Project Serenity: Finder

Rick Lion

It Wandered In From the Wastes
Nice to see you guys. We know each other on Project Serenity and on this image work. Here, and Here

I think that for me time of fool around is over. In previous time i'm spent more time on the art for different game projects who do not need in it. Wasteland 2, Shaker, last evening made overpaint for new Torment. And ask myself... "why you do it?. If you know how you can make something better - made this for yourself. Forget about others - do your personal job!". And i made the first screen (like developers with the great names), made on the knee, of course. It is now fashionable.



Because main work on Serenity Project looks too massive we make decision to separate game on few pieces. Not on full-functionality acts, but on specific parts dedicated for different aspects of gameplay.

For me one of most important things - process of surviving. In many good RPG of last and present times i can't find enough for me portion of process of surviving. I'm told about regular day work of each surviver as finder of something. I really need to hapy have opportunity to search and use meds, food, tech & etc. I really need reason to use them all.

For the "Serenity Project : Finder" we try to do all that we want see in main title of game. Currently we have no people, no cash & etc, and we do not want waste time on production of art and concept-art. As and you, we want look on game more faster as possible.

You know that i can do good art, i know that i can do it. Now we must see can i do good games or not. Because at this time in our actives only few small games and lot of content works made for a different game development companies... like out... like outsourcers. I hate this. I really hate work on other people.

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This content (like many other content) was produced for Serenity Project game but also be used in our side projects like Finder. Originally we planned give to gamer opportunity investigate the subjects for recieving more information about objects. That is why the objects looks like assets from triple-A game projects.

In Finder we want save this opportunity but without 3D objects at this time. Because finding objects it's a one of main stones upon which stand our game.
Interaction with objects, exploring, crafting items. I hope that in next month i prepare update more interesting and productive.

See you soon.
 
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Lighting test in buildings without lights. I like games by Troika games, where many of structures have been made like a solid objects. This is very typical for game which been made on Infinity engine. I want use mixed technology where main and important structures will be a solid, and basical structures will be a tiled.
 
Progress screens. Now we work on characters. In demo you can see main hero and couple NPC. Because we want have in game little customization, player can buy (or barter) in shop different clothes which can be separated on types:
hat, jacket, pants, boots

We cannot make many little things and we chose 4 main types of clothes. Each type can have a slots for items. Additional slots for your inventory. But main slot it's your bag. Without bag you can wear only little things and your weapon(s). Finder it's a game about surviving and we want make something that more remind us realistic weight of things than arcade games where you can put into bag half of your home.

TIPS for friends, modders, developers:
When you work on characters to fast finding mistakes in forms you can see on model in flat shading without texture. This very improve work whith shape (silhouette) of your model. You can find bugs and mistakes fast as possible. If model like silhouette looks good - be sure in game this model will looks more better.



And of course every free time used for sketch work. Even if 70% of our work will be moved to trash - the remaining 30% give the desired style. Maybe less than 30%, but is no matter. Main thing for find good style need lot of artwork. Prospectors in the Wild West also did not immediately find the gold. Often they died without finding anything.



Updated (5:04 AM): Wastelander model complete. First basic model. For testing animation and movements in engine.
 
Well. Count our time. 3 days on model of man, clothes, and bake texture. It's not a final texture we need something for engine, because it's too boring... saw a poor guy without textures on level.

Now we have a models: (nude character, pants, jacket, boots, cap) and same in case of models. All model separated on logic pieces. Princip of separating we take from Skyrim where each character have a top armor and down armor pieces + gloves, boots and hat.

Why character so detailed? We need character for isometric game, why so high? Because this can give our needed detalization for shop and for render of good icons of items in this shop and in game inventory.



And... because it's a really fast - make a middle quality content which can be used in other different game projects. From time which been taken on this model we need deduct of the order of 12 hours which we played with friends in game "Tom Clancy's Ghost Recon Advanced Warfighter" (GRAW). See ya next time. Soon. With a completed model of this guy in Unity engine. After this we will test the animation and create a sketch of the first test level.

P.S.
I must be honest with you in my calculation. I take a high-poly head of this guy, and little cap for him from my locker (Each 3D designer have a base of pieces like each technician guy have a tools, bolts and nuts.).


