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Hash, Inc. - Animation:Master

gschumsky

Hash Fellow
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Posts posted by gschumsky

  1. Yes, the plan is to have theme music from the movie in the game, but that's a long way off. A lonnnng way off.

     

    And if you want please change the topic so we can get more people to pop on over here (good suggestion Rodney).

     

    Edit: Nevermind. I just changed it for you. The power of being the Moderator!!

  2. Wow. Hippogyraf never looked so hip! I'll have to do his facial poses soon. I'll wait till his textures are safely on the svn first though. ;)

     

    Supposedly I'm the final pick for his voice, so as a suggestion, the voice I've come up with for HG is kind of dopey with a nice lisp ("thay" instead of say). I'll be recording the latest scratch track (I say this because it won't be in a studio yet) tonight, and can post it to my site.

     

    Greg

  3. Interesting engine, though I don't think Hash will get involved beyond what they do now with other developers, game engine or not. For instance, Garage Games is practically next door, and though they do talk, neither one wants to include the other's code in their own. But then they are both very small studios, and need to focus on what they each do best.

     

    Hash offers their sdk pretty much to anyone, and if a developer puts in a lot of effort and shows his or her continued effort, then Hash is pretty good at providing some support, albiet limited since they total 10 people.

     

    There is a nice pipeline now from Hash models right into game engines (Torque and GameStudio) using Obsidian Games exporters, and the developer is always working on making them better.

     

     

    Greg

  4. I havent been working on this latley...but here is something just to let you guys know im not dead.

     

     

    Level: 12

    Quest: Captain Fyter

    Zone: Munchkin Country

    Location: Munchkin Forest, along the path to Nimmee’s old house?Group encounters a rusted tin man who is an exact duplicate of the Tin Man, this is Captain Fyter?Player must oil Captain Fyter so he can talk and move.?Captain Fyter tells his story about he and Nimmee.?Captain Fyter will join the group if Player asks him to.

    Models Used: munchkin country forest path scene, axe, oil, trees, (not sure if I got all of them..)

    NPCs: captain fyter, rabbit

    Notes: Hope you like it.

     

     

     

     

     

    If: player try and talk to the rusted tin man he will not respond….and it will say “It looks like he has rusted pretty badly.”

     

    If: players use oil on him, he will then be able talk.

    After his story about nimmee and himself.

     

    The goup may ask them if he wants to join.

     

    PlayersA_a1 – well that an interesting story. How would you like to help us find nimmee?

    PlayerA_b1 – errr….we must be going….

     

    Captain FyterA_a2 – oh that is a lovley thought I think I would love to come with you!

    Captain Fyter!_b2 – Hold it right there!!! If you want to go on without me then you must first beat me at a wood chopping game!

    I will not let you leave without me!

     

    The game will be quite simple….

    The view will be from a top shot looking donw on the trees…..players must go to trees and chop them down 1 by 1 the person with most logs at the end wins…and we already know the outcome of both of them.

    I guess we could also have the rabbit be the one to explain the rules to them as well.

     

    I was thinking we'd leave the woodchopping game between Tin and Chop-fyt... (since they are both woodsmen...more logical)

     

    Since Captain Fyter is a soldier (a TIN soldier), maybe we can work in something that challenges his skills...

    And although "March of the Tin Soldiers" is more associated with Disney, it's still a classic. Can we find a way to incorporate that into here? Or, maybe we should have a shooting/axe throwing contest. Fyter shoots, Tin throws...

     

     

     

     

    Okay, here's what I have come up with so far. If you have any comments or input please feel free as this is my first time ever designing a game level

     

    Level: 14.

    Quest: Ku Klip’s Workshop

    Zone: Munchkin Country

    Location: Inside Ku Klip’s workshop located in Munchkin Forest

    Models Used: Workshop, various artifacts for around the shop.

    NPCs: Head, Ku Klip

    Summary: Players come to the workshop to find out what happened to Nimmee. Players will have to solve and complete several puzzles/challenges in order to find out what happened and where she has gone.

    Notes: Head and Ku Klip each have challenges for players.

     

     

    Challenges:

     

    1. In order to get into cabinet to talk to Head, you must first find the key to unlock the door. The key will look like a distorted piece of tin and you must twist and turn it to fashion a strange key that will open the lock and reveal the Head.

     

    2. Build a Tin Man who will chop wood for Ku Klip so that his fires never die and he can continue to build tin objects. After completing this challenge, Ku Klip will tell the rest of the story as to where Nimmee has gone.

     

    Nice work Leo. I'd like to see maybe a another in there where the player has to put things in the right sequence (or punch a series of buttons and turn a series of cranks) in order to get one of Ku-Klip's contraptions working as well. That contraption would then spit out the parts for the new tin man. The we have to assemble the parts.

  5. Hmmm..Gschumsky I don't think that last line would look good. See, in songwriting you don't always want rhymes. Especially in a situation like that when the word is in the last line, you want it to make total sense rather than rhyme. You want to end the last line with a strong statement, so either have a really descriptive and hard-hitting rhyme, or have a statement that really sticks out. Not having a rhyme there also emphasizes the line. People have to think about what it says because it's not a rhyme.

     

    I would keep it the same in this situation.

