Moar details! — February 23, 2017

Moar details!

Hi guys!

Today I have been quite busy but I still got to work on our project. This time the idea was  to make an one-handed axe, I was thinking of a simple shape but with a lot of details. As I was doing my research on references i found the following images:

The axe on the left I got just for the shape of the blade and the one on the left for some details like the inside face in the center of the blade, the leather stripes and ropes on the hilt, etc. Like always I did a quick concept just to layout everything that I wanted in the final piece of the axe.
axe2.png

Once I had everything in place I started to make the 3D model, for this one I tried to optimize a little bit, losing some of the shape but reducing the poly count.
The overall shape still got pretty close to the concept as you can see below:

maya

Now that the model was ready I could finally start to paint it and then the magic started to happen, with every layer the axe took a different look and I gotta say that I really liked this one I even took more time to add some dirt and cracks.

painter

I hope you guys enjoyed this one, let us know in the comments what weapon you would like to see next!

See ya!

Dertzack

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Dark edges — February 22, 2017

Dark edges

Hi everyone!

Today I wanted to make a simpler sword, I was thinking about a Mongolian sword like a saber, and while I was doing my research I found some awesome Falchions and then I found the Falcata, a sword used by Carthage in their wars against Rome. So I started to do a deeper research and I really liked these three below:

The blade’s shape I wanted to be more like the one on the left. The bottom of the blade, the details on the guards and the leather hilt like the one on the bottom and some other details like the one on top. After some quick sketches I came to this:

falcata

It got simple, but exactly how I imagined it. I then started to make the 3D model, trying to get as close to the sketch as I could and this is the result:

maya

Once I was satisfied with it I started to paint it and add some details with normals, like the leather stripes. In the end it was a simple sword with a heavy look and the dark colors made it look like really good.

painter

What do you guys think? What should I do tomorrow? Share your thoughts with me!

Dertzack

Et tu brute!? — February 21, 2017

Et tu brute!?

What’s up everyone?

As my first weapon of the week I wanted to make a one handed sword and one kind that always got my attention was the Gladius, an ancient Roman sword. It has a leaf like shape which is an attractive shape and the real one is more of a short sword, usually it is a little less of a grown man arm, but for this game I made it a little bigger just so we don’t have odd attack animations.

As references I selected these two, on the left we have a Julius Cesar’s Gladius and on the right a simple Gladius. I really enjoyed the hilt on Julius’ and the blade on the other, so I kind of did a mix between them.

Below you can see my quick sketch, it’s kind of hard to see but I added some details in the center of the blade.

gladius

And on this next image you can see the finished 3D model. Simple, yet elegant.

maya

I have to say that I really enjoyed making this one, it got better than I expected and it was quick and fun to do. You can see below the model with textures and normals created on Substace Painter and maybe you can see it later today in Arknostik’s post being used by our character.

painter

So, what do you guys think? What should I make tomorrow? Share your opinions in the comments section below!

Dertzack

Plenty of more skills to come — February 20, 2017

Plenty of more skills to come

To start the week I did some work at another skill. A spin attack  that is going to be devastating for foes in an area around our warrior, this is focused on PvE and we’ll combine this skill with some On-hit effects to change its behavior in the future. I’m still going to prototype a bunch of other skills so we can get them into a test environment. We want to have as many skills as possible now so when we start working on other characters we can see what works for PvP and what doesn’t, as we don’t want a class to be always better than another, limiting skills may be a good place to start when balancing starts.

Graphics

I’ve also decided to do some different stuff regarding graphics. It’s important for me to not focus only on the character because I feel that there is still a lot of things that still needs to be done, but creating a start map opens a lot of doors for marketing, showcase, and getting a grasp of what it is that we’re going to accomplish with this game.

For that, I’m going to assemble a huge board on Pinterest (or a big number of boards) with references for biomes, villages, assets, materials. But,  the first thing I’ve worked on was actually a water shader. I’ve experimented a lot in here, with pixelated textures, cartoon-like shaders, colors, different values for opacity, and the use of techniques to simulate refraction, reflections, transparency, waves… Take a look of where I am right now:

The first image is how the water behaves when it is deep. On the second one, I’ve put a placeholder landscape to show how the shader works when the water is shallow. You can see we have some good reflections and wave movement. The waves are still a bit messy but I’ll be able to work on a feature to paint river-flows somewhere in the future.

