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FIFE 0.4.0 has been released on 15th of January, 2017!

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Messages - Pheidian

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1
Since Helios sent me a message asking the development status of our project, I'll let you guys know here as well where we are at the moment.

We're working now on the background stuff (the important ones) mainly in the code side of the game, adding features, fixing old ones and trying to get the basic functionality with different skills and action intact before going into making a whole bunch of new maps and areas. One of the big things to develope and sort out is the line of sight and the map design / level editing regarding that. So we'll try to fix the first prologue chapter with all functionality before jumping into making too much content - just to wake up doing them all over again after some functionalities have been designed properly.

So we're up and running, but going through a bit more time consuming and "not directly visible" phase in our development.

To show something new in the content side, here's some environment prop modelling and rendering for a test - coz you gotta have trains in a steampunk world as well. :)
The environment around it is just a placeholder, so nothing finished there, just to see how it fits the general style and colours of the world around it.


http://steamfolktales.com/concepts/Steamtrain01.jpg

2
Thanks! What we're aiming is, is sort of Arcanum without magic but more balance between melee weapons and firearms. So It'll be more the steampunk and not the "fantasy" aspect. Loads of stuff to do, and at some point we'll move our main updates on our website, but we'll keep you posted here as well. The project is not still officially announced - that's why some previews just in the excellent engine's forums. Let's see how much we can get the actual game done within the next few months, don't want to start shouting out loud too soon... :)

3
Hi ya all!

Decided to put up one more image to show something different from the game that I just finished. Took around 6 hours to model and texture, characters are there just laid out as a size scale reference to get the idea of the ships size (as well as give some idea of sizes of characters, there's are humans (our 3 heroes), heavy worker automaton (robot) with a hammer, and a dwarf. It's still without any backdrop at this stage - since one of the scenes we'll be using this she'll be flying, so gotta think of something neat around it...

http://steamfolktales.com/concepts/Airship_Amelia01.jpg

4
Thanks!

We're working pretty hard to tackle the beginning of the game and have some solid areas with free movement. There's lot of NPC's and places already written, varying from small florist shops into bigger wilderness areas.

Here's a screenshot of the detail (amongst other stuff) I worked on today - it's nice to add detail over some previously done areas after you keep visiting them and seeing what could be improved - I just hope I've got the time to do with all areas...


5
I don't know what was the cause, but got it fixed just by uninstalling FIFE and python - deleting all the folders with those files and reinstalling all.

6
Hi,

I've got a weird problem. I was running map editor, and it suddenly crashed. Now it doesnt start (tried rebooting computer, reinstalling fife etc.) but just closes the console very quickly after the start. Any ideas if this kind of stuff has happened to someone, or someone has ideas why it might be? our game project python file starts normally and there seems no problems with the map files.

What I can see from the console before it quits is: ElementTree.ParseError: no element found: line 1, column 0

7
Thanks!

I believe the development will eventually slow down a bit, now that we're starting to build the actual storyline, creating the real NPC's in the game, and make the game playable. Realistically we should be able to have playable demo of the first chapter of the game in the following 3-5 months, but we'll see how the things continue developing. I know I've already got a loads of areas to model and render that writer has already written as well as NPC's to go with those areas.

What our goal is, is to create a quite linear, story driven RPG with classic elements and some of our own ideas, with roughly 15-20 hours of gameplay in it. The game is still around 1 and half to two years from completing, that is what I've originally planned it to take to create all the environments for this kind of game (along with characters and other graphics) - I think that's our slowest point anyway, but there's lot of coding and writing to do as well, so we're pretty much advancing the same pace at the moment.

We'll keep you posted :)

8
Hi all!

We've decided to put up a little video showing some environment and character art as well as the overal look of the game at the moment. We've been working on this from march this year with full speed (on our spare time), but I've made some graphics art basically starting from January on the game. We have a small indie team currently working on the team: one coder, one graphics artist, 2 sound guys and a writer.

Video is showing preliminary functionality and engine - mainly the graphics side of it. A lot of things are to be improved and added yet. We have working dialogue system, character sheet and inventory at this point, though they are not showed in this video. Combat uses the current functionin RPG formulas, so it is quite accurate as well. Tune up and additional tweaking needed though.

