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 Post subject: Re: Hârnich MMORPG
PostPosted: Fri Jan 02, 2009 9:30 pm 
In my case I haven't dropped hopes on building this. However I had a bad luck with computers and my second hard drive broke up and I lost all my work from past year or so. This is why I lost my inspiration for a while. I've also been really busy with my school but after holidays began I've done some work on this. Actually I'm not sure will my project be named under Hârn after all or it'll be some other medieval oriented game. Silverleaf got really good points and concept ideas for rpg game. Like Silverleaf also noted rpg sounds closer to my intention rather than strategic type of game.

Since it's only one man project at the moment I'm aware that it'll never be called as mmorpg. There's just too much to do. What I'm intented is that I'll just create one little town or large village for some people to have different things to do there. After this it's easier to develope more content little by little. Just something small first.

Some work from renders I've done recently:

Image

Image

Image

Image


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 Post subject: Re: Hârnich MMORPG
PostPosted: Fri Jan 02, 2009 10:44 pm 
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Beadle
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Thanks for the positive comments. I really appreciate it. 8)

Your buildings look quite good, especially the thatching and stonework detailing.

What's your average creation time per model?

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"Honor is earned through the balance of peace and harmony, yet to the Master all eyes are open to possibilities".

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 Post subject: Re: Hârnich MMORPG
PostPosted: Fri Jan 02, 2009 11:30 pm 
Silverleaf wrote:
Your buildings look quite good, especially the thatching and stonework detailing.
Thanks. These are not quality that will be ingame. Renders have been made with software renderer which can produce better quality so there are likely to be a bit drop from what you'll see now. However RealmCrafter can now support normal and parallax map shaders so results won't be that bad in the end.

Silverleaf wrote:
What's your average creation time per model?
It depends of model and details required for it. I'd say I can make model with UVs in one hour but creating texture takes more time. About 2 - 5 hours per model which includes texture, normal and UV maps including also color and alpha vertex information.

EDIT: I forgot to mention that when I have basic set of texture, normal and parallax maps I can reuse them between different models so I can make models even faster.


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 Post subject: Re: Hârnich MMORPG
PostPosted: Fri Jan 02, 2009 11:40 pm 
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Beadle
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I'm currently working with 3Ds Max 9.0 SDK 1 at home and SDK 2 school, I enjoy the modeling phase, but have not delved into texturing - other than the basics. I suppose if it came right down to it, I could find work as just a modeler leaving the UV mapping to someone else. That part, from what I've read/seen looks like a nightmare. lol

I'm in year 3 and starting Jan 20 will be in Animation III, working on a group project of some sort.

Anyways, best of luck with your project and please keep us updated on how it's coming along. :D

Cheers,

_________________
"Honor is earned through the balance of peace and harmony, yet to the Master all eyes are open to possibilities".

Silverleaf 1981


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 Post subject: Re: Hârnich MMORPG
PostPosted: Fri Jan 02, 2009 11:47 pm 
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Nice flag on the church. :)

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Running: MERP / Woses of the black wood


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 Post subject: Re: Hârnich MMORPG
PostPosted: Fri Jan 02, 2009 11:57 pm 
uthris wrote:
Nice flag on the church. :)
;)


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 Post subject: Re: Hârnich MMORPG
PostPosted: Sun Jan 11, 2009 2:51 am 
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Bailiff
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Very nice creations, Lothraem!

Does anyone have much experience with the Blender Game Engine? That seems like a potentially promising, and pleasantly free, option for building a game.

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 Post subject: Re: Hârnich MMORPG
PostPosted: Sun Jan 11, 2009 8:13 pm 
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Villein
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Joined: Tue Nov 16, 2004 2:53 am
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Very nice, Lothraem! But in name of all Hârnic gods - do keep a backup on a separate HD!


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 Post subject: Re: Hârnich MMORPG
PostPosted: Mon Jan 12, 2009 3:49 am 
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Knight
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Very good, Lothraem.

One pointy notion: it must be pretty dark inside that church. No windows. Perhaps a Morgathian one?

