Who wants to build a Myst-style game?
-
Sorry for the OT - everythingยดs fine now. Thanks, Gaieus!
-
@solo said:
Aaron,
I do not fully understand, you supply the Island and you need models for it?
Is the Island to scale? what kind of buildings do you want, what's the theme?
I looked at the link for the viewer and it looks cool, but you say you are using KT, so are you going to animate it or is this just a 360 pan of island?
Sorry for all questions, as this sounds interesting but I just do not understand what the participation/collaboration is to work or what the final product will look like.
Hi,
The island is to scale at about 500' across, as for architecture style, i've been leaning towards victorian/steampunk since I got this book: http://www.amazon.com/Victorian-Domestic-Architectural-Plans-Details/dp/0486254429/ref=pd_sim_b_6.
By the way, I've made that model freely editable, so you can make changes to it, click "Share Component..." and I'll approve them.
This is the rendering plan: Once the buildings are created on the model I linked to, I'll be placing cameras at appropriate points and rendering them out as cylindrical projections. Finally I'll connect the world together using image maps.
-
The Google code viewer seems to show panoramas without correction so its all distorted. Is that right?
Not sure what your plans are but Gocubic.exe on PC and PanoVR on Mac are both simple and output a quicktime VR file viewable in a browser. (eg swf file)
Or if you generate a 6 image set, you can use a ton of different browser viewers.
[flash=512,512:2kbppyla]http://www.light-up.co.uk/resources/cubicvr/panoviewer.swf?filePath=http://www.light-up.co.uk/resources/cubicvr/cube1/&prefix=cofla[/flash:2kbppyla]
And you wouldn't expect anything less from me, if I say LightUp has a 1-click export for Panoramas. plug plug
Adam
-
Why not spherical projection? At some spots it could be interesting to look up for instance. KT can export cylindrical - can your engine be used with spherical images? (I mean to turn not only around but up/down, too)
@adamb said:
And you wouldn't expect anything less from me, if I say LightUp has a 1-click export for Panoramas. plug plug
Hehe. I do know that for instance, Adam!
-
@gaieus said:
Why not spherical projection? At some spots it could be interesting to look up for instance. KT can export cylindrical - can your engine be used with spherical images? (I mean to turn not only around but up/down, too)
@adamb said:
The Google code viewer seems to show panoramas without correction so its all distorted. Is that right?
If it's a cylindrical projection, it's OK, I'm currently working on up/down panning, but it won't correct for distortion. Remember, the original MYST/Riven didn't even have panning and it was still pretty immersive. It's not the end of the world if you can't look up and down fully.
-
@riblets said:
It's not the end of the world if you can't look up and down fully.
Sure it isn't - I was just wondering. Here (sorry, Hungarian only) I have a cylindrical panorama, too (that's "just" a photo). When zooming in (with the scroll wheel) you have some up/down possibilities but otherwise there's no special reason for full spherical view of course.
http://hu.septichora.hu/360d-panorama-cella-septichora/ -
Okay so if I'm understand correctly you want to create some sort of walk around using a collection of renders right?
So which part of walking around is the game part? how is it played?
-
@solo said:
Okay so if I'm understand correctly you want to create some sort of walk around using a collection of renders right?
So which part of walking around is the game part? how is it played?
Well my thinking was that we could plan out some puzzles using flash, java or javascript, leaving clues around the island, and closing off areas unless you've unlocked a variable. Honestly, this is the least difficult part about the game, linking to a lightbox "Detailed" view of a control panel is no more complicated than linking to another panorama.
-
when can I start?
-
Well, I've opened up the model for anyone to edit and upload, so if you want to stake a claim, I would just start by making a square on a spot here: http://sketchup.google.com/3dwarehouse/details?mid=efdc77c7a9aef92269bca1f7f550b04 then reexporting the model (right click -> share) and export that square as a component to 3D Warehouse (so to make edits to your model, you don't have to reopen the entire island).
Happy building! I'll be making edits myself this weekend.