This realist look may diverge a little bit from what we were trying to achieve at first, but it looks so good that it made me think about the combination of all elements and everything comes together nicely (in my head).

Networking

We’ve also started to work on the replications of everything, we are setting up a dedicated server and will be working with our combat system (gameplay + animations) over the next couple of weeks. By the end of this month, I think we’ll have a bunch of cool stuff that are going to be ready for testing and we may be able to invite people to test with us!

Cheers,
Arknostik!

We need moar blunt weapons!! part 2 — February 18, 2017

We need moar blunt weapons!! part 2

Hello there!

How are you guys?

Continuing We need moar blunt weapons!!.
Like I said before, this item was first thought to be a classical mace, but while I was doing it I enjoyed the overall shape and decided to create the mace from last post and a baton out of it.

The concept behind them was the same as I only got the idea while I was creating the 3D asset. So here it is again for you guys:

mace1

I then started to create the 3D model and like I said, the shape was good enough so I just changed it so the upper part got a little big larger and I then added some spikes to it.
maya

As you can see, the overall shape is the same, it got the same length, rings, etc. But the head is different, it is larger, and instead of blades it has the spikes.

While coloring I made it a little darker, more of a blackish color instead of red like the mace. This is the result in Substance Painter:
painter

I really enjoyed doing these two items, mostly because I got to reuse the same shape to make them and in the end they are different. It was a new experience and maybe I can do the same with some other items in the future.

I hope you all liked it as I did!

Dertzack

We need moar blunt weapons!! — February 17, 2017

We need moar blunt weapons!!

Hello guys!

How are you all doing? Our last post was quite awesome right? Arknostik is doing an awesome work with one of our members that is  in charge of programming and we are probably going to see a lot of amazing things in these next weeks!

But, let’s cut to the point. As soon as I finished up the hammer in We need more wood! oops, items I was decided to create more blunt weapons and with that in mind I started the whole process.

After quite the research I made a quick concept as always and this is what I came to:

mace1

Simple, yet, I liked it. The base thought behind it was to be a classical steel mace with leather on the hilt and some rings on the steel part.

While I was doing it something different happened, I realized that I it a lot, but more specifically the stick(without the blade thingies) and I was able to imagine a different weapon, a kind of baton, with the same stick. As a computer scientist I was most amused to see some kind of reuse in my 3D practice, I will post it tomorrow but if you want to see it now you can go to My Sketchfab Page and not only take a good look at these two weapons but everything that I did and am going to do in this project and maybe some others.

This is the finished mace on Maya, I got some help from Arknostik to optimize it and I can say that I am satisfied with it:

maya

And after some time painting it I got this which I found awesome:
painter

I really enjoyed this last experience and I hope you liked it too, tomorrow I will probably post about the second weapon, the baton, so keep an eye out!

See ya!

Dertzack

Working on combat — February 16, 2017

Working on combat

We’ve started implementing skills and adding some effects to help us visualize the combat. For the next week, we’re going to stress out our skills and combat system, experimenting with a lot of values and animations to start focusing on closing the combat rules and interactions. This is needed so we can start working on the networking of these features to adjust our system to the latency world of networking.

leapingBut Hey, it is already fun as hell to leap around blocks.

Unfortunately we hit a step-back this week, one of our members (Responsible for servers and security) has lost his PC due to a HD failure, so we’re going to need more time to actually have our world working with networking as we’d like. But that’s not a problem as we’re on a pretty early stage and we can get the basics working pretty fast.

As soon as we start stressing this system out, I’ll be able to (and probably Dertzack as well) start working on some assets and map, so we can start building our visual identity of the game. We already have all of our goals regarding graphics established so I hope we can achieve them fast.

Cheers,

Arknostik

We need more wood! oops, items —

We need more wood! oops, items

Hi everyone!

Although we haven’t posted a daily in these past couple days, rest assured that we are working. These last few days we have been creating more animations, working on gameplay mechanics and creating items!

For this next item I wanted to create a simple yet different one handed hammer. I did my research and found a lot of good references, then I started the whole process trying to create a silhouette that I liked.

