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You Look Like You've Seen A Ghost
By: CrackaPolly
On: Tue, 17 Feb 2009

Been a while since any dev journal so here is a new one. This is about the expression system that will be in 2.3

The system works by monitoring the player state by measuring things such as health, time since combat, if they were hit recently, etc. and generates a player state similar in ways to how an AI works. This state is then used to chose a particular facial animation to apply as the base facial layer. Next the game also has an additional layer for very quick facial scenes such as when you are hit, or when you pickup food, etc. Finally on top of that are the vocal scenes. These scenes are to be authored with mainly mouth movements with only minor expressions baked into them since our system will already be supplying the majority of the facial animation already. This will make the characters feel more alive as they duel and enter all sorts of mayhem.

Here are some samples:












Comments(58)


The Progress of Frostbite
By: Jahhur
On: Fri, 19 Dec 2008

Greetings,

There haven't been any frontpage updates nor dev journal entries lately so I decided to write something to show that at least one of us is not playing Left 4 Dead 24/7.

I went through my map folder and found some old versions of Frostbite and thought it would be fun to show them to the community (and some new stuff of course).

When I first started making Frostbite I had absolutely no idea what it was going to be like gameplay-wise. The last map I made, Forgotten, had a desert environment so this time I decided to go with the opposite. Now Forgotten should have taught me that planning a map and drawing a layout is always a good idea, but unfortunately I'm an idiot and just started to put stuff together in the editor (just like in Forgotten...) and came up with something like this:



Behold the very first version of Frostbite (for you non-finns, the map's name in upper right means "xsnowstuff") The map was supposed to be a lump of snow and ice in middle of an ocean with icebergs in the skybox slowly passing by. Doesn't sound too exciting. I couldn't even decide if it would be territory or booty gamemode. Also having a large open space is not good for performace because everything would be visible no matter where the player is.

I realized the map had no future and decided to go with more Forgotten-like environment, except in snow:





Took couple building parts from the first version and started to build a castle and a mountain around them. The map was going to be booty mode, this being the path between pirates and knights. Next I started with knight's base:





Looks familiar? Cathedral was originally a part of Frostbite. Unfortunately at this point I felt that the map was going to be way too much like Forgotten. And if this cathedral was supposed to be knight's base, enemies with chests would have no chance to escape from archers.

I wanted to try something new and decided to turn the map to Holy Grail mode. This would give me more freedom because there wouldn't have to be balanced bases and routes for each team.



This was the first Holy Grail version of Frostbite. It was big. Way too big to be exact. Being a heavy knight in this version was far from fun. I wanted to fix it without having to redo lots of areas so first I cut out the cathedral and turned it into separate map. Then removed the area on the bottom of the image and replaced it with the broken corridor part from the top.

After having redone the lightning way too many times it was finally ready for release.

...

And now after having redone the lightning couple more times it should soon be ready for 2.3.

Almost all the other maps, including 2.2 Frostbite, had bright white daylight. For 2.3 I tried some warmer yellow light, changed the sky from day to sunrise and added some haze and snowflakes:



And I might aswell post a pic of 2.3 Cathedral:



Comments(17)



 
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