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The SR Project - Ghost in the Shell
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Russel
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PostPosted: Sat Aug 01, 2009 4:57 am
   Subject: The SR Project - Ghost in the Shell
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I'm not entirely sure how to go about saying this. So here it goes I guess.

This is a mod that I've been doing much tinkering with and scrapped any times, restarted many times, and acrapped again. Now I'm starting completely over and am asking you all for help.

Something to keep in mind throughout production:

The purpose of this project is to create scenarios and simulate gameplay that is usually not seen in a Wolf3D mod.

Now, with that said, the different positions that will need to be filled for this project:

    Code
      
    This project will have many new features to fulfill the
      
    'create scenarios and simulate gameplay that is usually
      
    not seen in a Wolf3D mod' and therefore will need
      
    several coders.
    Graphics
      
    Many artists will be nice as there will need to be new
      
    walls, ceilings, floors, actors, objects, player weapons,
      
    etc. I will supervise all the graphics and make sure that
      
    they fit together and look like they all belong in this
      
    mod. Most will come from concept art done by me and
      
    finished by the artists. (some 128x128, not high res*)
      
    NEED PALETTE
    Levels
      
    This project will contain only a few levels, however, the
      
    levels included will be large (128x128).
    Music (FILLED)
      
    Enough said?

If I left anything out, mention it. Either way we will eventually figure it out.

*for the sake of not going into a complicated discussion of why, I’ll leave it with saying that it will become usefull/apparent later.

I just put up a dev forum, so those working on it will be able to comunicate there.

If any of you are seriously interested in helping out, I'll PM you the link.

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PostPosted: Sat Aug 01, 2009 6:56 am
   Subject: Re: The SR Project - Ghost in the Shell
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Quote:
to create scenarios and simulate gameplay that is usually not seen in a Wolf3D mod.


I feel it'll be too general description for people to decide if they'll be interested or not.
You didn't list even one concept, one coding feature.....

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Russel
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PostPosted: Sat Aug 01, 2009 10:25 pm
   Subject: Re: The SR Project - Ghost in the Shell
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You're right, sorry about that everyone. I'm still sorting everything out myself, but I guess I can give a short list of things I have figured out.
    ~128x128 sprites for large textures (not high res) the main reason for this is because... well, lets just say an object in the last level.
    ~Start up to menu (save title screen for a later, more cinematic opening)
    ~Every boy does 3 planes right? so why not go the next step with, well, let's say 'fake' floors above and below the one you're on. My idea is a bit complicated to explain. I figured that a fourth plane could hold wall textures, like the first, and a fifth could say how many time to repeat that above and below the plane one wall. The third plane would just also have to have an empty floor texture just like every has for the ceiling so you an see the sky. Make sense?
    ~'Non-enemy' actors
    ~friendly actors? <- not sure about that one
    ~new weapons
    ~...a bunch of the now standard new stuff

Lozer_42 and I talked a bit on aol (#3 above) and he said 'why not just do this in doom?' and I replied 'No one has done this in wolf.' and after some more talking he agreed that it would be pretty cool if I could pull it off.

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PostPosted: Sun Aug 02, 2009 1:02 am
   Subject: Re: The SR Project - Ghost in the Shell
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Russel wrote:
Lozer_42 and I talked a bit on aol (#3 above) and he said 'why not just do this in doom?' and I replied 'No one has done this in wolf.' and after some more talking he agreed that it would be pretty cool if I could pull it off.


Hey, I'm a sucker for cool ideas, that's why I volunteered to help with music. That is my forte. (pun intended) I'm not all that great at anything else and with everything you talked to be about earlier, I would like to see this go somewhere.

Though at the moment, almost everyone I'd recommend is busy working to finish Sonder.

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PostPosted: Sun Aug 02, 2009 4:44 am
   Subject: Re: The SR Project - Ghost in the Shell
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Lozer_42 wrote:
Though at the moment, almost everyone I'd recommend is busy working to finish Sonder.

...as part of what we call "Team Raycast". But the thing is that "Team Raycast"s planned projects go beyond Sonder and include "Secret of Eridu", and Sonder's sequels (at least 1)....so I'm not sure you should wait.
I don't know if 100% of them will stay for Eridu, but I think most of them will. Anyway, even if some will decide to abandon after Sonder 1, I hope that Sonder potential success will make it easy for me to attract other members to "Team Raycast"...like Richter for example Smile Though if all current "Team Raycast" members will stay - I have no need for more.

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PostPosted: Sun Aug 02, 2009 10:40 am
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Sonder is my first priority now, and I'll probably stay for Eridu, since I think that mod has a lot of potential. But I'd still like to help with mapping, maybe just a couple of maps, it depends how much free time I have. But working together with Kris is always a good thing. Smile

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Russel
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PostPosted: Sun Aug 02, 2009 6:04 pm
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I had a feeling that this would be the case. And thanks Ron, though, as you can probably guess, it will be a while before any mapping is done. At this moment I'm looking for someone with mad coding skills (or anyone that aspires to have mad coding skills), if we could talk about this project one on one so I could give you a clear picture of what I need...

