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Werewolf-game
Posted: Wed Jun 22, 2005 5:24 am
by Morkulv
Hey. For the last few weeks, I've been making a concept for a video-game, and I'm doing some game-design as well, so I'm now starting the project with 5 other guys.
I'm doing leveldesign, and I made some screenshots:
Its still a start.

And we still need a good modeller or scripter.
Posted: Sat Jul 02, 2005 9:19 am
by Morkulv
Thanks for the replies.

Posted: Sat Jul 02, 2005 9:44 am
by Figarou
Morkulv wrote:Thanks for the replies.

Oh....you were looking for replies?

design you have there. Let us know when you're complete so we can check it out.
Posted: Sat Jul 02, 2005 9:48 am
by Morkulv
Actually, I was hoping for some nice idea's.

Especially for level-design. We've got 2 concepts for levels so far. The one you see in the screenshots, and a sewer-level, wich will be the first level you start in.
Posted: Sat Jul 02, 2005 10:54 am
by Figarou
Morkulv wrote:Actually, I was hoping for some nice idea's.

Especially for level-design. We've got 2 concepts for levels so far. The one you see in the screenshots, and a sewer-level, wich will be the first level you start in.
Oh.....ideas...hmmmmmm.........if I was an artist, I'll give you plenty of ideas. I bet someone here can give you some. That or look around the internet and look at previous work.
Posted: Tue Jul 05, 2005 11:02 am
by Shadow Wulf
too many times i see werewolf in video games take place during mid evil times, why not modern.
Posted: Tue Jul 05, 2005 11:20 am
by Searif
Shadow Wulf wrote:too many times i see werewolf in video games take place during mid evil times, why not modern.
maybe they prefer it? and why no werewolves in the future?
Posted: Tue Jul 05, 2005 11:37 am
by Shadow Wulf
LEVEL 1: INFILTRATE THE HUMAN COMPOUND BY USING THE SEWERS, REMEMBER LYCAN, YOU ARE OUT NUMBERED AND OUTGUNNED RUSH THROUGH FIRE FIGHTS AND YOU HAVE YOURSELF KILLED, USE YOUR WOLF INSTINCT TO SILENTLY NUTRALIZED ANY ENEMIES IN YOUR WAY, GOOD LUCK.

im wierd
Posted: Tue Jul 05, 2005 11:41 am
by DarkWolf
Ur Not Alone Shadow Wulf

Posted: Tue Jul 05, 2005 3:32 pm
by Aki
I didn't reply cause i never saw this, i never search through old topics.
Looks cool thus far, and i'd lend my help if i knew scripting/modelling but alas, i do not.

Posted: Wed Jul 06, 2005 9:01 pm
by Guest
Nice. Good story to. I have some ideas.
+A prison break
+A back-ally stealth mission
+A forest mission (a little generic, i know)
+a home base o go back to beween missions
+A secret conspiracy
+Plenty of boss battles (but not to many)
+And BOTH human and werewolf forms.
Posted: Thu Jul 21, 2005 2:45 pm
by guitarwizard
have any ideas for the music of the game, it would be cool to have something just a little heavy for the game

Posted: Thu Jul 21, 2005 10:55 pm
by Shadow Wulf
i would like something edgy, electronic music did wonders for goldeneye: rogue agents, believe me, electronic music almost never goes wrong.
Yeah
Posted: Wed Sep 07, 2005 4:26 pm
by Miguel
Nice looking game!
Posted: Thu Sep 08, 2005 12:45 pm
by Morkulv
More screenies!

Posted: Sat Sep 10, 2005 5:25 pm
by Miguel
You could design a town or that kinda thing.
Posted: Sun Sep 11, 2005 8:06 pm
by Shadow Wulf
Are you using an engine from a game, Pssss let me suggest HL2 engine.
Posted: Fri Sep 16, 2005 5:50 am
by Morkulv
I'm using the A6-engine, its a German game-engine that is quite populair in the random/casual game-bizz. It costs about 75 Euro, but thats it. No licences or anything. Its a really cool engine, and simple in use. And you
CAN create Half-Life 2-graphics, but then you've got to be a mega-good leveldesigner, wich I'm not.... yet.
Ohyeah, and the Source-engine (or HL2-engine) will cost me A LOT of money, if I'm planning on using that. And I'm broke.

Posted: Wed Oct 05, 2005 8:23 am
by white
If you're looking for a better engine, take a look at
Sylphis3D.
It's based on python, and thus easy to script for, and quite similar to the Source engine in its capabilities (some might say it's better; I can't comment on that). It's even got a physics system! Take a look at the
features page, or perhaps the
screenshots, and be impressed
Best of all, it's FREE! Free to use, edit, redistribute, sell, anything! And it's still supported, and being improved! Being python, it runs on most anything as well, so you won't have Linux geeks like me getting annoyed at ye.
A note: trees will look MUCH better if you go to the effort of modelling individual branches, then putting card-style leaves upon them. There're programs out there that'll automate the creation of the entire tree for you, giving you at the end a static model (which you could then animate for added wind effects, if you're up to it, or use as-is) such as the still very early in development
OpenTreeLib, or perhaps the
Blender (a free fully-featured 3D modelling suite, if you didn't know) plugin
TreeGen. Be warned, they tend to give quite high-resolution output, and would probably need some simplification for use in-game. Good luck!
Posted: Wed Oct 05, 2005 11:40 am
by Phoenix Ravenwolf
Another idea, instead of picking a single time period, why not track from the medieval time through to the futrue, not necesarily tracking a single character, but a single plot line.
Posted: Thu Oct 06, 2005 4:34 am
by Morkulv
Ralith Lupus wrote:If you're looking for a better engine, take a look at
Sylphis3D.
It's based on python, and thus easy to script for, and quite similar to the Source engine in its capabilities (some might say it's better; I can't comment on that). It's even got a physics system! Take a look at the
features page, or perhaps the
screenshots, and be impressed
Best of all, it's FREE! Free to use, edit, redistribute, sell, anything! And it's still supported, and being improved! Being python, it runs on most anything as well, so you won't have Linux geeks like me getting annoyed at ye.
A note: trees will look MUCH better if you go to the effort of modelling individual branches, then putting card-style leaves upon them. There're programs out there that'll automate the creation of the entire tree for you, giving you at the end a static model (which you could then animate for added wind effects, if you're up to it, or use as-is) such as the still very early in development
OpenTreeLib, or perhaps the
Blender (a free fully-featured 3D modelling suite, if you didn't know) plugin
TreeGen. Be warned, they tend to give quite high-resolution output, and would probably need some simplification for use in-game. Good luck!
It looks cool, I like the motion-blur effect in the screenshots. But I don't know if its as easy as GameStudio.

GameStudio just works the same as WorldCraft/Hammer-editor for Half-Life/CS. But I'll try it out one of these days.

Thanks for link.
Posted: Thu Oct 06, 2005 7:19 am
by Shadow Wulf
how is this game going to be? will it be on the internet like second life and runescape, or will you have it on shelves at walmart?

Posted: Thu Oct 06, 2005 10:46 am
by Morkulv
I think the second one.

We are still working on it, and we still don't have any models yet.
Posted: Thu Oct 06, 2005 11:27 am
by Baphnedia
If I had the time, I used to build multiplayer levels for games like Duke Nukem 3D.... not professionally, but they were a lot of fun. *digs around computer* Ya know, I miss that game, not having it or my old work with it anymore bothers me. Gah.
Posted: Thu Oct 06, 2005 12:16 pm
by Morkulv
Yeah, Duke Nukem 3D rules. What happened to Duke Nukem Forever.
