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Old Industrial Zone

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Create A Game Level Contest (Journal Entry Back-Link)

I've started this game map at exactly the time the contest started. Didn't time it that way but it came right along. With the theme fitting I decided to give it a go. Since I'm a coder in the first place this gave me a lot of work to do especially due to sudden workload at the office I had little time this month to get on with the map hence it is in an unfinished state. I hope this still works as an entry. Since the game engine is still work in progress there are rendering bugs as well as speed issues which I'm about to fix in the upcoming time.

This map is the first one to have some actual gameplay working. As the contest theme suggests it's a parallel world. It's called the Old Industrial Zone which features a bunch of office buildings in front of the actual industrial zone located behind it. The goal would be getting into the building behind the monorail station and snooping around for clues. Didn't managed to finish the streets in front so I didn't get to the inside of the building.

I lost the most time trying to get a modular set of assets working. The buildings are composed of facade pieces designed to fit together to produce varied buildings quickly (each set one floor). The windows are also separate meshes with actual window geometry having their own texture so later on the individual sets of windows can be lit and unlit randomly to simulate some city life (not implemented yet). The street segments are modular pieces too. The same goes for the monorail track segments as well as some props on the street (like the railing).

For this contest all the modular pieces have been created, hence the building facades, street pieces and all the street props (tree made prior). The entire monorail station has been created for this contest (train made prior) including the news pad and track segments. Player and NPC (dragon) made prior too. All the textures have been photographed and game-y-fied during the contest (except the gray cement and gray brick wall made prior). Sky also made prior. Waiting screen and all the programming of the map-change train-travel code made during the contest time. Player code made prior.

In short:

Made during contest:
- Monorail Station, all props inside, Tracks
- Plant is a rework of a Blender Greenhouse plant (remodeled, texture modified)
- Building Facade Pieces, Entrance, Windows, Doors
- Street Pieces
- Plant/Tree Pots, Lamps, Railings, Crosswalk
- All textures used in these props
- Waiting Screen, Waiting Code, Map-Change Code, Line Map, Autonomous Train Cycle Code
- Night time lighting

Made before contest:
- Player, NPC (dragon) and all the code for it
- Monorail Train (and all textures inside with DX texture reworked from a concept image from the DX-Bible)
- Tree
- Gray Cement texture, Gray Bricks texture
- Entire sky (backgrounds from BlenderArtists, moon from the Internet somewhere)
- All other code not mentioned above obviously

Larger versions of the individual screenshots can be viewed here: screenshot1.jpg, screenshot2.jpg, screenshot3.jpg, screenshot4.jpg .
Since I have no Fly-Through code in the game yet I made a quick Walk-Through. As I can't record that long I sped through it somewhat so hopefully it's usable to get a first impression. Video codec somehow has a hell of a time with contrasts so it is too dark in general: Video.

Missing (not enough time/too much RL work):
- Traffic Signals
- Various props for the streets
- Some more facade variations
- Distant buildings
- Fire stairs (player is supposed to use it to enter the back of the target building)
- Entire inside of target building (the one next to the open backyard)

This map belongs to the Epsylon Game Project built on the Drag[en]gine Game Engine (which I write myself).
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Comments27
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eelstork's avatar
I like the night scene. Great to see this is moving forward