Juicy Update...

Published September 19, 2007
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I'm still basically re-writing every aspect of the game engine, obviously borrowing from my old framework where I can. Should have the city and some new city artwork up and running in the next few days.

I got soooo bogged down in integrating the 2007 DXSDK version, from my old 2002 version, literally everything broke...I've been working on this crap for weeks. I've also simultaneously based my "new version" of the engine around a full 64-bit HDR pipeline [ sorry people with old video cards lol, there ain't gonna be any fallbacks ]...also a new character animation system.

I'm re-writing the input/control system to support all the new animations [ turn-in-place animations, strafe, walk back, etc.] I'm also going to use XInput to add full support for SexBox360 controllers in the processes [ pressure sensitivity, rumble/vibration, etc], though unfortunatly I will not add generic joystick support...I'm going to re-do the whole "control/input area" of the game in the next few minutes.

There is a hard-beta-date coming up...and yea. That's all I'm going to say.

You can't rush this kinda shit, and I'm not gonna. I'm going to make sure the game is everything I want it to be. If I'm gonna have this thing out 1st Qtr 2008 I will have to work 24/7 for the next few months...I've been restin' up [relativly] by working ~10 hour days, I'm gonna have to take it back up to 18 to really make this happen...but god damn it's stressful.

AND...also I just realized that my bitangent/tangent had to be mirrored in my skin shader...soooo if my old character renderings look a bit off...that's why.

Anyways...the point of my post...some beautiful character artwork from one of my art studios, as well lots of other misc. art stuff...enjoy :-)

Don't worry, the art is only about 30% completed :-) Lots more to come.

*NOTE these were taken in FX Composer, which has a screwy viewport that distorts a lot of stuff.

Yakuza Gangster A


Cuban Gangster C [ OK this guy looks so familiar.... ]


Cuban Gangster B


Angry Japanese School Girl Gangster A


Showing the detail in the M4. 10 of the 30 weapons are completed right now.


High-res version of the elevated train I'm having designed for the city...based off a Chicago 2200 model...
Train

Car


Irish Gangster C Concept Art


SWAT Team Guy Concept Art


The state of the game...right now I have my HDR + Character scene in the background. The game has close to a 1.5 GIG footprint already, probably 1.1 GIG of that is in textures. If I load all textures [30 weapons, 20 cars, 35 characters] @ their highest resolutions I'm @ ~5 GIG, sooooo yea.

I'm setting the min/rec system requirements the same as Bioshock or any Unreal 3 Engine game.

Notice the face looks much better since I noticed the tangent/bitangent had to be mirrored.


Back to work.

- Danny
0 likes 8 comments

Comments

Ysaneya
Quote:Original post by dgreen02
I'm setting the min/rec system requirements the same as Bioshock or any Unreal 3 Engine game.


Are you sure it's a good decision ?

I don't know much about your sales plan, apparently you have a publisher, but as far as I understand it's not a major one, the game won't go retail on shelves everywhere in the world, will it ? And it won't have a fully funded marketing campaign with ads in magazines.

If those assumptions are correct, aren't you afraid to restrict your already-limited potential pool of customers ?

How many sales are you "realistically" expecting to consider the game as profitable (ie. you got back money you've invested in it) ?
September 19, 2007 04:03 PM
dgreen02
Yes they are going to run full page ads / marketing, and yes they will have [and do have] games on shelves around the world...well at least they have a few copies at the stores around here.

I think if the product is up to the quality then it should be fine, and it will sell itself.

:-)

I can't talk about projected sales figures etc...but put it this way, I know the following numbers were the budgets for some titles released by my publisher over the last few years...

$1.1 million
$600,000
$175,000

I'm at about $100,000 with a 30% surplus.

Actually I only have to pay back $45,000...so that's my actual budget, I'm sure I'll do fine.

- Danny
September 19, 2007 04:06 PM
dgreen02
Also I plan to use $10,000s of my own money to do highly targeted internet advertising to drive up the direct sales from my site, since I get 100% of that money [ less taxes + manufacturing costs ]. Direct sales alone will cover my development expenses I believe.

The unit sales numbers from my publisher will be in the XX,XXX ballpark at least...that's all I will say about projected sales figures.

Now all I have to do is finish it on time.
September 19, 2007 04:26 PM
Ysaneya
Quote:Original post by dgreen02
I can't talk about projected sales figures etc...but put it this way, I know the following numbers were the budgets for some titles released by my publisher over the last few years...

$1.1 million
$600,000
$175,000


I understand, but did those games have requirements similar to Unreal Engine 3 ? Think of it ...
September 19, 2007 04:59 PM
dgreen02
Quote:Original post by Ysaneya
Quote:Original post by dgreen02
I can't talk about projected sales figures etc...but put it this way, I know the following numbers were the budgets for some titles released by my publisher over the last few years...

$1.1 million
$600,000
$175,000


I understand, but did those games have requirements similar to Unreal Engine 3 ? Think of it ...


Well they didn't use such high resolution textures [ 2048x2048 color,normal,specular on every object] or HDR lighting, or Pixel Shader 3.0 either...there's a reason I need to put the requirements so high.

The game is going to look amazing when it's all put together :-D Give me a few more days.

I'm still including PS 2.0 paths, and in March 2008, is it really a big deal to have a Gig of RAM, and a video card w/256MB of memory?

It'll be a low end machine by then.

- Danny
September 19, 2007 05:14 PM
LachlanL
You are one driven dude. [grin]

All the best for the next few months mate. Very inspiring to see your work.

I share Ysaneya's worries, but if you'll still be supporting PS 2.0 and the minimums specs you say, you should be fine.

Here's hoping you don't get burnout. [smile]
September 19, 2007 07:10 PM
dgreen02
Yea, those specs are actually higher than the ones on the Bioshock box, they only require 128MB of video memory.

The way I see it highballing the art assets will only help long term sales, and will also attract more people to the game "ohhh pretty pictures"...then they'll pick it up 8 months later when they upgrade their rig, or if they have a nice computer now, they can enjoy the high resolution textures, etc.

Meanwhile I fill the gap of a high-end gangster multiplayer action/RTS game on the PC. Trying to be the Battlefield/Counter-strike of gangster games :-D

But yea...*cheers* to burnout, it's going to be bad these next few months. The journal will be busy with new stuff every few days.
September 19, 2007 07:36 PM
jollyjeffers
Ysaneya has some valid points, but if you think you've got them covered then go for it - don't let numbers get in your way [cool]

Keep up the good work!
Jack
September 20, 2007 06:18 AM
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