Author Topic: Album: Project Vaulderie  (Read 7992 times)

Offline Signothorn

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Album: Project Vaulderie
« on: May 05, 2014, 04:57:32 PM »
[smg id=13 type=media_album details=no_name]
« Last Edit: May 09, 2014, 08:30:09 PM by atrblizzard »

Offline atrblizzard

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Album: Project Vaulderie
« Reply #1 on: May 05, 2014, 06:08:38 PM »
« Last Edit: May 05, 2014, 06:27:40 PM by Signothorn »

Offline atrblizzard

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Album: Project Vaulderie
« Reply #2 on: May 05, 2014, 06:09:56 PM »
« Last Edit: May 05, 2014, 06:28:05 PM by Signothorn »

Offline Leorgrium

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Re: Album: Project Vaulderie
« Reply #3 on: May 05, 2014, 07:57:38 PM »
Great work! :D

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Offline Wesp5

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Re: Album: Project Vaulderie
« Reply #4 on: May 05, 2014, 10:57:03 PM »
I've only seen the first video yet, but what I noticed at first is that the whole level looks very dark, probably because the static lighting wasn't done and the lights were not dynamic either. But if I understood your comment this is being worked on. Another smaller issue is that the door of C. Moores Coffee shop was missing and I bet the one for the Smoke Shop was missing too. Both were added by the UP and I think you should include them too! A lot of background buildings have no doors but I figured at least the ones mentioned on the maps should have one, in case people would add levels for them!

Offline Stephen_Webb

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Re: Album: Project Vaulderie
« Reply #5 on: May 06, 2014, 02:20:22 AM »
The lighting is actually a lot better than it appears in the video. I need to not rely on my recording software so much and right a script to take screen shots every frame when the games running so it captures all the detail in its glory, then into after effects and boom. Done. I'll definately look into missing doors, and also other ways we can open up possibility for players to add new content. I haven't fully decided yet, but there might be something along the lines of a primitive editor to build brushes like hammer had - its probably just easier though to do the modeling in maya or max and simply drop the item in to the resource folder of the game project and then access it in the editor and drop it in as a static object for buildings or rooms etc.

Offline clatus86

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Re: Album: Project Vaulderie
« Reply #6 on: May 06, 2014, 03:25:11 AM »
   Looking great guys, this is what its all about!!  :vampwink:

Offline atrblizzard

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Album: Project Vaulderie
« Reply #7 on: May 07, 2014, 01:29:18 AM »
Project Vaulderie - Multiplayer Update 1 (WIP)

Here's a sneak peak regarding an early multiplayer prototype. Please bare this is far from being finalized, as it's an early rough demonstration.
« Last Edit: May 07, 2014, 01:31:44 AM by atrblizzard »

Offline Signothorn

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Album: Project Vaulderie
« Reply #8 on: May 13, 2014, 04:00:16 PM »

Offline Rick Gentle

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Re: Album: Project Vaulderie
« Reply #9 on: May 13, 2014, 08:12:55 PM »
Obfuscate fade-in/fade-out effect is awesome. About how much does shooting out a light/lurking in shadows boost your Stealth? +2 to the feat, or something?
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Offline Nosferatu Numbers Station

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Re: Album: Project Vaulderie
« Reply #10 on: May 14, 2014, 07:51:36 AM »
Obfuscate fade-in/fade-out effect is awesome. About how much does shooting out a light/lurking in shadows boost your Stealth? +2 to the feat, or something?

Going by the original stealth mechanics Bloodline has, it would just lower the detection bar/radius.

But I do love that he is adding this, really helps immerse you into being the predator and not the prey.
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Offline Wesp5

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Re: Album: Project Vaulderie
« Reply #11 on: May 14, 2014, 09:22:55 AM »
But I do love that he is adding this, really helps immerse you into being the predator and not the prey.

I agree. Besides the Thief games much too few games have destroyable lights! So all of the lighting is dynamic in Unity or did you have to do something special?
« Last Edit: May 14, 2014, 09:26:48 AM by Wesp5 »

Offline dbs

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Re: Album: Project Vaulderie
« Reply #12 on: May 14, 2014, 11:32:11 AM »
Really impressive stuff. Surprised (pleasantly) with how you guys are already starting to look at things like multiplayer and additional content. You guys weren't kidding about making the definitive version of Bloodlines.

Offline Wesp5

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Re: Album: Project Vaulderie
« Reply #13 on: May 14, 2014, 12:06:41 PM »
Surprised (pleasantly) with how you guys are already starting to look at things like multiplayer and additional content.

Judging from the comments people are more interested in a MP game or mini-MMO in the world of Bloodlines than just a remake of the game itself. Maybe you should indeed start again with a MP demo to get attention before taking on the single-player game, which I still believe may be too much work for just two people ;)!
« Last Edit: May 14, 2014, 12:09:24 PM by Wesp5 »

Offline atrblizzard

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Re: Album: Project Vaulderie
« Reply #14 on: May 14, 2014, 05:13:34 PM »
Judging from the comments people are more interested in a MP game or mini-MMO in the world of Bloodlines than just a remake of the game itself. Maybe you should indeed start again with a MP demo to get attention before taking on the single-player game, which I still believe may be too much work for just two people ;)!

There are mixed feelings about this, many favor the multiplayer or a mini-MMO because of what happened to WoD MMO while others still would like single-player to come out first. Either way the game is being built with the editor in mind along with networking, which is why the multiplayer term is used ambiguously. Everything is built with networking in mind from the beginning to get every major component and the core to communicate between themselves via networking too. We'll keep on working on the multiplayer elements but as I mentioned in the past many times, anything that gets done for single player will work in multiplayer and vice versa, minus the networking and of course, leaving each where it makes sense.

I often think people highly confuse the intention of this project, but we want to make sure it's going to be the Bloodlines we know and love, with additional improvements where it make sense to be implemented, and for it being an MMO wouldn't feel right at all, because the hub maps alone are not as big, especially not Santa Monica. Story teller mode, co-op, and additional role playing are going to be an option, but an MMO is pretty far fetched. We can provide the same MMO feeling and all, but pulling off such a huge scaled MMO will require a high amount of man power and networking services that can accomplish this.