Pumo Mines Thread

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Re: Pumo Mines Thread

Postby Pumo » Fri Jul 15, 2011 8:49 pm

Yeap, I know I will be texturing the ship, NP.
I'm not an expert at texturing, but yeah, I really enjoy and want to do it. :D
[Pumo software main website] - Pumo Mines current progress: 60%
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Re: Pumo Mines Thread

Postby Frustikus » Fri Jul 15, 2011 9:10 pm

Hi Pumo,

I mention it because the ship won´t fit Pumo Mines when the style (textures, colors, details) deviates too much. I'm afraid that would be the result if I create the textures .... Irrespective of the fact that I have far less experience than you;-) and I have no idea about your thoughts, how the ship should look like.

Progress: Experiments with the weapon bay to build it correctly (perspective) without changing the shape (upper view).
Intel Q9550 (E0) @ 3420 MHz and standard voltage with Sonic Tower Rev.2, Geforce GTX 260 (896 MB), Asus P5Q Deluxe, 6 GB GSkill DDR2-1066, 2x500 GB Seagate @ Raid 0, Soundblaster XFi, Sharkoon Rebel12 Case, Teufel Concept Magnum 5:1, Samsung 2494 SW , Genius Navigator 535, Logitech Wingman FF, Windows 7 Ultimate 64 bit
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Re: Pumo Mines Thread

Postby Pumo » Fri Jul 15, 2011 9:20 pm

OK, I think I need to make a little announcement regardingg Pumo Mines (and hope to get some feedback on this):

As many here already know, Yokelassence made a superb mission called Dimensional Intersect, specially the multi-level version that I really think is one of greatest D2X-XL Level sets ever created, as it also uses a lot of neat features of D2X-XL that I like, but most importantly, it uses a Central Hub that connects to the rest of the level.
-
On the other hand, I'm also a big fan of Lego Star Wars and I like a lot the central hub concept from where you go to each level you want (of course, in a certain sequence, as level access becomes available as the player advances through the game, but you can re-visit previous levels if you want freely).
-
So, mixing both concepts (from Lego SW and Yoke's levelset) I thought that a 'central hub' would be a nice addition to Pumo Mines, for both technical reasons and gameplay reasons, and I'm planning to add that feature to my project.

------

First the gameplay reasons:

Using the neat D2X-XL feature that stores the last state of a level (like it does in Dimensional Intersect multi-level version) when you return to it, everytime you achieve something on Pumo Mines (e.g. after winning a level) you will unblock some special areas in the hub, the next level will be available to play and you will have a special room that will show your 'trophies' in a Steam Achievements style (I think Alter-Fox would like this very much :) ).

Also, if you want, you can replay previous unblocked levels every time you want to.
I think this would be VERY cool, at least IMHO.

Second, the technical reasons:

After making Level 4, i've noticed that some of the levels on Pumo Mines are and will be very big, and I like them that way, but they have the disadvantage that they are too heavy to load on most computers (specially when computing lihhtmaps), so dividing those levels into sub-levels would be a nice idea. (e.g. I would like to divide Level 4 into actually 2 levels), but to still have the feeling that you are on the same level the Hub will serve as a reference, as you accesed the first level part through the Level 4 gate.

Of course, for this I may also like some little features I would like to ask Diedel to add (very simple, indeed, mostly an automap text issue) that will serve to the new hub and divided level concepts that I want to implement in Pumo Mines.

So, what do you all think?
(I really liked my ideas, I must say lol :mrgreen: )

-

EDIT: @frusti: I couldn't see any images of your progress on the weapon layout :P
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
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Re: Pumo Mines Thread

Postby Frustikus » Sat Jul 16, 2011 10:34 am

Pumo wrote: I couldn't see any images of your progress on the weapon layout :P


:D Tsss. No pictures until the cleaning is done. We will discuss the exact position of the weapons then. Afterwards I will modify the weapon bays that either switchable weapons could be attached or the weapons will be build in directly.

Your question about level design: Agreed and it sounds interesting. But the distances to be flown to get back to the center room to reach a different level to complete the mission should be well balanced (do not extend a mission "artificially" by the fact that the player have to fly back through more or less cleaned areas again to reach another level). If this is overdone, a mission becomes boring ...quickly.
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Re: Pumo Mines Thread

Postby Pumo » Sat Jul 16, 2011 4:26 pm

The hub level will be small, to not have to fly through that much to reach every level's gate, and everytime you finish a level you will be automatically redirected to the hub center, so I suppose it won't get tedious as you won't be flying too much inside the hub.
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
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Re: Pumo Mines Thread

Postby Frustikus » Sat Jul 16, 2011 5:41 pm

Hi Pumo,

my fault :oops: . I thought, you planned that the player has to fly back to the "Hub" after he had finished the mission goal (like a long move through the exit in a normal mine after destroying the reactor). I would like to see something like that as an end of one mission... the countdown runs and the player has to move manually back to the center room to be save.
Intel Q9550 (E0) @ 3420 MHz and standard voltage with Sonic Tower Rev.2, Geforce GTX 260 (896 MB), Asus P5Q Deluxe, 6 GB GSkill DDR2-1066, 2x500 GB Seagate @ Raid 0, Soundblaster XFi, Sharkoon Rebel12 Case, Teufel Concept Magnum 5:1, Samsung 2494 SW , Genius Navigator 535, Logitech Wingman FF, Windows 7 Ultimate 64 bit
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Re: Pumo Mines Thread

Postby Pumo » Sat Jul 16, 2011 9:21 pm

Yeah, I may implement your idea on some level.

