Search Unity

Between Light And Darkness

Discussion in 'Made With Unity' started by BlueRadius, Jul 29, 2011.

  1. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370


    I finally get to start on my first RPG game that I have written design documents for years ago which was origionally intended for PC but decided to optimize for iOS and most likely Android. This game is called Between Light and Darkness and is about a peasent named Leo who has been possesed by evil spirits which have turned his body completely dark purple.
    I started modeling and optimizing existing modular props for the game immediately after I finished my first iOS title Zombie Bounty: Unload For Gold last week.
    I have been modeling my arse off since last week designing/ coming up with ideas about gameplay, items, stationary dynamic camera angles etc for Between Light and Darkness. So I decided to show off what I have so far. Hope you all like what I have so far, it isnt much but I will be updating occasionally with new screens of items, and characters etc. I am also trying to go with a cool shader for this game for the characters and environments, more screens and info soon on that as well.

    The main character Leo



    King Gustav


    The Shadow Ogre is an extremely strong enemy, mainly found Underground


    The Shadow Reaper, very powerfull enemy and can steal your collected souls if he hits you


    The shadow knight, fast and swift, can also counter your attacks


    Some WIP of the castle exterior and interior

    Throne Room WIP


    The dining area


    Modular Props WIP


    The prison, lots of interesting things going on down there



    The castle exterior, there are secret passageways, a well that leads underground, sewers, training grounds, bridges that lead to the huge towers etc.


    modeling the castle exterior on top of the design, the little blue guy is for proper scale. The castle exterior has been optimized and broken up into multiple scenes.



    More to come.
     
    Last edited: Aug 1, 2011
  2. ASchumacher

    ASchumacher

    Joined:
    May 2, 2011
    Posts:
    81
    I love the concept art. Very well done. I think you've got a great design scheme as well. I'm very intersted to see how this progresses. Good luck with it but it is clear that you are off to a great start.
     
  3. WelGames

    WelGames

    Joined:
    Apr 3, 2011
    Posts:
    17
    It looks like you need a texture artist. I'd suggest looking for one in Collaboration.

    Other than that great job. Looks great so far. Just put together a team and stick to it!
     
  4. Rush-Rage-Games

    Rush-Rage-Games

    Joined:
    Sep 9, 2010
    Posts:
    1,997
    Looks cool, good luck with your project!
     
  5. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    Thank you ASchumacher!! I wanted to make the game have a unique feel to it. And do something completely different than what RPG gamers are used to seeing. I am working hard on this so ill post more enemy concepts soon, as well as more screens of the other areas inside and outside of the Kings castle.
     
  6. Rush-Rage-Games

    Rush-Rage-Games

    Joined:
    Sep 9, 2010
    Posts:
    1,997
    Wow, love the screen shots!
     
  7. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    Thanks Rush!!!
     
  8. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    here are a couple of new enemy concepts



     
    Last edited: Aug 4, 2011
  9. elvaxq2010

    elvaxq2010

    Joined:
    Jul 15, 2010
    Posts:
    7
    very coooool~~
     
  10. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    testing out some lighting in the castle corridors....



     
    Last edited: Aug 7, 2011
  11. fransh

    fransh

    Joined:
    Sep 15, 2010
    Posts:
    92
    If you really want the lighting to come forward, disable the ambient light by setting it to completely black. Than tweak the lighting as you want it to and than slowly increase the levels of the ambient lighting if some area's are still to dark.

    I like the way you set up the level design btw, and I also love the general idea of the characters. Really interested to see how this will end up :)
     
  12. slkjdfv

    slkjdfv

    Joined:
    Oct 23, 2010
    Posts:
    435
    Awesome progress so far I like it. Are you going to use a glow effect on the outline of your character models? Cause I noticed in your concepts they have a purple outline and I thought that would be cool to have on your character models in the game. Keep up the good work.
     