Update: 26.07.2013 1:04 AM (just emotions and thinks)


 
So. No news long time. We was made a short environment tests on the Unity3D engine. To check how many pieces of graphical content need to make good visual. Task hard and simple in same moment of time. All textures must be have one style, scene must be have a one good light (one, because free version of Unity3D engine have only one source of lighting which can cast shadows), good shadows, correct working and simple shaders, and at last but non least - Art Style in complex which can be showed even on early concept (see bellow).

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Warning: This is not a final image of game - just first environment test for finding Art Style, for crash-tests and work with vegetation. In release, or in demo-version of Project Serenity: Finder all sketch-object must be removing and replace on the real objects. All environment objects, scene and lightwork was made in 7 days of working. Car objects are old and was made in 2005th and 2010th. We use a basic Unity3D character sample. Guy-worker with the key. Because in our tests we not use our characters for saving time. Skinning, rigging take a lot of time. We want spent this time on main things - game mechanics & etc. Later we of course replace this epic hero on our character.


We still working on the Serenity game. Not so fast as we want, but we glad that we can continue our work. As in case Wasteland 2 and After Reset we choose the Unity3D engine. Currently we work under the test locations and simple mechanics based on basic game mechanics. Movement controller and controller for interact with the world and world objects.

First environment tests lead the target to understanding how many we can reach if we choose a simple way of filling of game world by simple, but high quality objects. For current test we choose bellow objects:


  • 3 textures for terrain
  • 1 texture of shadow (shadow mark)
  • 4 car objects
  • 2 rock objects
  • 1 power pole
  • 1 bush

From technological side we choose:


  • One source of light
  • One simple shader (diffuse + normal)
  • One simple shader (diffuse + transparent)
  • Linear fog to make atmosphere

And it's all. Main goal - reach the good Art Style on the start of project before we start make any of game assets. It's normal practice where developer thinks before make something and search optimal way. With environment tests we done, and currently continue work with camera, movement and interact controllers.

Note to administration: I don't know how I can add this images to gallery of Serenity game in "Upcoming games / mods" section. If you can help me with that - I will be really appreciate.
 
Thanks Gaspard and The Vault Dweller.
Glad to know that you like it.

So... little art update. Character artwork. I have no "star-people", but I have much more than just a stars. Net-friends, and some of this people be used as prototypes of characters in the game. Here one of them. Michael Lot. Mechanic.

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Currently we work under first village location. And this guy one of the citizens.
 
Little stuff update.
Art section:

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Model stuff:

Even on early stage in Project Serenity was planned to make 3D inventory. Not for amaze of gamer, but for real goals. PSF game about surviving and about searching. Food, ammunition, meds and other supplies. Any item which you have in inventory or equipped on yourself - can be examine. Exactly as old adventure games. Each respectable game in past times - have a respectable inventory. Inventory evolved into inventory of present days. Very closer to what I want to do - Skyrim inventory.

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Seeing Skyrim - I fell in love. But also gnashed his teeth. Large game company can afford to quickly achieve goals. Small indie developer can work by years, and to see that everything that was invented - realized by others. It's a price of long development and poorness.

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Nevertheless, nothing surprising in this. All "new" ideas come to us from the old games. In fact, until now, game-developers very rarely invent something really new.

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Items as you may have guessed, is not only a picture and not just the model. This ground of your actions. It is a territory to explore. Each object can be "empty shell", but may carry important information. In PSF you will "read" objects, read signs reading old diaries and posters ... unless of course you know how it doing... to read. No offense. I am about the game mechanics. Reading skills are not the most common in post-apocalyptic world.

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This "clean" objects. The basis for developing real-world objects. Dirty, old and rusty. There are several reasons to do so, and not otherwise. This objects are for sale. In stock and online stores. To get at least a little money to develop. What's the strange life. To reach goals you must sell soul (pieces of game which you love more than something else, except family of course).
 
