=AQ3D= Design Notes August 19th, 2015: Dage Armor (Full Version)

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Zyrain -> =AQ3D= Design Notes August 19th, 2015: Dage Armor (8/21/2015 7:47:59)

quote:

[img]http://aq3d.com/images/avatars/avatar-artix.jpg[/img]
Artix Krieger
Paladin


Dage Armor
By Artix Krieger on Wednesday, August 19, 2015

Greetings friends! I am really excited -- This feels like my first design notes post :D

This week Dage and Thyton have been painting a storm of brand new armors for AdventureQuest 3D. Featured in this image is possible Death Knight armor. Believe it or not... these armors are actually painted in Photoshop! Photoshop has a pretty cool new 3D painting tool that lets you spin and paint on a 3D model. If you have a really good eye, you could probably tell that Dage just free painted the sword and helm sillohets on to show you what it might look like if it was actually holding that.

[img]http://aq3d.com/media/1263/img_18082015_152244.png[/img]

The progress on AdventureQuest 3D recently has been amazing. Zhoom is finishing up some bug fixes and optimizations and then returning to building the skills for the first classes: Warrior, Rogue, Mage & then Guardian.

[img]http://aq3d.com/media/1264/cmytwiewwaarhq0.png[/img]


Death Knight armor all views

The new GreenGuard Forest is almost ready for release. It is beautiful and vast... giving a sense of how massive this world is going to be. Optimizations are being made to the Town of BattleOn too.. since we added the grass it has been crashing on older devices. We found a better solution. Also, we are going to chop off that temporary parkour area that we added and make it into it's own zone. We also need to add more caves and openings so we can start placing interesting and weird dungeons around the early areas of the game. I am not a fan of "normal" -- I want huge crazy surprises when you explore places. A lot of people seem to believe the start of a game should be... well, what every other game does. Normal. Boring. I want to add insanity every time you look behind a rock. My favorite quote from the movie Heathers, "The extreme always makes an impression."

In upcoming posts I would like to talk about stats for weapon and items, item fusion, multi-classing, class teirs, auto questing, Oculus Rift and google Cardboard, interface and customization, Unity, Mobile & PC/MAC download versions of the game, interactive object design when used for mini-games and unusual quests, video cutscenes, and more. We have a lot to do! Time to get started.




LyRein -> RE: =AQ3D= Design Notes August 19th, 2015: Dage Armor (8/21/2015 10:32:59)

Wow Artix is probably one of my favourite dev of all time (including some others too)

He's so enthusiastic, always happy, knows how to get through hate and haters with a positive face.
I know now why many people hired to AE don't leave even though it's a relatively small community.

He's got some great ideas in mind, i'm praying he'll be lead of AQ3D [:D]

That'd be awesome, Dage as lead AQ3D artist, Cysero as writer, Artix as manager.
In other words, excellent gear, fun and... extraordinary... story, heroic epic Lore!

quote:

The new GreenGuard Forest is almost ready for release. It is beautiful and vast... giving a sense of how massive this world is going to be. Optimizations are being made to the Town of BattleOn too.. since we added the grass it has been crashing on older devices. We found a better solution. Also, we are going to chop off that temporary parkour area that we added and make it into it's own zone. We also need to add more caves and openings so we can start placing interesting and weird dungeons around the early areas of the game. I am not a fan of "normal" -- I want huge crazy surprises when you explore places. A lot of people seem to believe the start of a game should be... well, what every other game does. Normal. Boring. I want to add insanity every time you look behind a rock. My favorite quote from the movie Heathers, "The extreme always makes an impression."


This would be my dream world. Please keep this as the base to making new maps. Please.

Now if only they'd remove the /join feature (yet still provide a fee-based fast-travel for you fast-travel lovers), exploration would be the best part of the game.

On to the armour itself, wow.
It looks REALLY good, I don't really know how else to describe it, simple yet sharp and eye catching.

I'm glad Dage likes doing art in 3D [:D]




flashbang -> RE: =AQ3D= Design Notes August 19th, 2015: Dage Armor (8/21/2015 10:39:31)

So, this is awesome




Vypie -> RE: =AQ3D= Design Notes August 19th, 2015: Dage Armor (8/21/2015 11:47:56)

The texture looks REALLY good!

I really hope that in the future, the armor in our character isn't just a layer of texture on the same base model over and over again. They do it in World of Warcraft, and except for the shoulderpads and heltems (and currently, also belts), most other items are just BODY PAINT.
In contrast with the detailed, complex models of helmets and shoulderpads, it just looks awkward to have the rest of the armor be skin flat.

In world of warcraft, they still haven't moved away from the body paint, because they had already an impossibly large amount of amours in the game, so making each one of them unique would take a TON of work.

But it's not just that.
They have about 10-11 character RACES (including male/female), with different bodytypes. Each modeled piece of armour would have to be adjusted to each of those races (that's why shoulderpads and helmets can have complex 3D models, because fitting them to each race is just a matter of re-sizing).
That's main reason they stuck with Body painted armor.

In AQ3D, we have the chance to start right, and since we don't have a variety of races, each modeled armor doesn't need to be readjusted more than once (for female/male variation). I would like to see amours look authentic, but if they are going to be only differentiated by textures, it feels cheap, and lazy. (EVEN THOUGH IT IS NOT, it takes work!)

Okay, all this takes work, time, and having extra models could make the game a bit heavier, and they are trying to keep it simple.
But would it be that unreasonable to have? Plenty of games I have seen where they have it just feels... complete! The models can be kept simple, but still allow for creativity! I can imagine that painting the a mannequin over and over again would start to feel boring and dull.




EmbraceTheDarkness -> RE: =AQ3D= Design Notes August 19th, 2015: Dage Armor (8/21/2015 13:11:06)

Like the Tassets and the straps around your leg (I think you'd call them that) and the flat shoulders, considering the equipable pauldrons would most likely cover it with very little clipping you could get some really cool 3D features possibly, not sure though, it would be something for the team to maybe experiment with and see what the community thinks on it.




Darius -> RE: =AQ3D= Design Notes August 19th, 2015: Dage Armor (8/21/2015 20:46:14)

@LyRein: I'm fairly certain Yergen is already AQ3D project lead. Cysero is lead writer, Korin (I think) is lead animator, Xero does most of the texture art (Dage is sort of a guest artist, as he has AQW responsibilities still,) Llussion does the background art, and Zhoom's lead coder with Rolith on backup.




LyRein -> RE: =AQ3D= Design Notes August 19th, 2015: Dage Armor (8/22/2015 7:07:39)

Yergen, the one behind HS?
I really enjoyed the Death Trials and the newer Oaktown releases with the invaders.

Shame it got no attention.




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