This is what I managed to do and found interesting, the idea was to create a big flat face on the hitting end of the hammer, have some kind of inset metal and some leather stripes.
hammer1 I then started to create the 3D model, I gave some extra volume to the hammer head, so it have a more heavy look. It could be optimized of course, but I can always go back to it.

maya

I took it to Substance Painter and created the details that I wanted. Firstly I was thinking of a wooden stick, but it seemed too fragile in comparison to the head of the hammer, so I made it all in metal. I made some inset faces in the hammer head and of course added the leather stripes. This is the result:

painter

Yesterday I started to do a mace, but while I was doing it I realized that the shape was quite good and I could use it to make a baton too. I am probably going to finish both of them today and post them tomorrow, so keep an eye out!

Hope you guys enjoyed this one, see ya!

Dertzack

Just a little bit of what’s to come — February 13, 2017

Just a little bit of what’s to come

As I had mentioned in our previous milestone post, I’ve been working with movement and combat for the past week.

And here is a just the tip of what is to come. The movement (start/stop animation) still needs to be polished, as I was doing a lot of clips and trying to figure out what I was going to do with all of them some details about blends and syncs with characters’ speed are still missing. But as you can see, the movement direction is going to be really influenced by the player’s attacks and spells/skills and that is a core mechanic for our combat system, it resembles a lot the movements systems used in MOBAS, where your character turns to match a skill being cast. I’ve also created a simple turn in place mechanic for the torso and head, just as an aesthetics thing.

I’ve integrated all the assets done by Dertzack so far into the game and the player can equip them already. The two items in this GIF are the Viking Shield and the One Handed Axe.

The movement so far is really responsible and the attacks will be combined with some weapon trails and effects to give more amplitude to the movements and to bring an extra life to the game.

Stay tuned for our next posts because we will reveal more from our combat and movement system.

Cheers!

Arknostik

Milestone #1 – We have accomplished a couple of things! — February 12, 2017

Milestone #1 – We have accomplished a couple of things!

      Since the beginning, we’ve decided that we would work only with our warrior, until we have a lot of stuff figured it out. So for the past two weeks we were still trying to figure out how the animations would be, regarding to movement and combat. And we have tried a LOT of things. I’ve created almost 20 animation clips only for movement, with sideways movement, backwards, rotations in place, sprints and walks (with or without slopes and angles), but as I started to assemble everything together in the engine, a bunch of problems started to reveal themselves and the movement was not as we would like it to be. We actually found that we were doing TOO MUCH to make only the character move and we were spending a lot of time experimenting different blends, combinations of clips, and working on a lot of movement mechanics that didn’t add anything to gameplay, just made a lot more complicated to create things fast. So I’ve decided to let everything go and rethink all the character’s movement and gameplay.

      Forget about all that 50 animation clips for a character, things like these require a LOT of knowledge, time and resources, and we want to do this quickly without having to spend a lot of time in just one thing in this project, we have a small team, working a few hours per day and there is always going to be something to improve. So we’ve gathered a bunch of references of movements from a lot of different titles, like Diablo, Witcher, Gauntlet, and decided to see what would fit well into the gameplay style we want. And just like that, we quickly had all of our movement done, without needing a lot of clips and it feels just awesome.

      And that was our first goal: Have our character running everywhere… it just feels great and we’re going to show that as soon as we have our combat animations integrated.

combat      And yeah, COMBAT! Over the weekend, we’ve chatted about our combat system and how we want things to be different from MMORPGS (with those target systems and 500 different spells that comes together to create a 1-shot combo). So we’ve decided to test out the basics, including basic attacks and dodges… In this next week you should be able to see some of that stuff in-game.

      I’ve finished a couple of combat animations, as you can see from the GIF above, I’ve created this combo chain, and started other ones as well so we can prototype our combat.

Items

      For the past week, Dertzack has been creating some weapons for our character, and if you haven’t seen them yet, go check it out on his posts, because he also describes how he is creating these assets. The goal here is for him to practice creating 3D assets, texturing, and keeping a low-poly count on all of them, to harmonize with our whole design. Expect a lot more from him.

We’ll also be working with clothes and armors soon, so follow our posts to see when we start releasing those contents.

