Designing my 2D First Person Game!

  • #30, z PaupasiaTuesday, 18. July 2017, 13:59 hodinky 7 years ago
    but hey you never know, maybe he will sort something out for that in the future as the plan is to add various features such as box2D physics & amongst other modules so that it's possible to create other game genres with Visionaire Studio.
    Will be awesome grin I know that Visionaire is specifically designed for third person games and not many of us create 2D FP games.
    Many prefer to create entire worlds in 3D because it's easier and faster (took only one day to create the world of Riddoh. Do it in 2D would have taken me weeks) and  the result are hundreds of games with nearly identical backgrounds.
    But it is a game with "realistic" flair, not a 2D game with drawings.

    I agree but this is the style I love smile

    I'm not sure why first person adventure games don't have so many NPCs. In every ego shooter you have a million of characters

    Lol grin because people who play this kind of games is in need of a relaxing, puzzle and story driven game.

    someone did a 360 with AGS and a cubic version, I think they offset two images for a looping 360 but I'm not really sure

    Very interesting, I must find this game and see


    There's various versions of the Dagon engine which can do panos out of the box, I think he intends to release the Unreal version as a blueprint which is powering Asylum.. if it ever gets finished!

    Lol I agree! grin

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  • #31, z MachtnixTuesday, 18. July 2017, 14:54 hodinky 7 years ago
    3d games are easier to make? NO! It takes weeks to create a simple room. Drawing a room takes one or three days!

    Why? You have to model everything. If you have a huge library of models... ok, you can take from it. After modeling you have to texture and set the lights. After this you have to render. 

    The advantage is: you have a completed scene you can rotate or turn, set lights and so on. But how often you need the same scene in an adventure in 20 angles..?

    In 3d it's also easier to animate.  First you have a lot of work to do (modeling, texturing, rigging, weighting, animating),  that take weeks, but after complete the figure you only have to make poses. 

    I think it may be easier for artists who can't draw. If you look at concept art for games (f.e. Last of Us), it's unbelievable how quick and beautiful the artist works. 

    Kapitán

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  • #32, z MachtnixTuesday, 18. July 2017, 15:02 hodinky 7 years ago
    I can't edit on my mobile phone: last but not least you need an incredible hardware to make good 3d pictures! Try surface of water, jungle plants, a maize field, a big town and you will see what I mean. It's easier to make a quick painting. wink

    Kapitán

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  • #33, z afrlmeTuesday, 18. July 2017, 15:23 hodinky 7 years ago
    I think it depends on the game & how detailed they want it to be. Marian works pretty fast in cinema4D when he creates scenes. I think he's created some of them in a day, but it depends on how complicated the graphic style is, the more realistic it is the longer it will take - at a guess (I'm not an artist - at all).

    I know 2D backgrounds take on average a few days each depending on how complex they are, but imagine drawing the same scene by hand from different perspectives. I bet it would take forever & not to mention how hard it would be to make sure the scene looks consistent throughout each of the different perspectives.

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  • #34, z PaupasiaTuesday, 18. July 2017, 15:37 hodinky 7 years ago
    I know 2D backgrounds take on average a few days each depending on how complex they are, but imagine drawing the same scene by hand from different perspectives. I bet it would take forever & not to mention how hard it would be to make sure the scene looks consistent throughout each of the different perspectives.


    This is why I said 3D is more easy and fast Lol! grin
    You simply turn the camera and you have a new background instead of drawing it (for 2D real-like  view is time consuming)
    Why? You have to model everything. If you have a huge library of models... ok, you can take from it. After modeling you have to texture and set the lights. After this you have to render.
    I don't use library, I love to do my own stuff with Blender and for real 3D games I agree with you but, for 2D games no.
    At least for me because I'm doing mixed media, making objects, shading and background improvements with photoshop wink

    Talking about 360 view I've found this old post that maybe with some changes  can be useful to make a fake pano. Well I hope.

    https://www.visionaire-studio.net/forum/thread/better-follow...