  13. xxxDjdogxxx

    xxxDjdogxxx

    Joined:
    Mar 28, 2011
    Posts:
    751
    shall i request shadow spider :]
     
  14. Rush-Rage-Games

    Rush-Rage-Games

    Joined:
    Sep 9, 2010
    Posts:
    1,997
    +1 to everything FransH said.
     
  15. fransh

    fransh

    Joined:
    Sep 15, 2010
    Posts:
    92
    I am noticing one more thing, I am not sure if your current textures are final. If the are not, than I said nothing :p

    The texture on your ceiling/floor is stretched, extremely stretched compared to the walls. If you do not have the texture space, make the texture tillable and increase the texture tiling within the material. If you work the lighting out properly it really will not be noticeable that you repeat the texture, but it will look a lot sharper and look better with the walls, that do have a nice texture :)

    Good luck on the development!
     
  16. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    Thank you for the critiques and compliments. the tip you gave me on the lighting is a good idea and I will take that into consideration as I am still playing around with lighting.
     
  17. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    Hey slkjdfv yea Im adding a glow material with a purple outline to the character models to give a nice contrast against the dark environments, and their eyes will glow bright orange/yellow and give off light. thank you for your compliments.
     
  18. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    No the textures aren't final and I am editing the tiling and adding more detail to the floor, but by all means share any critiques you may have, I am open for all opinions. Thanks for all of your critiques btw bro
     
  19. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    One huge shadow spider comin up
     
  20. spurge0n

    spurge0n

    Joined:
    Apr 7, 2011
    Posts:
    68
    Love the skeleton in the boots!
     
  21. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    Thanks spurgeOn!! More to come.
     
  22. SEG-Veenstra

    SEG-Veenstra

    Joined:
    Sep 3, 2010
    Posts:
    326
    I like the character style you have chosen!

    Good luck!
     
  23. Hellblaze123

    Hellblaze123

    Joined:
    Aug 16, 2011
    Posts:
    4
    Keep the updates coming, this is gonna be an awesome game!! I can't wait to see more :)

    You should have a Berserk class to the enemy. Something that is very powerful, but normally slow, but has a burst speed attack as kind of a charging attack ya know. Be real interesting to fight lol
     
  24. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    random

    will showcase a combat gameplay video with shaders soon




     
    Last edited: Aug 17, 2011
  25. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    Oh dam thats a good idea, cant believe I didnt think of that, that will be very interesting for gameplay. Thanks for the concept Hellblaze.
     
  26. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    random attack pose

     
  27. xxxDjdogxxx

    xxxDjdogxxx

    Joined:
    Mar 28, 2011
    Posts:
    751
    Spider??? :,(
     
  28. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    haha hes comin up, no worries...
     
  29. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    testing out shader, opinions..

     
  30. Blacklight

    Blacklight

    Joined:
    Dec 6, 2009
    Posts:
    1,241
    The purple outline looks really out of place.
     
  31. Alienchild

    Alienchild

    Joined:
    Oct 14, 2010
    Posts:
    364
    Just my opinion; give the purple material you use on this dude 50-60% alpha. As for the outline I really like the color, although I would blur it out a bit.
     
  32. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370
    hmm ill look into doing these things, maybe post a screenie as well of the results..
     
  33. fransh

    fransh

    Joined:
    Sep 15, 2010
    Posts:
    92
  34. Hellblaze123

    Hellblaze123

    Joined:
    Aug 16, 2011
    Posts:
    4
    I agree that the outline is a bit over powering. Maybe a bit blurred, or slightly darker color would remedy that. The idea of the outline works perfect with how the characters are, being as shadows, but its a bit too bright an outline is all. And give the eyes a smidge more glow. Give an creepy look lol
     
  35. ivanzu

    ivanzu

    Joined:
    Nov 25, 2010
    Posts:
    2,065
    The purple outline makes it look like he has been cut/pasted into a game from photoshop.
     
  36. BlueRadius

    BlueRadius

    Joined:
    Nov 14, 2010
    Posts:
    370