Last edited:
Thanks durstlimpbizkit and fred2

Update #2 -
Historical Almanac

Important note:

First of all I want bring apologize about frequency of our future updates. From the viewpoint of promotion of game was be a better, publish updates often as possible. But we work with a hard limitation in questions of crew and time for develope. Only two developers on board. Coder (tech advisor). And painter (multi-functional guy). And it's all.

So... better for a game - focus our resources on the work, but not an on game promotion. If you are interested - this update about geography of game world. What's the place, where we start and etc. I can named this like historical almanac. Because in our current update we're talking about geography Boise-city, and even about the geological processes that lead us in the world of Idaho state, as we know it now ("now" - alternative history where Carribean crisis of 1962th happen, and our current time stopped on mark 2000~2020-th years of our century). Player is descendant of refugees. Which leave Boise after drop bombs.


Additonal Note:
Little remark. In Project Serenity, in real 2009th when we start write design-document for the game - Boise was one of the potential point of start. We planned to make three different point of start in different regions of Idaho state. But this was a difficult task. When time is go on, we return to our favorite idea to make post-apocalyptic game, and get from our pants giant knifes. To cut all difficult task and find a part of game-mechanics which can be rise up in the new page of development of Project Serenity. After some week of paper work I find it, cut from docs, and transform into the Project Serenity: Finder (PSF).
PSF is game about searching and surviving. For me personally, is very important to make real and informed design of the world. Reliable game locations, places & etc. I'm sure I'll find the target auditory, which love attention to these details, love to explore world and love dig in the history events. In shadows of pedantism often lies realism, which many prefer a more than beautiful but very empty world of present games. In my opinion realism is not quantity of bolts on the plumbing pipe or precise replica of real house on the real street or precise replica of historical object. Nope. Realism is when you feel that all that happen now around you in the game – can be happen. When you look at this house and this item in your hands and understand – it’s can be.


In our case realism it's a need to eat, drink, rest, sleep (include impact of this actions on the condition of hero) and search food, water, supplies, place to hide, places to sleep. In the entourage of dead state of Idaho. Realism in my opinion, when you can’t kill all around, like a Rambo or Terminator. Ask yourself - what you doing in this world? Answer is - trying to survive. Terminator is not need to eat. He needs in nuclear battery. Rambo needs machinegun and lot of bullets. Both of these items is very rare thing. Even if you find nuclear battery (i doubt that you understand that this object is battery, even if you find them) - you must know how you can use it.
You are savage which was born on the ruins of former United States of America. What you can know about batteries and about machineguns? What you can know about world around you if you live so many years in isolation? If your primary needs in long-long years was attempt to survive, care about village and citizens?

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Come back with me to main theme. History. One of potential point of start (Boise) transform into main location of game. In the main story of PS one of the three characters can come down from the mountains, where he with family hiding long time ago. In PSF we take this idea and made little village in mountains near Lucky Peak place. You - exactly from this village. Many years this village lived as hideout from big and danger world. Of course you don’t know many things happening in open world, behind the «wall» of mountains. What you need to know? What you will hear from those who live in the foothills?
Before start work with game location or game objects i'm jump in to the cold water of history, where under surface of information i'm search the photo and info-references to better understanding of places of future world and objects of future world.

Any archaeologist can work like crazy under his subject, forgeting about world around. Such luxury I can not afford. Although at times, if be honest, I can day and night collecting information about the future area. In last time instead of working - I tree days readin about dam near Boise and about soldiers who built a dam in time of WW2. Boise, as place for game start, the long time "clouding" in my head. I love this place. Mountains, rivers and canyons. Photos, maps, satellite photos and historical materials - all of this helped to start with a dam not far from Happy Peak (Lucky Peak). Today we talking about Boise, Lucky Peak dam and about future of this place.

Lucky Peak Dam
This is one of the places, the way which refugees use to leave Boise-City. When all started, - many people trying to escape in different sides from the densely populated settlements. Radiation and diseases that inevitably begins some time after the first bombing, crashed systems of communications, broken and sewerage - all of this, born the wave of panic. Some people tried to leave the mountains in the other settlements in the direction of Garden Walley, some people retreated from 84 highway to Mountain Home. It is not known exactly how many bombs fell in the state of Idaho, but it is known that some of them fell into the territory of Nampa, Caldwell and Meridian.

