Full Metal Conflict - Screenies

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AntonyWells(Posted 2004) [#1]


And here's one with the motion blur/bloom set to overkill.(Playing around with a flash nade fx)


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These shots are from around december, we've since added weapon systems, huds etc.
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3D by Evak.


jhocking(Posted 2004) [#2]
Very nice screenshots. What is the game about? The vehicle in the screenshots makes this look like some sort of futuristic racing game, but that name sounds like tank combat.

Either way, you should probably put some sort of shadow under the vehicle, even just a simple alpha texture blob. It kind of looks like the vehicle is sunk into the ground (in these static images at least.)

I hope that blur effect is just a short duration thing, like after picking up a speed boost or something, because playing like that for a while would probably get annoying.


sswift(Posted 2004) [#3]
I would get rid of the weird blur effect, get the ships casting some shadows, and make the sky a blue color, darker than that purple, with well defined clouds so as to go better with the color of the stands, and provide more contrast between it and the arena.

I would also research various sports arenas, and try to find a more interesting more colorful texture to use on the walls... somethinng like dark blue-green panels perhaps, to go with the green and orange already in the scene. Though I would not neccessarily use those everywhere. Jsut in long stretches of walls between concrete areas to provide more variation. I like the entryway you have there. The lights I don't like so much. They seem superfluous with the sky so brightly lit. They're also too different from what I would expect in such an arena. You might inside consider that big circular thing in the middle to be a big cylyndrical holographic projector which shows the action going on, and rotates messages around it, and stick big square lights at the top of the stands around the arena like a footbal stadium at the four corners so each ship would cast four shadows at night like in football.

I might also put a pattern into the grass of some kind... like a crosshatch... or some lines to outline the play area... Or even make the ground metal. Perhaps a dark color.


AntonyWells(Posted 2004) [#4]
J, yeah it has a ton of weapons now.

Swift, that 'wierd' blur effect is a new type of bloom. (We've had it in since last year, not based on anything released here recently), and is totally configurable.
It amps up the faster the movement is definable on a per-entity basis.(I.e one ship can have a ton of blur/glow) while the rest of the scene has nothing.

Our multi-pass rendering takes Z into account, for really nice effects. Also can amp or 'pinch' the fx.
That shot is really just it set to MAX as a test. No where near that bright in game.

As for the level ideas, I doubt Evak need's advice (He's done ps2/xbox games etc) but I'll pass it on anyway :P


jhocking(Posted 2004) [#5]
I like the stadium and sky, although I do agree about the ring of lights. That looks cool and all but very out of place. Sswift's suggestion to switch it to a holographic screen/jumbo-tron makes sense.

It just occurred to me, is the Evak you're talking about the guy who did the art for Arial Antics? Is he not working with Jeremy anymore?


AntonyWells(Posted 2004) [#6]
Yeah, same guy.
Still working with Jeremy too, last I heard, but don't quote me on that ;)
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As for the lights, they're just 8 billboards(I.e sprites), not really final afaik.


BlitzSupport(Posted 2004) [#7]
Antony, I saw this thing in that tiny video in your EarlyStuff.rar file on BlitzCoder -- looks *really* good in motion!

Oh, and uplo-- oh, never mind... :P


Ricky Smith(Posted 2004) [#8]
Nice but the first 2 shots make me think - cool lawnmower !! Maybe because of the grass.


jhocking(Posted 2004) [#9]
The grassy field mostly works, but for a battle arena it definitely needs to have bare patches and scarred earth all over the place.


Red Ocktober(Posted 2004) [#10]
i like the sky color as is... gives the impression of the race being held near dusk, right after the sun has set... and the lights are turned on...

... the pictures... it's an evening race about to start, right :)

hey, it looks real good..

--Mike


Jeremy Alessi(Posted 2004) [#11]
Yes, Evak and I still work together :) We almost all worked on this one together, but the timing was kinda bad.

I've seen the game in motion (not a video) and it looks awesome. I don't think these particular screens do it justice. All in all it's going to be a really good game as they have some innovative gameplay ideas to mix up the somewhat stale vehicular combat genre.


AntonyWells(Posted 2004) [#12]
Some more shots

Here's one of another level, you can go inside the industarial base (Not an arena based game)










skn3(Posted 2004) [#13]
Looks very impressive.
I loved starwars racer, was hooked to it for months. Can't wait to see if your game lives upto the gameplay. Graphics-wise it seems to be doing a good job!?


googlemesilly(Posted 2004) [#14]
wow ! i like the base !


Rob(Posted 2004) [#15]
You should configure the motion blur to only occur if the difference in speed is great, not the overall speed.

For example if you're travelling next to an enemy at speed, almost matching each other for speed, then the enemy should show little or no motion blur.


AntonyWells(Posted 2004) [#16]
It works like that already rob. It's a post-fx filter, so blur occurs between pixel changes on each fxBuffer's residual layer.

And we amp the fx over-draw based on general speed for a greater sense of immersion.