Tuesday, January 29, 2008

WIP for zbrush class


this is the first project for the zbrush class, it is supposed to be some sort of an object from our game idea.

i chose to do the bust of an elder warrior. below is the concept. ive mailed it to myself so its copyrighted now so you cant steal it and make it.


Story Overview

A meteor crashes into a planet of two societies. The people of the air and the people of the soil have lived in peace for centuries but the impact of the meteor instigates a war. The people of the soil believe that the meteor was a weapon used by the people of the air to begin taking over the surface of the planet to obtain precious resources. Our protagonist was a working class family man when the PotS made their surprise counter attack on the PotA. Now it is up to the hero to discover the truth behind the meteor before the two cultures destroy each other.

Overall game concept.

Game begins shortly after the meteor hits the planet. PotA are not affected by it, but everyone can see from the flying cities the destruction that has occurred on the surface of the planet. One of the largest cities of the PotS is wiped out. The citizens from the PotA are very concerned and feel bad aka there are no harsh feelings for the PotS. Everyone thinks it is a natural disaster. The protagonist's home city is fully explorable and a living place. The hero is free to explore the city and familiarize himself with the layout as this will be very important later on in the game. War breaks out when a neighboring Flying City is hit by some sort of bombardment from PotS. The entire world of the player is then embroiled in battle. It is never just the hero fighting the enemy army by himself. Rather, the first portions of the game would take place on his home city where he is tasked to defend it from the PotS who are threatening to board. Buildings will catch fire and collapse, etc. Eventually the protagonist is tasked with assaulting the surface, so gameplay will be somewhat different there as it will be hostile and unfirmiliar territory.
PotS are a much more brutish race, humanoid in form, but more beastly than anything else. PotA are technologically advanced and smaller in stature. The setting is fantasy/futuristic, but not hardcore scifi american futuristic (like halo/gears of war).

Conflict Urgency to get to understand the cause of the war before everything is lost.

Character Game How does this game advance our objective of character
based games?
A very well written plot and story. Put in characters with a deep background that will force the player to care about them and the decisions he makes. Cutscenes to help tell the narrative.

Genre FPS...?

Game Play The people of the air have technology that lets them fly for short distances while on foot. Think Starsiege: Tribes.

Key Features Gameplay takes place from the ground to the atmosphere. The ability to cover miles of distance through combat. Imagine standing on the platform of one of the flying cities and seeing the war take place on the ground from up there.

Technical Challenges We will need unreal engine 8 technology.

Target Machine 4 petahertz processors. 8 terabytes of ram. Sextuple SLI geforce 202000

Target Market anyone who wants to be cool.


Competitive What competitive products are announced or released?
ie. What similar products already exist? Halo 6 may be coming out around the same time.

3 comments:

Unknown said...

nice stuff.

Problem with warring against people who live on floating islands is shit falling on your head, might want to address that. PotE are kinda fucked as higher ground usually wins a fight. Maybe include some political bargaining via voice recognition and advanced fuzzylogic ai. Which would also be fun in battle. You'd be able to calm a wounded partner or talk an enemy unit into giving up or letting you live.

What FPS's (and other genres with competitive multi-player) need is a way for a web cam to recognize your face and use your natural expressions to animate your avitar's face. You could generate the face model by using a really smart program and having the person move their head from side to side in front of a web cam or by rigging special 3d imaging photo booths in malls and game shops. Combine that with a microphone / good environmental sound physics and you've got a winning combination for total immersion and natural communication among players.

-Jason M

Race Krehel said...

yeah that tech is probably a few years out still...althought the playstation eye has some demos that show that kind of thing happening, it aint there yet.


as for the air vs ground...i just really needed a basis for a hero character and an enemy for the class because we have to make them as models

Unknown said...

Can't you just make do with the Unreal 3 engine?