Monday, January 31, 2011
Sunday, January 23, 2011
A Little Simplicity
I went back in time to mid-2009 to find some of my old models in a folder labeled "Other". I was inspired by a combination of things which included Joe Madureira's fantastic artistic style. Then I set about fixing and altering this old model to fit into my new project.
It involves a hero, a heroine and a villain, and will be my first action scene to be modeled as it appears rather than building everything, rigging and posing it, and rendering it out that way. I'm going to keep it simple for the time being until I feel like it hits the sweet spot concerning composition. Below is the current 3D 'sketch' version of the hero.
It involves a hero, a heroine and a villain, and will be my first action scene to be modeled as it appears rather than building everything, rigging and posing it, and rendering it out that way. I'm going to keep it simple for the time being until I feel like it hits the sweet spot concerning composition. Below is the current 3D 'sketch' version of the hero.
Thursday, January 20, 2011
I Still Do Stuff
Sunday, January 16, 2011
DC Universe Online - Finally Pushing MMORPGs in a New Direction
Amidst my World of Warcraft: Cataclysm playing I decided on a whim to purchase DCUO. I have a brief and mixed history with Superhero MMOs, so I was a little hesitant at first. But it was $50 very well spent.
Firstly; the combat. It's like playing an action RPG or beat-em-up game and is very dynamic and cinematic to watch. It has a modified targeting system which is more of a reticule that you place over what you want to hit as you swing away. But, you can 'lock on' to things if you need to. This is where the combat takes a leap towards what I'd actually call, the next generation of MMORGPs.
You can start a combo, change your mind mid-execution to something else, or even get the choice of which move you want to end it with. The commands for these weapon combos are simply left and right mouse buttons by default, with either a 'tap' or a 'hold' on them. For instance, my staff villain has one that is 'tap left x2' followed by 'hold left x3' or something along those lines. It seems a bit awkward on paper, but it looks great playing out and it isn't that tedious as you click through it.
Powers (which are separate from weapon attacks) are more typical of a traditional MMORPG special abilities, but are still given a breath of fresh air by being paired with the reticule targeting system.
The roles system, which allows you to change your character's strengths while leaving their power and skill choices intact, is another push in the right direction. It simply grants you bonuses to the role you wish to fulfill, rather than changing your character's purpose entirely by altering ability choices. You may be a damage dealer with a few healing abilities, but when you choose to take on the healer role, those heals become more powerful.
Finally it would seem we have a candidate for where to go next in the land of MMO gaming. If other games take note of these ideas and refine or alter them, the entire genre could possibly be rejuvenated in the coming years. Being that this game is by Sony Online Entertainment, I have very high hopes for the third Everquest game. I hope to see some of these mechanics and ideas in it, so that I can return to my younger glory days of online gaming in one of my favorite worlds; Norrath.
From what we've seen of Dark Millennium Online as well, it looks like it's going to be more action oriented. But what'd you expect from Vigil, the makers of Darksiders? I have high hopes for DMO as well.
It's a very happy day for me when I start to feel like my favorite genre won't be stagnating even more.
Firstly; the combat. It's like playing an action RPG or beat-em-up game and is very dynamic and cinematic to watch. It has a modified targeting system which is more of a reticule that you place over what you want to hit as you swing away. But, you can 'lock on' to things if you need to. This is where the combat takes a leap towards what I'd actually call, the next generation of MMORGPs.
You can start a combo, change your mind mid-execution to something else, or even get the choice of which move you want to end it with. The commands for these weapon combos are simply left and right mouse buttons by default, with either a 'tap' or a 'hold' on them. For instance, my staff villain has one that is 'tap left x2' followed by 'hold left x3' or something along those lines. It seems a bit awkward on paper, but it looks great playing out and it isn't that tedious as you click through it.
Powers (which are separate from weapon attacks) are more typical of a traditional MMORPG special abilities, but are still given a breath of fresh air by being paired with the reticule targeting system.
The roles system, which allows you to change your character's strengths while leaving their power and skill choices intact, is another push in the right direction. It simply grants you bonuses to the role you wish to fulfill, rather than changing your character's purpose entirely by altering ability choices. You may be a damage dealer with a few healing abilities, but when you choose to take on the healer role, those heals become more powerful.
Finally it would seem we have a candidate for where to go next in the land of MMO gaming. If other games take note of these ideas and refine or alter them, the entire genre could possibly be rejuvenated in the coming years. Being that this game is by Sony Online Entertainment, I have very high hopes for the third Everquest game. I hope to see some of these mechanics and ideas in it, so that I can return to my younger glory days of online gaming in one of my favorite worlds; Norrath.
