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Damzel is a first person squad protection game set in a post-nuclear British city. You control a force of agents in order to protect various characters as they move around the procedurally generated city on a variety of missions. The city itself is run by a foreign corporation and is inhabited by both normal citizens and enemies from rival corporations. Your mission is to neutralize any threat to the assets in your care. However it is not always clear who is the biggest threat, your enemies or the characters you are protecting.
One of the things I wanted to do for Damzel is achieve a sort of "mirrors edge but on the ground level" aesthetic. So when I heard that Unity used the beast lightmapper in version 3 I figured I'd give it a try out as a possible toolset for generating lightmaps for Damzel (I'm NOT using unity by the way).
Its looking promising that I might actually be able to use Unity as my level editor toolset, where I place objects and bake lighting, AI navigation mesh and physics. I could even script up a bunch of tools for generating the cityblocks (right now these arent on a grid, but eventually they will be).
The image you see below, is the "beast" lightmap global illumination applied over basic diffuse colour with the occasional texture. Some of the UV mapping got lost in the import process, but I'm not too concerned about that.
I'm not sure if I'm going to stay with a more abstract view of the city (like this) or try and build more detail into it. Right now I'm just finishing up a contract gig, then I'll go buy CityEngine and get to work generating a more representative scene.
Anyway, wanted to share this image and let everyone know that Damzel is still chugging along. Although the number of posts to youtube will be quiet for a while as we sprint towards more gameplay and forget about the creation of dodgy videos for now.
Just a quick update with some shader work from this weekend. Trying to work out a nice cloaking shader. Have a look at the vid.
Why I think EA and Speilberg's LMNO failed and what that means for Damzel and MindFlock and our efforts to make a game in a similar vein.
This last month or so I’ve been working on squad control for Damzel. Squad control is perhaps the most important part of the game, because you spend...
Of all the things you will be doing in Damzel, the most important will be giving commands to your squad. Given the importance of that aspect of the gameplay...
Lolz is it me, or am i seeing too much the two words ''black shades''?! Anyway looks really cool, looking forth to it
Looks very interesting =33
keep up tha work.
The comparison with Syndicate is very interesting. For a moment now, I though about this AI/human interaction, and I'm definitely searching for this type of experience in a video game.
Now, the question is : How you will interact ? Your sort-of-answer in your text is giving me a huge hope in your project !
Keep posting news, I want more ! ;)
Good luck in your interesting work...
This looks interesting, im watching it
you will take the same graphic than Syndicate ?
Reminds me ALOT of Black Shades. Looks fantastic.
Hehe.. thats going to haunt me for the rest of this game now. NO ITS NOT BLACK SHADES.
Seriously. Its not. Not even slightly.
More like syndicate.
Sorry if that sounded harsh. I've had a lot of "it looks like black shades" comments, so I get a bit snippy maybe.
Not that there's anything wrong with Black Shades, but my intention is entirely different, as will come out over the next year or so.
What's the reason you're leaving out Linux support?
It's just that, judging from the profile info (Custom Built engine and PC/Mac support), I would imagine that it's already quite portable and cross-platform friendly. Thus supporting Linux wouldn't be that hard.
No hard feelings or anything, just asking.
I'm not ruling out linux support, just havent considered it a priority yet. I can easily handle PC builds myself and I'm hoping a friend will help out with the Mac build. The engine is definitely linux friendly, so once I have everything nailed down its likely there'll be a linux version, I'm just not advertising it so to speak.