BOS
After a few months later, through what was left of Boise-City walked a few column of refuges. People who hide in the mountains which concluded that all was happen with Boise - also happen anywhere . All column which moving forward of 84th highway to Mountain Home is never come back.

In 1960 be popularly create hand made vaults under houses to protect families from «Red Alert». One of the memorable aspects of Cold War was a civilian vaults in each street of each cityes, underground shelters with a food, ammunition and supplies and social program also known as «Project Serenity». This program lead the one goal - decrease level of panic between civilians.

If believe a rumors - in the center of Boise-City was large underground system. She used by emigrants for a contraband when the city was just starting to build. Much later government enlarge and converted this tonnels into the underground railway system. So... some people heard about government vaults and way to escape from the city in case of disasters or war actions.

This is a rumors. The truth was more unpleasant. Civilian shelters and vaults can't save many people. Most of this shelters - failed to fulfill their task. Until now, nothing is known about government shelters. «Project Serenity» was working well - people overly relaxed, and when all happening, was sitting in awaiting of help from government. This program dulled people's minds and made illusion that - all be fine.

Most people which stay in the city and awaiting for help from the government is died. They failed to deal with outbreaks of various diseases later transform into pandemic. For many years, the city became a dead zone, large graveyard, which frighten humans and animals.

In the past, Boise called the City of Trees. Today Boise - city of forests. Contrary to fears of ecologists the nature pretty quickly start to lick their wounds. Dead city, large grave so dangerous to people became tidbit for nature. Manmade erosion due to human activities, deforestation and mining operations is stopping in results of their disappearance.

NAMPA Lake

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Earthquakes in districts of Meridian and Nampa what happen in next few years do not brought serious damage, but it was a harbingers of another geological process. Geological relief of Idaho state began to change. Large region of state beginning to descend. Less than 4 centimeters per year. But it was enough to forty years lake Lowell combined with Snake river basins and other smaller river channels into one giant lake. It was a long process.

Forty years after the bombs fell, in case of need to get 95 highway, or rather what was left of it, Boise citizens have only one way to reach point - swim to this point on the boat at least 60 kilometers from the old Capitol. A new body of giant Nampa lake full of little islands. This is high building structures and the elements of landscape which was not lowered after the series of earthquake which was start giant geological deformations.

Remotely similar geological processes have already taken place in world history. Snake River has come out of its banks and cover surrounding plains. Earthquakes creating natural dams which led to the emergence of large lakes. The presence of a dam in the town of Lucky Peak has also contributed to the formation of the new lake. Within ten years, the rains and the water itself gradually exuding dam, which sprang a leak.

Over time, the water washed part of the dam and turned into a turbulent river, which covered former channel of Boise-river. The road to the dead city downstream. Citizens of the dam had to reconstruct damaged fragment of the dam, because by this time in its place grew a small settlement . The presence of uncontrolled turbulent river was born two problems. Partial destruction of villages (downstream) and flooding farmlands in the river delta near Riverland East.

Dry continental climate does not allow of new lake turn into a swamp, and on the sun day you can see underwater fragments of roofs of houses and fragments of streets. The resulting of born of new lake microclimate of former Boise increased average temperature around the lake. It making possible the emergence of plants and trees are not typical for this region of Idaho state. South of the new lake was swamped as earlier (in 1962th) was swamped southern end of original Lowell lake.

Citizens of Bos
I think that people of Boise-City, in case if they stay alive, can be appreciate the irony of situation. After the process which went into the history of new world as great Escape, Idaho state territory again began to settle the native of, who at the time of Carribean crisis lives in reservations. The traditional owners of mountains, steppes, lakes and rivers. Indians.

Being from birth "closer to the ground" indians quickly adapted to the new world . Much faster than the whites-faces. In our time, these peoples were on the verge of extinction. Constant pressure from the pale-faced, discrimination and self tradition to preserve the purity of blood. All this led to the isolation of lifestyle and lack of sharp demographic shocks. Tribal population on the 1960th year ranged in size from five hundred to one and a half to two thousand people. After the disaster situation has not changed. To save the thinning population Indians went to the notrh and the east in areas of mountain ranges of west of Boise-City .