Gameplay

      We have started working on our first Mob AI, but these are yet to be improved in our whole game concept. Because we’re focusing on how our combat is going to be, we need that to be as clear as possible (and also tested with some ping variety) so we can start designing how the combats with monsters are going to be. We do not want to create a game where you can just destroy everything with 1 spell and kill 10 Goblings with one hit, we want the players to be aware that they have resources to spend on their battles and that missing a skill/spell/action, can be really harmful, so do not expect 1 quest to kill 10 chickens that are just lying around waiting to be killed.

      We’ve also started working on the math part of battle, experience, and training skills. We are trying to create a system that resembles Tibia and Ultima Online, that enables players to train and battle a lot without knowing exactly if they are going to beat one player only by looking at his level, as the level won’t be that ridiculous scaling things that makes a level 50 kill a level 40 with 2 hits and one spell, or tank 100 level 10 because he has 1000x more hp than them combined.

      As for our servers, we haven’t worked on that a lot, as our member that is creating that part is having troubles with his computer, but we’re still trying to have a bunch of players running naked in a blank map, killing each other with basic attacks by the end of next week (it all depends on how much we can work on this project).

What’s next?

      The first goal for the next couple of weeks is to fully develop our combat skills, movement, animation, and the basics of the math regarding the leveling system. We will also work to have a server running in the US Region, so we can test the combat gameplay in a real environment and start working on a map that resembles a battle arena inside a village, so we can have something presentable for our followers.

How can I help?

      Some people started asking us how can they help this project. We are going to create a patreon in the near-future. With a patreon, we believe that we’ll be able to give our followers a lot of things that can improve our work and integrate our workflow with players since the beginning. We’ve also created a paypal donation button that you can donate any amount to help us. You can do that by going to the DONATE page in our header or clicking here:

This is going to be it for now, but stay tuned because things are starting to get interesting!

Cheers,

Arknostik

There be wizards here! — February 10, 2017

There be wizards here!

Sup y’all!

Today I woke up thinking about wizard items, specifically staves. There are some iconic staves here and there and I thought, why don’t I try to create one? So I said to myself, let’s  make one shall we?

After a lot of research I decided to create something simple and rustic, but at the same time I wanted it to show some kind power.

magestaff1

This is the silhouette I came to, a wooden stick with some kind of fabric around it, attached to a metal head and a floating gem. Quite the simple concept as always.

maya

I then started to create the actual 3D model and I didn’t like the spherical gem, it was too generic, so I stretched it here and there and came out with a weird shape.

Of course I went to Substance Painter and started to give my model some details. The gem needed something and so it got some cracks and veins. The metal head was too simple, so I added some weird stripes and a nail/gem thingy. Since the stick had to be made of wood it needed some veins. To finish it up I looked around and didn’t remember to ever see a purple themed staff, so why not?

Below you can see on the left the finished paint in Substance Painter and on the right the same model inside UE4.

Hope you guys enjoyed it, See ya!

Dertzack

And yet another item! — February 9, 2017

And yet another item!

Hi Everyone!

First of all, I am sorry for the late post!

These past few days I have been watching a lot of Vikings(Awesome TV Show) and because of that I decided today that I would make a shield, but not any shield, a Viking  wooden shield of course.

Following the same process as the last axe I created a very simple concept, just to have in mind what I actually wanted to see in the final product. Remember, I am not a concept artist, although I want to be able to call myself one someday soon.

This is what I did:
viking-shield

Pretty simple right?

Next stop would be to create the actual 3D model and, as you can imagine, this one was pretty simple to do as you can see below:

model

You can easily spot that I didn’t  do much regarding details, I thought it would be all possible to do at Substance Painter and that’s exactly what I did.

16684747_1253317808092134_877792641_n

And this is it done, quite the difference eh?

Unfortunately something happened(I am not quite sure what and I lost the Substance Painter Project and I was unable to edit it, so I had to do it again, and this is my recreation inside Substance Painter on the left and UE4 on the right:

Hope you guys liked it, See ya!

Dertzack

A SMALL Axe and a BIG Announcement — February 8, 2017

A SMALL Axe and a BIG Announcement

Hi Everyone!

Dertzack again!!!

This time I bring you another item and a huge announcement!

First things first, so today I started another item, but this one I wanted it to be a one-handed axe. I cannot call my self a concept artist yet because I still lack the drawing skills needed, but I followed this awesome tutorial of Drawing with Jazza at Youtube in this tutorial Jazza simplifies the whole process of weapons creation with a small but amazing tip, to simply draw the silhouette of it, blocking out everything you want in it and then adding some lines for the details.

