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The game will feature two warring factions of ancient magic users and warped robots. These two factions are fighting over source of energy that essentially gives them life; for the ancients it is where they draw their power from and gain their arcane abilities, and for the mechanoid robots, it is what gives them power to run, this power source that has seemingly limitless uses is called 'Fenix'.
The main objective of the game is destroy the other players 'altar' and banish them from the planet (or map). The game will feature a 3rd person perspective in which the player has a variety of spells to choose from that are cast in real time as if they were playing a shooter (so you have to make sure you hit! theres no MMO lock on casting here!). they player also has a set of creatures that they can spawn on to the battle field to fight for thier cause that are controlled in an RTS fasion.
all spells and creature summons require Fenix which is harvested form large crystal formations on the planets surface. the player must summon a special type of building on to the crystals to redirect its power to them, but be carefull these buildings can be destroyed by the other player leaving the deposit open to the enemy.
This is a selection of renders of the magic user factions caster (or the player character). 3 renders are taken using 3D studio max's default shaders (the 3 perspective shots). the last shot (of the caster from front side and back) was taken using a directX shader in max (this was just done so people can see how it will look a little more in game, but obviously the UDK shaders still differ a lot form the one I used in max). this shader however can not be rendered out and thus is was not used for beauty shots (even tho it looks much nicer in my opinion, although it does not displat the emit map very well, where as UDK shows it off as it should be).
The textures were created in photoshop from a mixture of ambient occlusion maps and normal maps baked down from a high poly mesh made in Zbrush (although there was not a lot of Zbrushing done, it was more for finer details as the approach to the art for the project does not require UT super bumpy stubbly men).
Obviously the colors have changed significantly since the from the blue concepts, I felt that the blue just didn't fit and was to much of a calming color, I feel the purple gives him a lot more presence. there is still some tweaking to be done but for the most part the its pretty much there. as soon as hes rigged and weighted he will be going in to UDK.
Stay tuned for further updates.
some more concept work for the creatures that can be summoned in the game.
I would absolutely love to see a game like Sacrifice again. But please, do not forget the humor of the original in this re-imagining.
how many people are working on the project ?
honestly, i dont think you want to know, because if you did, you would never bleive this will be bceome a finsihed project. but we know that with us it will, its a labour of love, and we have the skills we need. HOWEVER, we also understand that there may come a time where what we need just cant be done with the people we have, And when that time comes we will reach out to the comminty and hope that the guys and girls we might need will answer our calls and join us. :)
RTS?!?! I'm SOOO ******' sold!
the full design documents will probably only be disclosed to team members, but who knows, one of those things that time will tell :)
not at this stage mate, its still very early days, just getting all the art down and finishing typing up design documents.
thanks for the offer dude, but we allready have a pretty solid idea of what we want to do with the back stroy. :)