Native citizen of Boise-City in the territory of Idaho is almost gone. Dark years take away millions of lives , and the Lasts (one of the names of people who remembered the last war) hard to find so easy. Knowledge that could be transferred by inheritance is almost lost. Save konwledge electronics, engineering and other applied disciplines did not seemed like something important on the background of the battle for survival of the species, a constant battle for clean water, food and supplies. The knowledge of ancient technologies is a powerful weapon. And many wise and cunning people who can and want to become the rulers of the new world doing all to "protect" the future peasants from the temptation to simplify their life.

In any city man who knew how to read, knew the mechanics, for example - became respectable member of society. As in the Middle Ages the cities with blacksmiths, carpenters and other artisans people survived better and had better perspectives for future development . However, in many cases, knowledge at all was better to hide. Old saying "the less you know - better sleep" has not lost its relevance in the new world.

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Now in the central Idaho live the descendants of Indians who have retained ancestral knowledge and preserving the clan structure, the descendants of the farmers and surviving citizens. And also "aliens". Outsiders called wanderers or aliens who like tumbleweed moved from one state to second state driven by hunger, disease, and bandits in search of a better place.

P.S.
Traditionally, I apologize for this English version (smile).
 
Little progress demonstration. You saw previous screens. It's a stage of quality, points which we easy can reach. But this is only first step in our long and dark way to Gamersville. We made many tests to check our arsenal in Unity3D, but more than many - we need to do in future. Here few of them.

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We very love Rage game as incredible painting and first fully unique PA world in game industry. And in few moment we want to reach a minimum part of quality which was demonstrate to us Id Software. At least one finger of Rage (smile). Of course is a hard task for two guys. But we hope that we can find alternate, hybrid vay to make good image of game.

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For long range environments full of wasteland we prepare different landscapes combined from dunes, and special unique locations. Easy way here was make just a texture of sand and forget about it. In case of Game Art easy way - is easy way to reach Trashville, but not a Gamersville. So we work with landscapes, sand and dunes.

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Is a typical object in the large level which we preparing for demonstration. This is typical for triple-A games object (would better to say, ordinary), but is not typical for indie games with low cost of development. But we must check how really we can overload level of quality of visual. What we can reach of Unity3D. Because many of gamers at this time think about Unity3D as low-cost-budget engine. I think that this isn't true. And low-cost, first of all touchin question of game-content. Engine - just engine. Just a render. And only dev take responsibility for visual of game. Not a little engine.

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This is generated rocks. Of course not in Unity3D, but it was can implemented in game. Rock like this very easy in development but also you can see is very uniformly monotonous in case of facture and texture. Is a "price" of object with large volumes. Maybe we can use this tech on side rocks. Somewhere behind the scenes.

Note: This is not a game screen. This is a technician researches. Real screens you can see at the end of the summer. When we public images of first game location. Thanks for your time. And stay tune! If you want to stay or tune, of course. Have a nice day.
 
Main task of current research - art style. Thing that not presented in many of games of present days. Here you can see pieces of environments. Without of any of other objects. When location looks well - we moving to the next building or object. Only after this we fill location by objects.

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First gameplay location, still in progress. In next few weeks location will be done, I hope (in a first approximation). After this we fill level by objects (elements of decor, cars, human stuff), configure the primary interface and record the first video.
 
Love it. The scenery is starting to look really good, those last two screenshots rock.
 
Thanks Alec. )
Maybe little musical pause? New song of "Poets of the Fall" band? Daze? )))

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See you soon. In next month, I suppose. With new screens and artwork. ) Thanks for coming.
 
Lot of people (lot for us, of course) asking about progress and new screens of game. We promised release first official screens in October of 2014 th. We late. But we public this screen for demonstration of our movement to the milestone date. First official screens of PSF fall at the end of 2014th. I hope. Hope you enjoy.

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Many of object at this scene not presented yet. So we can speak about half of quality of this new image. We work with ultra attention to details to make truest image of post-nuclear Idaho. And we want show you sample of our quality of simple prop-objects. Why we doing that? It's a story for the second update after first official screens.

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Thanks for your time.
 
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