This is my result for the Jazza’s tutorial:

Like I said, I am not a concept artist yet, but I enjoyed the result so I went to Maya to create the actual model and here below we can see it done.

3d

It can probably be optimized, but the idea here at SARPG is to make everything as fast as possible and learn in the process and I gotta say, I learned a lot doing this axe.

After I finished up the model I made the UV and brought it to Substance Painter where I painted every detail that i wanted.

onehanded

I don’t know about you guys but I liked it a lot! And that was my morning 😛

NOW! About our BIG ANNOUNCEMENT. We created a Paypal and Patreon account, you can check it out at Help us donating!, the idea is for you guys to help us with the whole process of creation, from sketching to programming and we are going to give you guys exclusive content for that!

Hope you guys liked it, See ya!
Dertzack

Assets and Materials — February 7, 2017

Assets and Materials

Hi everyone!

This post is going to be pretty short!

I am Dertzack one of the guys in the Studio and from now on I will be part of this new adventure too, mostly creating assets and materials.

I joined the project this week and since then I have been creating 3D models and textures for our game items.

This Scimitar is the first item that I did, isn’t it awesome? I didn’t have any real concept, since the main idea of this project is to learn while doing everything as fast as possible, so the item was made with whatever came to my mind and with a lot of trial and error.

Any ideas for future items are welcome, so if you have one send it to us!

See ya!

Dertzack

Animations and Networking — February 6, 2017

Animations and Networking

We haven’t worked a lot on the weekend, but we’ve managed to start doing some heavy stuff now.

I’ve started working on all of our animations for the warrior, which includes Idles for In-combat and out of combat, a Sprint, Sprint transitions (start, finish,leans) that we can use for blending with our characters’ directions.

At the same time, we have now a new member that has started working on some items, like blades and shields. As soon as we have a cool collection, we’ll post some nice screenshots.

The main feature we’ve started working is the networking. We want to create an Online RPG (but probably not a Massive one), meaning that a couple of hundred players we’ll be able to fight( with a cool combat system that we’re working on that requires skill and good ping), loot and do quests building awesome adventures on a persistent world (for some things). We have started to code our networking, dedicated servers and databases. They are really at their initial states but we also have a new member working fully with these stuff (and security).

For the rest of the week we should have tons of animations for our warrior, the full controller with some awesome blends and probably attacks with their animations as well, and some netcode already working!

Stay tuned for more!

Cheers,

Arknostik

Rigging and animating — February 2, 2017

Rigging and animating

So I’ve finished the rigging process of our Warrior and created some pants and boots to attach via game code to check if the skinning process went fine. After a couple of fixes we now have a fully rigged character ready to be animated!

This gif was made with some default animations that were re-targeted to our character, and the results were amazing. Tomorrow I’ll be working on our first animations.

Cheers,

Arknostik

Starting the graphics! — February 1, 2017

Starting the graphics!

So, we have decided to start creating our graphics. The first thing we have in mind is that we have few resources and want to create this as fast as we can without having bad and poorly made graphics. We want things to be concise despite the amount of detail we put into our models.

So here is our first character, this is going to be the base mesh for our warrior. Players we’ll be able to change colors/hair mesh and some of that cosmetic stuff in the future, but for now we just want to have our first character done.

We chose to get way low poly for some reasons:

  1. We don’t want to spend a LOT of time creating heavily detailed characters.
  2. We want to create an unique art style in our RPG
  3. The camera is far enough from the player so that this art type becomes way more interesting
  4. We want to toy around with some awesome animations and lighter models tend to be easier to experiment with.

One thing to be aware of is that equipment will be attached to characters, so the current textures I am working on are merely placeholders.

Cheers!

Arknostik

Welcome — January 31, 2017

Welcome

Welcome!

We want to do this fast, so we’ve decided to use WordPress to speed things up a bit so we won’t need to create a blog from scratch.

We currently starting an Indie Games Studio and we decided to create a little side project to work on our free time and test/study/create things that are not on our daily activities.

We’ll be posting our ideas and progress daily here, so tag along to get an idea of what we’re building.

 

Cheers!