Oh, and regarding the hub gameplay, after some considerations made by alter-fox, I thought the next way to make the hub would be better:

On the hub at the start you will find locked gates of levels and the trophies room without any trophy. The only gate open is the 'story mode' that plays ALL the mission from the first level to the last without retutning to the hub, except after you finish the last level.

After finishing the entire mission for the first time, the first trophy will appear and a first gate of level 1 will open, but it won't be the same level 1, but a special spin-off version of level 1 with some extra stuff, maybe a bit harder, so we could call it the 'special level 1'. then after winning special level 1 it will open the next gate of a spin-off of level 2 that would be the 'special level 2' and so on, and new trophies will appear.

So the mission will offer replay value and extra bonuses and extras that would be very cool, but won't break the continuity of the mission's story the first time you play it, and
you don't really return to the same levels again, but to special versions of them. ;)

(also, I thought that if you eventually return to the very same levels as I said on previous posts, as XL stores the last state of the level when you return to them they will be empty, no robots, etc, so better to unblock completly new and fresh spin-off versions of each level, ready to play! )
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
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Re: Pumo Mines Thread

Postby Frustikus » Sun Jul 17, 2011 10:04 am

Heavy fighter concept 2, current status and differences to a smoothed model (impossible :?: because of amount of edges, polygons = 4692)

http://imageshack.us/clip/my-videos/822/5a3b.mp4/

The model looks different (left and right), because I work at the weapons bay and I need the other side for comparison.
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Re: Pumo Mines Thread

Postby Pumo » Sun Jul 17, 2011 6:31 pm

Well, then un-smoothed model looks well enough already, so I see no need to smooth the model (although of course the smoothed version looks nice, it's not imperative to have it that way).

The concept looks pretty nice.
Oh, and regarding this:
frustikus wrote:...Afterwards I will modify the weapon bays that either switchable weapons could be attached or the weapons will be build in directly.


I suggest the weapons to be build in directly, as I have no 3D models of the Pumo Mines weapons and would be a PITA to implement switchable ones on both the Orbit and this monster ship.
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
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Re: Pumo Mines Thread

Postby Frustikus » Sat Sep 10, 2011 11:03 am

I built the model completely new (without smoothing) and made some tests how to implement the weapons. After implementing the weapons, I used the smooth-option again. The result was a desaster :-(. But anyway, while working on that new model I created a main cannon which will match the style of the heavy fighter. I made a copy and merged it with the first concept.
Now I will start to modify the missile/weapon bay. Then I could attach the new submodel (main cannon) on the heavy fighter.

Image

Update: Some more tests:
Image
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Re: Pumo Mines Thread

Postby Pumo » Wed Oct 12, 2011 5:12 am

Hey, I'm back here again (after some long abscence from the forums).

The new cannon looks even better than the previous one, no doubt about that. :)

Oh, and just to be sure, are you goin' to put the new cannon (or better said, pair of cannons) on the top part (to the sides of the cockpit) as we discussed before?
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
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Sound: RealTek High Definition Audio
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Re: Pumo Mines Thread

Postby Pumo » Tue Oct 18, 2011 4:35 pm

Well, although the past two months were very hard to me and I almost got no time to work on PM during that time, I'm finally getting the time again to continue my work on PM!

First of all:
As for now the central hub idea is not being implemented as it's a very low priority element of the mission and I may do it later in the future, but now I'm putting all my attention to the main levels.
However, I'm splitting the levels as I've said before, so starting from now I will call the levels as Level x part x (e.g. Level 7 part A or something like that).

With that said, check out some screenies of the progress on Level 4 part A:

Image
Image
Image
Image
Image
Image

This first part of the level is almost done, just some scripting here and there, and as you can see the lighting is done. Note that Level 4 Part A is mainly a linear level layout with no more than some robot fights and no real targets, as the main targets of the mission (keys, puzzles, etc) are on Level 4 Part B. Part A is rather somekind of D1 style level architectural showcase showing a bit of influence from Orion Nebula Project just for the sake of it (as homage to that mission that I like very much).

-

Oh, and before I forget, check out some screenies of the contributions made for Pumo Mines by other level authors:

First of all, some pieces of what's goin' to be Level 8, made by Blarget:

Image
Image

And, a great contribution made by one of the best level authors out there, some pieces of what is goin' to be Level 11, made by DarkFlameWolf! (originally was part of her Azaran Zodiark level):

Image
Image

And I think that's all for now. Will post more of Level 4 progress hopefully soon.
Last edited by Pumo on Tue Oct 18, 2011 9:26 pm, edited 2 times in total.
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
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Re: Pumo Mines Thread

Postby karx11erx » Tue Oct 18, 2011 4:43 pm

Yo! :thumb:

WB, Pumo. Nice to see you here again. :)
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Re: Pumo Mines Thread

Postby Pumo » Tue Oct 18, 2011 5:25 pm

Hehe, thanks. I'm glad to be back here on my favorite forums. :)
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
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Re: Pumo Mines Thread

Postby Sapphire Wolf » Tue Oct 18, 2011 8:27 pm

Nice work for those who did those!

BTW, you made a typo on DFW's gender :P
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