I recorded this with FRAPS while playing, sorry about the bit lossy quality at some points.

https://www.youtube.com/watch?v=juBFYBhZ0jI&feature=youtu.be

9
Hey all!

Just wondering if people are using FIFE currently for making some neat games - we sure are, but it'll probably take another month or two to actually publish something from it. So we'll definitely be posting something as we make some progress with it.

10
Hi!

Thanks for the answers. As you've probably understood, the game is in development with FIFE engine, and we're quite happy with how it works. Just wanted to update you on the matter that we've actually started working on the game with FIFE, and it's coming up well. We hope to show you guys some techdemo video of the progress at some point during next month.

11
Ah, no worries. our old engine used the style, where we had pre-rendered background, and according color map which had different colors meaning different layers (background, middle and top) - which we could extract easily from the 3D renders. So what I understand, it might need a bit more "manual hands on work" to get the same results now with FIFE, but that's ok.

We might as well go and change the style a bit, doing just backgrounds pre-rendered and then adding most of the stuff with sprites -even buildings, that's not a problem either. Does FIFE sort depth well with big sprites that occupy more than just one tile (for example a building that spands up to 8x8 tiles) or does it need to be broken up into different tiles to sort it out?

12
Thanks! Yeah, sure thing it's not a problem to use the zbuffer, we haven't actually experimented with it with our current engine either...

Does it support color ID codes, so we could make top layer from the background layer as well (that would draw those colored areas always on top layer)? In the example image, if your character walk under the corner roof to enter the shop, it would be needed to do so, that it disappears under that "hood".

We can also get other id maps out of the 3D renders so that's not gonna be a problem.

13
Introduce yourself / Greetings from Finland
« on: March 08, 2014, 02:54:29 am »
Hi!

I'm a 3D graphics artist and visual designer professional and have a long term relationship with PC RPG's. I've been doing 3D for living for the past 10 years now, total experience in Lightwave 3D is roughly 16 years now. I've formed up a indie group aiming to do a classic style isometric RPG themed in a unique Victoran era style world with steampunk technology. So it's not going to be classic post apocalyptic steampunk, but rather "historical 19th century steampunk" game. It's based on a free upcoming finnish pen&paper roleplaying engine and world my friend is developing with his crew. What we are lacking at the moment most, is lead coder and engine since it seems our engine developer has vanished in the thin air for some unknown reason. We are semi-actively looking for alternative engines to work on as well as some support coders for the project. We currently have 1 coder, me as a graphics artist( yes, I do all characters, animation, backgrounds, items, gui design - but that's my passion and where I'm relatively good at), 1 professional writers, two musicians & Sound FX guys (one pro) and two RPG engine specialists to convert the tabletop game into a PC game. What we would love to have, is a lead coder though, to take things forward in the engine side.

14
Hi!

I'm a lead designer and AD of a new project we've started around a month ago. It seems that our own engine developer possibly vanished from the earths surface since no one can get hold of him, so we're trying to find alternatives to continue the work.

Few questions that regard our game creation methods:

- Does  FIFE support pre-rendered backgrounds and color ID layering for depth sorting (background, object layer, always on top) - We don't want to do all of the assets pre-rendered, since we are animating the shit out of all entities (butterflies, trees, grass patches waving in the wind). But we dont want to go to full tile based planning, to be able to make more handcrafter looking backgrounds and worlds - architectural wise as well as nature design wise.
- If it does, how efficient the engine is for big background maps of roughly sized 8192x8192 - naturally engine / we can split it up to smaller textures as well if this is becoming a performance issue.
- Is there a possibility to implement new depth sorting methods for FIFE engine, for example taking the generated zbuffer from pre-rendered background and use is together with ground level "depth gradient" to sort height differences and depth dynamically troughout the map.

Thanks in advance, I'm not one of our coders so my explanations may be "graphics designer point of view" more than technical knowledge stuff.

Here's a little preview test image to show what we mean (trees are going to be animated sprites so they wiggle in the wind) - but the statue for example needs to be depth sorted and we don't want it to be separate tile.

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