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0 comments by MetalZeroOne on Mar 8th, 2013
Hell, it's been a while again... actually, I'm having not quite as much time for this game as I wish I had. And yet I'm glad that I can show quite some progress that has been made.
Apart of action gameplay, Leviathan Crossfire will also feature typical hide and sneak missions, highly inspired by Modern Warfare. Here is the creation of an acutal scene that will appear in the game and that I'd like to share with you today, documented in screenshots.
The first two steps simply show the basic shape of the scene and don't look that spectacular. Yet, I enjoy how a scene develops from the first grey, bare layout up to its final design. Anyway, step three already shows quite some progress: The ceiling got its texture, I added ventilation shafts and the light objects as well as the acutal in game lighting (represented by light bulbs). Following a good level design advice - light as you go -, it's time to check the scene within the engine now for the first time:
Already cooler than in editor, I guess. Okay, but we have to jump back to the level editor, though...
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Step 5: Scripting objects, waypoints and dynamic entities, in editor
These two steps require way more work than the previous ones, especially step five: The scripting of the level. While action scenes are already quite intensive in scripting, the typical sneak missions are really heavy in weight when it comes to scripts. A few words of explanation: The green line is a waypoint path for an ally character. The black box in the center of the metal hallway is an AI object that improves the pathfinding apart of waypoints (the AI is using a mixture of waypoints and free path finding). It will be invisible in-game. You can see the enemy guard at the end of the hallway has been placed as well.
So let's go check the final scene in-game!
Of course, the description final isn't really true here. The scene may undergo quite some changes before it is truly final, but this is the state in which I dare to already call it final. Yeah, I love to live dangerously...
I hope you enjoyed this little tour!
I've relaunched the Leviathan Crossfire website today. So go check the shiny new design. The community site will be relaunched soon as well ... it has been overrun by spambots and our soldiers could not hold the position! So we pulled back to regroup and relaunch - stronger and better than before!
Our goal is to create a game of high value. We wish to start a small revolution in story telling and action gameplay within the genre of the FPSC engine with this Science Fiction Short Story.
Latest tweets from @dhkgames
Alexander Sullivan from Small Dev Talk invited us for an interview about Leviathan Crossfire: T.co
Apr 27 2013, 7:55pm
The new customized player helmet fullscreen shader makes a good impression, I think (right screen side) T.co
Mar 26 2013, 12:26pm
Holidays for me = Getting things done. At least way more stuff than over the past weeks. T.co
Mar 25 2013, 4:00pm
Woah, I really underestimated who much polishing the AI scripting would need. T.co
Feb 10 2013, 8:14am
RAGE! – Took me forever to find a bug in the Ally AI code. T.co
Dec 29 2012, 8:24am
Been implementing some screen props today... T.co
Nov 26 2012, 11:54am
Been working on the Blaster weapon yesterday. Already pretty satisfactory, but needs more work! T.co
Nov 24 2012, 7:57am
Planet Rakan Concept Art: T.co
Nov 22 2012, 6:10am
Planet Nuvebia Concept Art: T.co
Nov 20 2012, 4:29am
Here is the Gameplay Demo as promised: T.co
Nov 8 2012, 12:11pm
Awesome!
Looking great, Dominik :)
Also, I featured the Mod on my page. Take a look:
Appleyardvoiceovers.com
Thanks man, and thanks for the feature!!
Great to work with you!
He's the voice of Corporal Trask from our first demo, ladies and gents, and he'll probably be voice actor in the upcoming 'Silent Assault' as well! :)
Willing to help any time :)
What are the ship designs for? Is there going to be ship to ship combat as well?
They are for cutscences in the first place.
will there be ragdoll physics or all will stay animated?
Both. We will mainly use animations, but there will be ragdoll physics where it makes sense (uneven ground).
Are you crazy??
Thanks a lot man :)