-ile


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 Post subject: Re: Hârnich MMORPG
PostPosted: Mon Jan 12, 2009 6:13 am 
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Bailiff
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Ilkka Leskelä wrote:
One pointy notion: it must be pretty dark inside that church. No windows. Perhaps a Morgathian one?


I think it's congruent to architecture of Harn. There simply are very few windows in Hârn.

I quickly counted the rooms with and without windows in the old canon regarding Hârn itself. I did it in haste, so there might be some errors, but the ballpark should be sound. I omitted cellars.

Castles: 265 rooms with windows or arrow-slits, 180 rooms without windows.
Temples/palaces: 189 rooms with windows, 92 rooms without windows.
Vernacular buildings: 155 rooms with windows, 308 rooms without window.

Naturally, there are good reasons for not having windows. Storage rooms might need none, the doors might be kept open etc. On the other hand, many of the rooms would certainly need light: kitchens, "negotiation rooms", living rooms, corridors. Many domestic houses are completely dark. I think the numbers still suggest that either candles, torches or fire-wood is spectacularly cheap or Harnians have infravision. Especially the extremely tight city plan leads to absurdities. Now, with more use of fire, the higher the probability of a fire. The closer the houses are to each other, the more devastating the fires will be.

The design of the Harnic houses is wrong in so many ways, but this is certainly one. I has little impact to role-playing, but it is source great distress for me. :D

_________________
Running: AD&D / When a star falls
Running: MERP / Woses of the black wood


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 Post subject: Re: Hârnich MMORPG
PostPosted: Mon Jan 12, 2009 8:37 am 
While I was in England I did one of the tours around York. They mentioned that at one time people went around walling up the windows of their houses as the government had brought in a window tax.
Doing a quick Google search it looks as if England wasn't the only one.
Here is the search.


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 Post subject: Re: Hârnich MMORPG
PostPosted: Mon Jan 12, 2009 8:58 am 
Thanks for comments. To be honest I didn't put too much of notice about windows in church models. I just made something out of nowhere without any particular planning. Church might be dark from inside but that was the way in early medieval times. Churches was designed as temporary forts in times of danger. If settlement got under raid it was church where people ran to safety. That's why early medieval churches had small windows. Wider windows became practice only when kingdoms achieved more settled state.

Ilkka wrote:
Morgathian one?
I mentioned it earlier that my game might not locate to Hârn. Although there will certainly be seen influence of Hârn.

Odder wrote:
Does anyone have much experience with the Blender Game Engine?
At least I haven't. Now that Realmcrafter Pro has been available I've planned to stick with that.

I've started to write a game design document. I'm also drawing some concept ideas of different buildings and items for the game. Since I'm one man army at the moment I have to be realistic that I can't simply create huge mmorpg. So I thought to start from little as it was mentioned earlier. My idea is to develope this game little by little as time goes by. At the same time players can have chance to affect on the content of the game.

Game is situated to a small settlement of some kingdom border. This settlement was found couple years back and it was build mainly because kingdom had many troubles in the area and it also needed to have a bit security at the borders since there's rising thread of war between neighbourhood kingdom. Needless to say it's not friendly territory and players have to watch their back if they leave safety of the settlement. When the game starts and are put online settlement will be small but will grow during developement as the game time passes by. I was also thinking that it would be great if players could have a chance to affect this developement. For example at the start settlement can only fulfill basic needs of its residents (for example: metalsmith, clothier, woodcrafter, etc) but with help from players it can eventually develope other forms of resources (for example weaponsmith, mill, inn, etc.). Players could take part of gatherings where next important steps of settlement developement is discussed with authorities. They could try to affect for example what settlement needs the most. Horses could be provided only when the place have ostler, better weapons is available only when there's suitable place for weaponcrafter to settle down and so on... Players also needs to take part on building process. They need to get enough resources for construction process and have to perform certain tasks to get buildings done. This could be easier way to develope game when you don't have to create whole town and places before you can fire it online. I also was thinking that there will be very similar settlement at the neighbourhood kingdom's border (not that far away from previous). When war starts both settlements are under danger of raids from each other. Players could decide which his or her homeland will be at character creation process.


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