Happy Holidays! It’s been a nice relaxing week but now it is time for an update. I recently returned home from school for a few weeks. At college I had little time to work on my personal projects (sintel the game) so I admit, not a whole lot got done in the past few months. I worked on enemy AI a little bit, started re-designing the dialog system, and a bunch of other small things. Since I’ve gotten back, I started re-programming the player mechanics. I know this sounds silly seeing as we already have a working, controllable player, but there was room for improvement in the design and in the code. We also gave Sintel a nice new IK rig which needed to be implemented. As of right now, I’ve improved the movement system, making it easier to walk up and down hills, giving it a more realistic and less glitchy feel. It already feels a lot smoother than before. The code is optimized this time around too. Now i’m working on making the player camera better. I’ve also updated the Gallery!

David has been working on a smaller, but more aggressive troll character. Perhaps David will post about what he has been working on in a future post. I know he has plans to make another modeling time lapse video so be on the lookout for that.

I’d like to personally thank everyone who helped us out with animation. We got many people who were more than happy to send us a few animations. They all look wonderful and I’m excited to make use of them.

We still want to release a demo as soon as we can. We are slowly making our way towards a release. I think I speak for all of us when I say we don’t want to release a demo unless it is fun. The pre-demo was short and bland because we rushed it out without spending enough time on making it fun. The demo will include some different gameplay elements, a good taste of combat, and a boss battle that is actually challenging.

I can’t say when the demo will be ready, but the moment we pinpoint a date, I will let you guys know.

Finally, I would like to make a shout out to Team Aurora. Over the past few months a couple friends and I got together and talked about our futures. We all felt that the professional game industry right now does not reward or encourage innovation and good unique design in games. We want to work in a field where we can make games that we find fun and innovative, rather than games that will make the most money. So we formed Team Aurora. We recently announced the first game currently in production – Grey. If you want to find out more, read about it here.

Since I am committed to finishing Sintel The Game, I will not be directly involved with the development of Grey. I am still a member of Team Aurora, but my time is going to be focused on Sintel The Game.

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David has recently given Sintel an updated rig (with cool IK controls!). This is good news, but it also means a lot of our animations are going to have to be re-done. Instead of spending my month re-doing them to a half decent level, I thought it would be a good idea to let the community contribute to the project by helping out with the animation.

That is where you guys come in! Bellow is a link to the Sintel rig blend file. It also comes with instructions and a rig layer guide. What we are asking is that you either improve the current animations that are in the file, or make your own! Its up to you.


Suggested Animations

High-priority animations:

  • Run cycle
  • Running with staff
  • Walk cycle
  • Walking with staff
  • Various attack animations
  • Idle cycle
  • Idle with staff
  • Leaping (jumping while running)
  • Death (nothing too violent)
  • Low-priority animations:

  • Picking up an object
  • Sitting (on a chair)
  • Day dreaming (idle)
  • Jumping
  • Conversation
  • Waving to someone

  • Requirements

    Use the latest stable version of Blender 2.58


    Notes

    If you don’t see an animation you want to do, be creative! Anything helps.

    When you are done, upload the BLEND file to blendswap.com with the tag “sintelgame” (no quotes)

    Also: send us an email with a URL LINK to the hosted blend file to jon@sintelgame.org

    You can use other hosting as long as the URL is sent to us.

    Anyone who contributes will get their name in the final game’s credits, even if we end up using the animation or not.

    Thanks in advance! Any questions can be directed to jon@sintelgame.org


    Download

    3 files: ~17 MB Download

    Any questions or problems can be directed to jon@sintelgame.org

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    Over the past few weeks I’ve been going through the levels that are going to be included in the demo and bringing them to a more pleasing level of quality. First on the list was the Docks level. I started by adding more details to the level such as planks of wood, pathways and construction materials. I played with the lighting some more and decided in order to get the look I wanted, I would need a new skybox. Here is a picture of the old docks level, and then a picture of the new level. (Click to enlarge the images)

    Old docks

    New docks

    Next on my list was the Troll Cave level. This hasn’t had much attention since it was first made, so a lot of work was needed. It took some time, but I eventually got it to look pretty decent if I do say so myself. I added some light crystals (like from the cave in the movie) to add more detail and depth to the environment. I ended up re-texturing almost everything in the scene which made the level blend together a little bit better. I also added some mist, which helps make the level seem larger. Here are the screenshots, old and new.

    Old cave

    new cave

    Finally, we have the tutorial level. In the pre-demos the tutorial level is a plain all white scene. This was done because we simply had not completed the real tutorial level. The actual tutorial takes place in a garden in the town of Garway. Now that I had the time, I went ahead and started creating the garden. As of right now the main portion of the scene is complete, but there are still some final touches I want to add.

    Old tutorial

    new tutorial

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    So its been a while since we updated this blog…yeah I know it seems like we say that every time.. Sorry about that..
    Anyway during this period of absent updates we have been busily working away on a multitude of game related projects, from optimization to new content creation.

    The docks level has had its poly count considerably reduced, without impacting the visuals I may add. Its also been adorned with voice over’s from the talented folk over at the digital bard  (no need to read those pesky subtitles .. Unless you want to of course). We’re also taking steps to up the fun factor of the level, so look forward to some interesting game play improvements in the not too distant future.

    The cave troll has been receiving some much needed T.L.C. Unfortunately he seems to have intimacy issues, and since we can not afford therapy  you’d better prepare to engage with a much more formidable opponent. On top of his new found aggression, he’s been joined by an equally deadly companion. If you think this all sounds a bit unfair on Sintel, fear not as her combat system is currently being updated.

    The bandit model is now game ready, you can check out a time-lapse of his transformation from high to low res below:

     

    Geoffrey has been undergoing a complete revamp and many new characters are in various stages of development.
    Below is a time-lapse of one of the new characters head being created:

     

    Continuing our efforts to make Sintel the game look as good possible we are also experimenting with new material set ups, depth of field and even screen space ambient occlusions.
    One of the new material effects can be seen below, its still a work in progress but we think it shows promise:

     

    OK so I may have been stretching it a bit when I put real time SSS in the title. As  I’m sure you’ve realized it’s  a fake SSS effect, no subsurface scattering calculations going on. However it is real time and does not have any discernable effect on frame rate. (The slow frame rate in the video is due to the video capture)

    Finally I know a lot of you  want to know when we will be releasing the demo. I’m afraid we still can not give you a firm date, as there are still many things we wish to add and improve.
    

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    As some of you may know we released a pre-demo version of the game back at the start of January for entry into the blender summer game contest. We are proud to announce that we came second in the contest and would like to thank every one who took the time to play the pre-demo and vote.

    The demo itself was quite hastily put together. Although we have been working on the game for quite a while now, most of our time has been spent on research and design; meaning we had very little in the way of completed assets. As a result the main bulk of the pre-demo was created in the short time between Christmas and new years, culminating in a very long nights work which saw myself and Jon working right up until the deadline on new years eve.
    Below are some in game screen shots and some production images from the pre-demo:

    Cave_TrollDock_screen_shotwell_at_the_Docks

    Troll_Cave_kickWhile we are reasonably happy with how the pre-demo went considering the timeframe in which it was put together, it’s no where near the standard we are aiming for. Many of the game play ideas which we are really excited about have not yet made an appearance.

    The official demo release will include an updated and more polished version of the levels displayed in the pre-demo, along with a host of new features/characters/objectives. Which if all goes to plan will result in a longer play through time and most importantly a more fun gaming experience.

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