-
So i've decided to add a little structure for builders out there. Each building is an editable component, that can be accessed here: http://sketchup.google.com/3dwarehouse/cldetails?mid=5e50316b8fccc76a69bca1f7f550b04
Once there is an addition, I'll reload the component in the island model. Honestly, I'd love to see some creativity, don't feel like you're stuck within some type of style or constraint by the boxy nature of these initial models, these are general areas to get started with modeling, if we need to adjust later, we can.
-
Is it just modeling at this point?, or should there be some sort of logic puzzle built into the model from the start?
-
@chris fullmer said:
Is it just modeling at this point?, or should there be some sort of logic puzzle built into the model from the start?
I wouldn't worry too much about the puzzles, but keep it in mind when you're building. This is all about a collaborative effort, so you may want to work specifically on one building and on a puzzle to get into that building that's spread across the island.
You could also have an open building that starts the story and introduces people who lived on the island, just clues to get people started. If you've ever played Zork or Myst, you know what I'm talking about.
-
I really do like the idea, I think its fun. I do wonder though if a storyline would help the modeling process. Making the buildings might go smoother if there was an underlying narrative that drives their design.
But until then, steampunk/Victorian is enough to go by. But eventualy the game narrative will have to be developed, and hopefully no time will have been wasted on buildings that don't fit the narrative.
Chris
-
@chris fullmer said:
I really do like the idea, I think its fun. I do wonder though if a storyline would help the modeling process. Making the buildings might go smoother if there was an underlying narrative that drives their design.
But until then, steampunk/Victorian is enough to go by. But eventualy the game narrative will have to be developed, and hopefully no time will have been wasted on buildings that don't fit the narrative.
Chris
So I've given this a lot of thought, and I think I've got a good story to build around:
A fascist country has exiled several prominent scientists to this remote island deeming them to be too valuable for national research, but too outspoken to be allowed to speak publicly. Each building is the residence and laboratory of one scientist, but they've all successfully escaped somehow without leaving a single trace of their route. The game is escaping the island by figuring out how they left.
-
That sounds like fun! I'm in!
That book looks good too, I'll see if I can get my hands on a copy -
I would like to help... this should be intersting.
I will let you know when I have something.
-
Awesome guys, thanks for the help! I'll be making a house as soon as I get some time from work.
-
I started toying around with a model kast night (on building B) and I just have to ask - what is the purpose of this? Completely non-revnue generating? Just for fun? Is it associated with your company or a school project or anything? I'd hate for us to all model some awesome buildings, then find this on a website that generates you lots of money and gives nothing back to all the contributors. Soo, please verify the intention of this.
And then, how much can I adjust the terrain? I had some changing I wanted to do about how my building interacts with the ground. Also, I was using the existing building a very general guideline - I completely changed the footprint. Is all that ok?
Thanks!
Chris
-
@chris fullmer said:
I started toying around with a model kast night (on building B) and I just have to ask - what is the purpose of this? Completely non-revnue generating? Just for fun? Is it associated with your company or a school project or anything? I'd hate for us to all model some awesome buildings, then find this on a website that generates you lots of money and gives nothing back to all the contributors. Soo, please verify the intention of this.
And then, how much can I adjust the terrain? I had some changing I wanted to do about how my building interacts with the ground. Also, I was using the existing building a very general guideline - I completely changed the footprint. Is all that ok?
Thanks!
Chris
I think this should be liscensed with Attribution-NonCommercial-ShareAlike 3.0 United States to be sure it's a community owned project. My intention is to see if a game like Myst can be crowd sourced through free software, and eventually building a community that believes games should be more about story and mental challenge than learning repetitive actions.
Thats completely ok, the island is a general sketch for inviting detail, I only ask that once the detail is added that you kindly ask the community if you can change it around. I may hold back a revision if I think there is a conflict, and I'll ask the question here. If this project gets too big for a thread on this forum, we may want to talk about creating a discussion group (or a google code project page for version controlling the KT scene files).
Advertisement