polies, even though it actually only has 16. The sprite and the added depth from parallax mapping does that job nicely. But the part where the sprite is transparent can show up really bright (it blocks the SSAO on objects behind it). My workaround is to simply add some vertices and model the sprite closely around actual image content. But that's not always possible. What I'd really like is to trick the renderer into actually treating alpha transparency as nodraw. Or in other words; handle alpha transparency correctly.
I was theorising about my 'own' implementation of transparency by doing the following:
- Create a camera from the sprite facing the back of it.
- Take it's image and project it onto the front of the sprite, but apply any image data that's not transparent as a mask to the camera view.

It would be dirty and cheap and whorish but maybe... :wink:

- I'd like an added bloom effect, implemented exactly like in pray. This bloom effect only occurs on materials that have the added 'bloom' keyword.

- I'd like an added screen effect when the scythe's power reaches maximum. I'd like to apply the equivalent of a hue/saturation filter (basically colorgrading) and have that fade in stronger, as the Scythe's power builds up. It should be a warm amber effect, comparable to old pictures. Next to that the player sees light reddish shadows/glows around AI entities to emphasise their mortality (e.g. visual cue for the player).

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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Fri Jul 15, 2011 2:31 am 
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The fade will be for the ssao. The way I'd do it should allow you to set up triggers to adjust the fade cvar to match whatever the radius of the fog is in the area you're in, so it should fade smoothly with the fog.

With the way the depth render is done (by setting the global material to override all materials), alpha tested/blended surfaces will be full opaque quads. There's only one way I can think of to overcome this but it would require modifying every material you use, and even then I can't guarantee it would work bug-free. It would work the same as 6thVenom's glow shader and, when I was was messing around with that a while back, there were just too many problems with it for me to consider it an applicable solution.

Also, since you are taking advantage of ambient lighting, would you be interested in using cubemap projections?

Anyway, just keep making a list of things you want and when I get a hold of your codebase I'll see what I can do for you. I admit, this project has me excited.


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 Post subject: Re: Introducing: Grimm Quest for the Gatherer's Key +Trailer
PostPosted: Sat Jul 16, 2011 7:47 pm 
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May I also recommend, since you're making extensive use of ambient lights, to not use parallax mapping. Remember, parallax doesn't work with ambient lights as there's no specular map passed to the shader. No spec map means no height map, which means they'll just be "flat", which isn't a problem in itself but it causes that "double image" look when there's a normal light also effecting the surface. This is very apparent to me in your shots (maybe not for others) and this effect is usually even more apparent in motion. I just thought I'd point that out in case you weren't aware of this.

Your shots still look amazing. :)


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