     

    Hmmm, every song I hear on the radio seems to have rhymes pretty much everywhere, whether I'm listening to classic rock, punk, ska, reggae (that's all Bob Marley did), country western, RAP (all they do is rhyme), or pop. The only place I don't hear them is in opera or metal.

  6. I haven't got much from Paul, but I'll try and get ahold of him and get whatever we can.

    As far as the pov for the game, we are not doing 1st person, period, so that takes care of that problem somewhat for Fred. 3rd person is the name of the game boys (and girls in case there are any here).

     

     

    Btw, Fred, at the end of the day we'll need your programming skills, and Paul has already converted some models. I thought they would be in SVN for the game. We'll have others doing all the art stuff, and need your talents to get the game made into a game, as well as add any of the stuff we need to customize it to our needs.

     

    Capiche?

  7. Chiming in...

     

    Just got back from Yosemite after 4 days and finally have internet!!

     

    So, welcome to the game forum!

     

    Okay, gameplay or modeling (or both?? You seem to be pretty adept at modeling...)?

     

    Let me know when you're caught up and ready to start.

     

    Greg

  8. That's more of a reflection, although I did go back and make some tweaks to the tank, thanks to the magic of the distortion box (I can't believe I've never used that, in 10 years...). Unlike most tanks, the Rune tank is very low profile, wide, and flat somewhat on the sides (with a slight bulge right below the word Rune).

     

    Tired now. Will post more tomorrow night.

     

    Thanks for the great feedback. :)

  9. Well, it's been a while since I had any chance to do any modeling, so I thought the best way was to model something I'm really interested in...The Honda Rune.

     

    So far I have the back fender, front fender, and gas tank (thanks to help on the main forum).

     

    Got a ways to go, but it's coming along. I am basing this off of some press photos (top and side views, but they don't quite match...), as well as a little scale model I have. Someday soon I'll be able to fork out the $25k or so to buy a real one. In the meantime I've been developing hardbags for the Rune, which will be available in less than a month (if you have a Rune...or VTX 1800).

     

    Comments are welcome.

     

    [attachmentid=18278] [attachmentid=18279]

    post-412-1152851423_thumb.jpg

    post-412-1152851457_thumb.jpg

  10. I'm thinking the surface detection thing would work by adding null bones to the bottom of each tire that act as surface sensors (they don't rotate with the tire), so, basically as the car moves along the surface, the tires will move up and down in relation to any bumps or irregularities in the road. Then somehow those nulls or bones could be tied back into the main bone of the vehicle, with some sort of value that allows the tires to go so high or so low before the car physically moves up and down, similar to shocks. And eventually the car levels itself out to where the tires are.

  11. I'd say freeing her is a good idea in the Yoop castle, then enough points later unlocks her as a player character.

     

    As far as the programming ability, I'm not too concerned with that as of yet. There has to be someone that can take care of all those intricacies. I don't want us to be limited in the creative/story process, and have to worry about "can this or that be programmed?" Anything can basically be programmed, and Torque is pretty robust to begin with. After we come up with a final story and gameplay, then when we get some accomplished programmers on board, they can basically say "Easy, hmm, challenging..but will be fun, too hard, can't be done" with the stuff we throw at them.

  12. Yeah, unlocking a new character sounds pretty cool. Dorothy would be a good one, Polychrome would be another good one because she can use fairy magic. How about Tommy Quickstep, who can run really really fast? Or Toto, who can go through rabbit holes and under vines and things blocking the path?

     

    I'd say all 3 eventually.

     

    I'm still not clear on Polychrome's status in the game. Are we going to write her out? Is she going to be a minor NPC who makes appearances whenever fairy magic is needed? Or can we make her part of the main group along with Woot, Tin Man and Scarecrow (after she is freed from Yoop's castle)?

     

    Is she in the movie? IMO it doesn't really matter, since we're going off the movie and the book. I'd say unlock her later in the game. If the player(s) can get enough points that is.

  13. No. 1 was

    1. have a puzzle to solve in order to leave. Maybe find some of Tin's old belongings that in turn he needs to take to Ku-Klip's, in order to talk to the tin head in the cupboard...

     

     

    Hmmm...unlock a new character is an interesting idea.

  14. Good info. The constructor looks promising, esp. for interiors. As far as building exteriors, esp. with TWO, we plan on some testing by taking the Tin castle, massaging it a bit (maybe have 3 LOD versions), exporting with the Torque DTS exporter (why use Milkshape anymore now we have this??), and bring into Torque.

     

    We have an ongoing thread in the TWO game forums for models, and as characters are being exported to Torque from AM, we need to start focusing on the buildings too.

     

    Greg

  15. OK, sounds good to me. I haven't been thinking about the "Chuck E Cheese" aspect of the game at all. I personally wouldn't watch the movie from within the Oz library, though. I would get the T.W.O. DVD that's packaged with the game!? and watch that because I can watch it from the comfort of my sofa. The only thing I can think of that would make me as a player care about gaining points for the OZ library is to offer coupons for free TWO action firgures - signed by Martin Hash! Or maybe the Oz Library has scrolls/spells or gizmos that I can use in the game??

     

    Okay, the movie may be not a good idea, though in Star Wars Battlefront, after gaining so many points they start using clips from the film. Gaining points are good, and that's one constant main draw to people playing games.

     

    So, gizmos, scrolls, powerups...all from gaining points or completing tasks. As far as the library, maybe downloadable posters from the film.

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