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PostPosted: Sun Aug 02, 2009 8:29 pm
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I guess the big problem is is that there are so few people on at the moment. And almost everyone that still visits regularly is in fact apart of Team Raycast. Oh, and I got that song done for you. I'll email them all four them to you later. The idle heart beat one for the intermission is a bit menacing if you listen to it for too long.

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PostPosted: Tue Aug 04, 2009 1:03 am
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Lozer_42 wrote:
Hey, I'm a sucker for cool ideas, that's why I volunteered to help with music. That is my forte. (pun intended) I'm not all that great at anything else ...
I think you underrate your maps a bit. Smile
Russel
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PostPosted: Wed Aug 12, 2009 12:16 am
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Hi everyone, I have not completely given up on this project. Lately I've been doing some sketches in Photoshop It's nothing to shout about but I'm still working on this.

This is just a sketch I'm doing of the player. I'm not very good at faces. So I'll be a while. Though what you see here is really the extent of my artistic talent. Cartoony - which is definitely not the style I'd like for Ghost.

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PostPosted: Wed Aug 12, 2009 2:26 am
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Actually, if you take out all the color, Ghost In The Shell - at least in the episode I saw - did in fact have cartoonish, Japanimation-like artwork. What they did differently is the shading of the colors. Ghost uses life-like colors as opposed to the normal cartoonish colors you see in Sonic The Hedgehog and Pokemon.

I've actually laid out how to make "life-like" shades of red, blue, and green now, but shades of Yellow, Brown, and other colors are trickier to figure out. I can submit the GIFs of my current palettes if you'd find them of value (BMP format is also an option). Smile
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PostPosted: Wed Aug 12, 2009 8:58 am
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Not to speak for Russel, but from what I understood by our talks on aim is that he wanted to at least match the detail of the original Wolfenstein even though, yes, Ghost in the Shell was originally a cyber-punk anime. I've always found more detailed things in mods to be easier to look at rather than solid colored cartoony stuff that your average joe could whip up in mspaint. That and it adds value to the project. To me it shows a 'yes we care about everything'.
This is just my opinion though.

I've seen some of the TV show (liked most of what I'd seen) and actually only just saw the movie a short while ago. (the 1995 one that inspired the making of the Matrix) .

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PostPosted: Wed Aug 12, 2009 3:49 pm
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Ghost in the Shell is one of my top 10 Animes. It was use to be on Adult Swim on Cartoon Network. I'll really play this when its done or maybe beta test.

Lozer_42 wrote:
I've seen some of the TV show (liked most of what I'd seen) and actually only just saw the movie a short while ago. (the 1995 one that inspired the making of the Matrix) .


Its the Animatrix

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PostPosted: Wed Aug 12, 2009 6:29 pm
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Richter Belmont wrote:
Lozer_42 wrote:
I've seen some of the TV show (liked most of what I'd seen) and actually only just saw the movie a short while ago. (the 1995 one that inspired the making of the Matrix) .


Its the Animatrix

The Wachowski brothers admitted to have been heavily influenced by Ghost in the Shell when making the Matrix trilogy. And when you see the two right after the other, it's not hard to see some of the similarities.

And now away from the movies...

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PostPosted: Wed Aug 12, 2009 6:36 pm
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Well thanks, Richter Belmont, when the time comes for testers I ill be sure to let you know.

For the sake of not getting into a huge discussion, what Lozer_42 said is pretty much the case. More detail work just looks better. (Yay for circular reasoning...)

Tricob, if you have something you are willing to share, I would be more than happy to take a look at it. It might be a bigger help than either of us realize. Smile

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PostPosted: Thu Aug 13, 2009 2:34 am
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At the current time, I have three sets of "lifelike" colors I'll send you. The "sepia" and "flesh" sets are from NeoPaint, and the "Lifelike" palette is the one I created from scratch.

"Lifelike" includes life-like shades of the color green. You might find it interesting to replace Hexen's cartoonish shades of green with these, and checking it out in the game. Smile

I think I can approach making those Yellow and Blue-Green shades now, but shades like Brown and Flesh will still be a pain to figure out ...
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PostPosted: Thu Aug 13, 2009 4:47 am
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Tricob wrote:
I think I can approach making those Yellow and Blue-Green shades now, but shades like Brown and Flesh will still be a pain to figure out ...

You could try messing with the hue and saturation of the ones that came with wolf.

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PostPosted: Thu Aug 13, 2009 6:27 pm
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Lifelike color shades aren't that hard to achieve, most of the time it's just a matter of desaturating the colors quite a bit. Modern games take the concept a bit too literal sometimes, using only heavily desaturated colors.
The more difficult thing with painting would be to achieve realistic/believable lighting. Just painting and shading makes the art look cool, but when you actually take time to think of how a character will be lit and successfully imitate it, that's art.
Sorry if I didn't make much sense, lol. Very Happy But things like indirect lighting, reflections and lights from difficult angles take some time to paint, but makes it look great.

Anyhow, the outline looks very neat and clean, Russel. Can't wait to see more! Smile

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PostPosted: Thu Aug 13, 2009 7:15 pm
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Colored

@Meta Overloard - that's the majik of a waccom tablet. And speaking of shading... there's none here...

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PostPosted: Fri Aug 14, 2009 1:04 am
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Nicely done, Russel! Wish my drawings of people looked that good. Too Cool
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