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  • #35, z MachtnixTuesday, 18. July 2017, 23:10 hodinky 7 years ago
    Playing "Satinavs Ketten" now I didn' remark the same scene in different angles. I only found NEW point of views, that's true, but that means: every scene is unique. What you need are scenes with different items or situations on it (fire in a house, winter-sommer, many people or not, and so on), but that's made with layers to switch on or off. The basic scene is the same.

    Creating a simple cyborg game in 3D it takes weeks to create every stage!
    I need a microscope. OK, I haven't one. There are a lot of free download pages. Well! But I didn't find a 100% fitting one. I found a nearly good free model and use it. The better ones are not free (turbosquid). The model was 3ds Max, I had to convert it into C4d format first (from a friend, because this converting is shit). Max-models have only triangles, which doen't work well with C4d nurbs. I have to create more than 60% on my own. Making this damned, stupid microscope only takes one and a half day. Painting? 15 minutes, I think...
    And there are twenty Machines, three consoles, a lot of pipes, vans, doors, hundreds of buttons, a flying robot, a big computer terminal, a medicine center with more than ten medical machines (watch Alien), ...

    After all I don't like it because all models aren't MINE at the end. They are mostly picked from web and they have different styles and different quality. Modeling all of them myself? No way... How long you need to model a microscope??

    Maybe I can use only primitives to put s.th. together, like cubes, cylinders, spheres. Maybe fast, but does it looks good??? If you want an unique, wonderful model (maybe a sailing ship), how long you want to model this??? Think of every fitting, every rope...

    To make it quicker, I build my scenes for only one angle now. I have one light direction and behind my models is... nothing... My backgrounds are flat pictures. On the left and the right side is... nothing. You only could watch this direction. I can't rotate, but that's the same like painting... wink No advantage of 3D...

    Kapitán

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  • #36, z afrlmeTuesday, 18. July 2017, 23:40 hodinky 7 years ago
    2D digitial painting isn't that quick. Maybe some people can work a bit faster than others, but I have tried tracing objects in photoshop a few times, with the pen tool for creating the lines & then using layers to shade in the colors. I created a cartoon trace of a friend for their website, which wasn't a big picture & only top half of body upwards (waist up) as the image sat on top of a content block on the website in that style where you overlap part of the image over other content while having it come out from behind something else. That must have taken me over 5 hours & it was probably only few hundred pixels tall/wide at most.

    I no longer have the image, but it was similar sort of style to the image (below) but even simpler than that.

    http://img08.deviantart.net/666c/i/2013/331/0/b/jamie_dornan_photoshop_trace_by_redhorseman-d6vxe5f.jpg

    I think Marian would whip up a microscope in C4D in not that much time, but then again it would be a cartoony take on a microscope rather than a realistic looking microscope.

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  • #37, z PaupasiaWednesday, 19. July 2017, 01:21 hodinky 7 years ago
    It's funny to think that a post made by a troll has provided inspiration for an interesting topic  grin

    @AFRLme What a pity that you no longer have the image, I would have liked to see.  
    Fast or slow at times, with 2D, it may happen that a simple image becomes a nightmare as you're forced to spend hours to get that particular result. grin 

    @Machtnix you are doing lot of work I see. Really I don't know how C4D works but I loved your sentence "Making this damned, stupid microscope only takes one and a half day" and now, I'm really courios about this "damned, stupid microscope".  grin
    Talking about the backgrounds I meant something like this  for example
    https://www.youtube.com/watch?v=nMxfZ3k8TFw
    much faster than creating every single step of the path. I hope at least that you will agree with me about this kind of backgrounds.

    A ship would take forever, but I'm working on most minimal assets mostly made by primitives and curves like this (really I don't remember how much time I've worked on it, maybe 2 days with all the gears inside the building) but this save me lot of time with all the perspectives.

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  • #38, z afrlmeWednesday, 19. July 2017, 01:57 hodinky 7 years ago
    Damn, they made creating a 3D map look easy in UE4. I bet it's not as simple as it looked, but the premade assets looked great. Interesting how you can rotate & blend it all together by cramming & overlapping multiple 3D layers.