From what we've seen of Dark Millennium Online as well, it looks like it's going to be more action oriented. But what'd you expect from Vigil, the makers of Darksiders? I have high hopes for DMO as well.
It's a very happy day for me when I start to feel like my favorite genre won't be stagnating even more.
Thursday, December 30, 2010
WoW: Cataclysm - 82-83 in Deepholm
In terms of linearity, Deepholm is much better than Mount Hyjal. At the very least, the zone layout tries to disguise the somewhat linear questing; it feels open, despite still being lead around by your nose through a quest progression.
The story that the player experiences here via the quests are much more focused than in Hyjal. Pretty much everything has a direct relation to the fragments of the stone core which must be repaired to keep things from going even more cataclysmic in Azeroth. Here you get to meet Therazane, who is to say at the very least, an interesting figure. Blizzard's design sense, humorous or otherwise, really shines with her. The region she occupies in Deepholm is certainly blinding with its assortment of colors and their vibrancy, but you don't spend a whole lot of time there as it's mainly a spot for daily quests and the Therazane faction quartermaster (which possesses the rare and epic shoulder enchants... hello, Sons of Hodir #2).
The textures and colors of the zone as a whole are pleasant to be around, which left me wishing I could have spent more than one level here rather than in Hyjal. There's really no choice as to where to go for the intended level 82 zone though; unlike for 80-82, you don't have a choice, unless you want to plow through lower-experience quests by doing Vash'jir at 82 which is not something I'd recommend.
The quests in the zone are the usual mix of serious and humorous, with a sprinkling of very annoying ones. Spawns are as erratic as anywhere else. There is also a giant worm in a tunnel that I quite enjoyed, though it will likely leave players who are not very conscious of their surroundings a bit frustrated. During my brief stay in Deepholm, quite a few players voiced their "love" for the worm in general chat.
Overall, the zone had a great feel art, theme and quest-wise. The story felt like one worth participating in, even though it leads to a very linear progression through the zone. Thus far, what we find in Cataclysm, is that there's a story to be told, and Blizzard will have you miss none of it thanks to the the lead-by-the-nose questing.
The story that the player experiences here via the quests are much more focused than in Hyjal. Pretty much everything has a direct relation to the fragments of the stone core which must be repaired to keep things from going even more cataclysmic in Azeroth. Here you get to meet Therazane, who is to say at the very least, an interesting figure. Blizzard's design sense, humorous or otherwise, really shines with her. The region she occupies in Deepholm is certainly blinding with its assortment of colors and their vibrancy, but you don't spend a whole lot of time there as it's mainly a spot for daily quests and the Therazane faction quartermaster (which possesses the rare and epic shoulder enchants... hello, Sons of Hodir #2).
The textures and colors of the zone as a whole are pleasant to be around, which left me wishing I could have spent more than one level here rather than in Hyjal. There's really no choice as to where to go for the intended level 82 zone though; unlike for 80-82, you don't have a choice, unless you want to plow through lower-experience quests by doing Vash'jir at 82 which is not something I'd recommend.
The quests in the zone are the usual mix of serious and humorous, with a sprinkling of very annoying ones. Spawns are as erratic as anywhere else. There is also a giant worm in a tunnel that I quite enjoyed, though it will likely leave players who are not very conscious of their surroundings a bit frustrated. During my brief stay in Deepholm, quite a few players voiced their "love" for the worm in general chat.
Overall, the zone had a great feel art, theme and quest-wise. The story felt like one worth participating in, even though it leads to a very linear progression through the zone. Thus far, what we find in Cataclysm, is that there's a story to be told, and Blizzard will have you miss none of it thanks to the the lead-by-the-nose questing.
Tuesday, December 21, 2010
Mudbox: Done Wif Da Ogre
Thursday, December 16, 2010
Mudbox: Ogrelicious!
Haaaay!
Got some more work done on the Ogre. Got a little distracted trying to figure out job stuff. Yay for being overqualified for readily available jobs. And old fashioned policies that prevent me from even being eligible because of one 'lil tattoo.
Anyways. Just working some detail so he's not so smooth before I give him an actual skin texture and pronounce this sketchery finished! Expect the review of Cataclysm's Deepholm soon, too.
Got some more work done on the Ogre. Got a little distracted trying to figure out job stuff. Yay for being overqualified for readily available jobs. And old fashioned policies that prevent me from even being eligible because of one 'lil tattoo.
Anyways. Just working some detail so he's not so smooth before I give him an actual skin texture and pronounce this sketchery finished! Expect the review of Cataclysm's Deepholm soon, too.
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