Archive for the “Game Tech” Category

Hey guys! For those of you still with us, this post will be a large, in-depth update on whats gone on since the last post (which was waaaaaaay to long ago). I will also talk about what is coming up soon!

NEW RIG – ANIMATION
The new RIG!

We have a nice new rig with fancy IK. This makes it a lot easier to animate. There is one small issue when giving a character a new rig: we also had to re-do all of the animations. Luckily with our post about helping to animate, we were able to get a few good animations working on the new rig, but there are a lot of animations left to do. IF YOU ARE AN ANIMATOR WHO IS WILLING TO HELP WITH EVEN ONE ANIMATION, EMAIL ME jon@sintelgame.org

MECHANICS
CODES

Now, this was a crazy idea. I re-did all the programming attached to Sintel. Looking back however I think it was necessary. The old code was clunky slow and lacked a few features that I think the game needed. It didn’t even use Blender’s state system. If you know what that is, then you should know that it would be weird not to use it.

New code is nice, fancy (I will be using those terms a lot in this post) and has some new features such as floor tracking that make the game play MUCH smoother. Using Blender states, I was able to construct the same code system without tons of logic bricks. It looks a lot less confusing now. I’ve also been working on the targeting system (part of it is pictured above) which was terrible before but actually works pretty well now.

NEW MENU – GAME STRUCTURE
the MENU!

Another crazy idea. I re-did the entire main menu and the entire game structure. This wasn’t as much work as it seems. The old menu was (very) poorly programmed (by me). BUT FEAR NOT. I’m actually quite proud of this menu. It’s very efficient with code and assets. It also handles keyboard inputs (and theoretically joystick inputs) a lot better than before. The options screen is slimmed down to be less confusing. All those options you see in the menu currently work. You can even change the game’s resolution in real time!

Overall, the menu is easier to navigate and has some transitions and animations that make it look rather nice. I also added the ability to gather a list of .blend files that are located in the levels folder. This way any levels you guys make will show up in the menu where you can play them. I really want user created levels to be a part of the game so adding this feature was crucial. ALSO! You can watch the film Sintel directly from the extras menu.

SNAILS!

I finally got those little critters in the game. They are hostile little buggers that will randomly move around and avoid obstacles. Upon sight of human, they swarm to attack. They don’t move too fast so it is easy to outrun them – but it can get nasty if they surround you!

WHAT IS NEXT?!
My plan is to release an Alpha version of the game for everyone to download for free and start playing around so we can get some feedback on some of the features of the game. Right now, I am predicting that this will be ready in a month. Keep in mind this is subject to change, but also realize I am trying my best to get this out to the public. I want you guys to play this game as soon as possible, but I don’t want to release a game that I’m not proud of.

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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

    17 Comments »

    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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    A while back we were contacted by Digital Bard, an indie team of professional audio engineers, translators, voice actors, and musicians. They have worked with projects such as Zeno Clash, Eufloria, The Ball and Divinity II. We are pleased to announce that we will be working with them to localize the game / website, in addition to in-game voice overs. Voice overs were not originally planned to be in the game because I felt voices could make or break the game experience. I am confident that Digital Bard will do a more than wonderful job. We are very excited to be working with them and we can’t wait to see what they come up with.

    In other news, Noah will be returning soon, David is sculpting and converting characters to their low poly versions, and I am working on improving the fighting system, making it less awkward. Also, we got a twitter account. You can follow us for more frequent but smaller updates.

    In the last post Malcolm mentioned ‘big news’. The big news is that we plan on releasing a demo to the public pretty soon. We made a small incomplete demo for the blenderartists.org competition but we want to polish it up before we release it. We’ve been working hard on improving gameplay systems based on the feedback we got from the pre-demo.

    Recently, my graphics card went out of commission. My computer has been having issues for months but it finally gave out this week. I am currently running an extra card a friend had lying around. I would replace the old one, but my motherboard is too outdated to support a newer card. Looks likes I’m going to have to build a new computer sooner than I thought.

    The reason why we don’t update as often as we’d like is because I have very little free time. I am a student, and I’m employed as a Conceptual Game Designer. Any spare time is spent doing homework and working on Sintel The Game. I will do my best to give you guys more news about whats going on. Thanks!

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    Hey there everbody, Malcolm here; story writer/ dialog writer. This is my first time posting for the site and I noticed that some of you have stated that we don’t post enough. The team would just like you all to know that we haven’t forgot about our awesome fans; we are just far to busy at the moment to make any casual posts to the site.

    I have however been given the official word from Jon to tell you all that you should expect something HUGE! within the near future. Also you are more likely to find quick updates on our facebook page at:

    http://www.facebook.com/SintelTheGame

    Till our next post; thank’s for reading and we greatly apprieciate the great feedback we’ve been getting.

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