    Yeah, sorry. His website is no longer online & the laptop I would have had the original files on died a few years back.




    I think this is about the only trace image I have left. This is from a series of images I created based on multiple different images I chopped up & traced over for creating the hands & various other bits.

    It's not a very good quality image sorry. Don't have the original on this pc. I've saved this from my patreon page which seems to have generated its own low quality thumbnail version. I did actually have the original set of images uploaded to my VS profile photo section before they replaced the forum - oh well.

    Imperátor

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  • #39, z MachtnixWednesday, 19. July 2017, 02:33 hodinky 7 years ago
    Cinema4d is very mighty and has a lot of intuitive features. It's not really made for games, but you can create everything you want, include rigging and animating. The animation timeline is great and with some tools, like particles, you can also create fog and smoke, or do some easy dynamics. The last versions has alos a tool similar to Z-Brush, that's amazing. I think, Cinema4d is an allround talent, which has good parts of Maya, 3DS Max and starts with a welldone standard renderer.
    But I don't use the current version, and now I'm right on the point I wanted to describe.

    I watch this Unreal Engine thing. Yes, it's fast. Thank you for the link.
    But the artist use forms which are still there. That's what I wanted to explain creating the microscope. The movie starts with building a road, getting some rocks nearby. Well. But who did the rocks? They are still there, saved in a library. Who made the road texture?

    Also Cinema4d has tons of textures and tons of models you can use. You need this tons of stuff to create a 3D quickly! If you want to have a car you can download all types, starting from model T to Lamborghini. Most are expensive (the artists want to live too), some are free.

    First you need a good hardware (making this plant start picture of the movie with a Dualcore? Forget it...). I think an i7 with 16 GB RAM is good enough = >1000 Euro. Second you need a software you have to master. Blender is free, but C4d or similar programs cost 2500 Euro and more. You need a good renderer with this "milky" style and physical lights and cameras allmost all realistic games have today = 500-100 Euro. Then you must have a huge library. You want a telephone from 1970? This green Telekom one with dial? You have to look and often to pay for it - or model it. You want ten blue shark fishes? Look - or model them...

    But now... you want a unique funny steampunk van (I wanted one). With wooden sides, balkony, an iron planetarium on his back, with brass tiny windows and steam engine. You don't find it. You have to make it yourself. And THAT'S take time, believe me.

    A 2D painted game is easier than a 3D modeled game. Only the animations are tricky...

    Look at my DeviantArt: http://littlebluemonster.deviantart.com/

    I tried both ways. Every painting or pencil drawing takes one day, some of them two or three days. Only the monastery tooks two weeks, because it was a lot of line work.
    All (!) 3D picture tooks more than a week.
    Advantage: if you have the character you will pose him quick and make light and scene. But nevertheless you have to do a lot of fine tuning until the final version.

    I think, a good artist with an expensive Wacom tablet and skills how to work with, will be the winner all the time... wink Unfortunately I haven't one...

    Yeah, spam or not. It's a discussion I like very much. But it takes too long writing on English. This text: more than two hours...

    Kapitán

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  • #40, z MachtnixWednesday, 19. July 2017, 02:50 hodinky 7 years ago
    I think Marian would whip up a microscope in C4D in not that much time, but then again it would be a cartoony take on a microscope rather than a realistic looking microscope.
    I agree, some stuff could be easy to make as a cartoon style. I told about realistic style, with photographic textures and correct proportions. In every case you need a good pattern (Vorlage). But for a 2D picture you need only ONE side, for a 3D model you need ALL sides.

    Years ago I modeled the "Gänseliesel" of Göttingen. I found tons of pictures... but NO ONE was from the backside. Nobody wants to see the backside. The solution was... to travel to Göttingen and made photos for myself... *lol*

    A picture from the front doesn't need the backside. OK, I might ignore the backside for my model and let the backside free as a hole. But it isn't a 3D model then...

    Kapitán

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