Topic: Project Champion

Hey guys... first post in this part of the forum, and I would like to share with you some character designs for a game that i am working on as a solo project. The game itself is based on and pays homage to a game I played as a kid on the Sega Genesis. And this game was called Eternal Champions, which is a game that I hold very close to my heart. I am hoping to have 12 playable characters with full detail and personality.

The purpose of this project is to portray a level of stylised realism and detail that I hope works for all players... here are the first two characters and variants (which I also hope pushes the need in UFE for alternate attires and models). In these screenshots I am using a test level to show the detail and shading quality I am going for. Once the models are in levels, their details will show even further...

Textures created in Substance Painter

I look forward to the feedback smile

In Engine Screenshots

https://dl.dropboxusercontent.com/u/158971/AIko-Renders.jpg
https://dl.dropboxusercontent.com/u/158971/Blade-Cop-and-Supersoldier.jpg

High Res Models

https://dl.dropboxusercontent.com/u/158971/Black-Ops-Mercenary-3.png
https://dl.dropboxusercontent.com/u/158971/Aiko-Ninja-Renders.jpg
https://dl.dropboxusercontent.com/u/158971/AIko-Head-Shot.jpg

Re: Project Champion

Looking good! I also think ufe would do itself a fair by having some alternate appearances beyond a darkened texture. Welcome aboard.

Share

Thumbs up Thumbs down

Re: Project Champion

Thanks man.  This is a feature that should be top priority especially for models that are highly detailed. And I hope level transitions will be added later as well.

Re: Project Champion

KRGraphics wrote:

Hey guys... first post in this part of the forum, and I would like to share with you some character designs for a game that i am working on as a solo project. The game itself is based on and pays homage to a game I played as a kid on the Sega Genesis. And this game was called Eternal Champions, which is a game that I hold very close to my heart. I am hoping to have 12 playable characters with full detail and personality.

The purpose of this project is to portray a level of stylised realism and detail that I hope works for all players... here are the first two characters and variants (which I also hope pushes the need in UFE for alternate attires and models). In these screenshots I am using a test level to show the detail and shading quality I am going for. Once the models are in levels, their details will show even further...

Textures created in Substance Painter

I look forward to the feedback smile

In Engine Screenshots

https://dl.dropboxusercontent.com/u/158971/AIko-Renders.jpg
https://dl.dropboxusercontent.com/u/158971/Blade-Cop-and-Supersoldier.jpg

High Res Models

https://dl.dropboxusercontent.com/u/158971/Black-Ops-Mercenary-3.png
https://dl.dropboxusercontent.com/u/158971/Aiko-Ninja-Renders.jpg
https://dl.dropboxusercontent.com/u/158971/AIko-Head-Shot.jpg

Recently I was revisiting Eternal Champions, and I seen your forum post and thought of the game then I seen that your game was paying homage to it smile

Character design is very good, can't wait to see what the gameplay will look like!

Share

Thumbs up Thumbs down

Re: Project Champion

I am looking forward to creating the animations and getting it working properly in UFE. I was playing EC last night (I am creating my own designs, and the sprites are inspired by it) and really felt it needed to be revisited especially for old school gamers

Also too, does the start point of each level have to be 0,0,0? Because I am creating environments that extend into each other, such as I have a level that starts inside and will eventually spill outside. (Basically I modelled the entire level completely and wanted to change the battle location) But if that is not possible,  I will have to model the outdoor level separately and change the origin. Not a big deal but can be a hassle if you have a LOT of assets.

Here are some more detailed shots of the characters. This is pretty much the level of detail I am aiming to achieve with the characters and the levels.

https://cdn2.artstation.com/p/assets/images/images/002/433/346/large/k-c-riley-project-eternal-testscene-main-camera-2016-04-26-10-48-48-2200x3000x2.jpg?1461682774
https://cdn0.artstation.com/p/assets/images/images/002/433/352/large/k-c-riley-project-eternal-testscene-main-camera-2016-04-26-10-49-28-2200x3000x2.jpg?1461682780
https://cdn3.artstation.com/p/assets/images/images/002/433/351/large/k-c-riley-aiko-unity-textured.jpg?1461682777
https://cdn0.artstation.com/p/assets/images/images/002/433/360/large/k-c-riley-aiko-unity-shaded.jpg?1461682930

Re: Project Champion

Hey guys... just stopping thru with some in engine shots showing the look development of my game... trying to be careful with veering too close to the uncanny valley... and working on my training level which is in progress... enjoy

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-05-02%2017.47.57.png

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-05-02%2018.24.17.png

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-05-02%2018.26.33.png

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-05-02%2018.27.15.png

Re: Project Champion

Nice blurred background shots, nice dojo, what are your build target platforms? PC? Console?

Share

Thumbs up Thumbs down

Re: Project Champion

I'm focused on PC development. And running this on my laptop, hoping to get it running soon. It is a lot of work to get these models detailed. The blurred shots are just for screenshots... I may use this in triggering fatalities.

The dojo has an outside, but UFE doesn't support multilevel stuff yet. And I'd have to rotate the dojo for outside parts.

9 (edited by KRGraphics 2016-05-07 08:05:40)

Re: Project Champion

Morning guys... decided to post some more eye candy for you... Renders of the first level designed for this game. I call it the Sanctuary, where you will spend most of your time training in the game. One of the major challenges for this level was that it is being textured COMPLETELY with substance designer.  And also the lighting was hard to get correct, but I nailed it... I also have an outdoor portion planned, but it will require me to rotate the ENTIRE level 90 degrees to keep the X and Y axis playable (which is not a big deal but if I want to have level transitions, which I hope gets into UFE soon). The outdoor versions of this level, I want the dojo to be displayed PROUDLY in the background.

In game Fight View:

https://dl.dropboxusercontent.com/u/158971/TheSanctuaryGameView.jpg

And some shots of the level that you will never seen in the final game, but I wanted to show how large the room is... and the textures are unfortunately going to be muddy up close (limiting environment textures to 2k, especially for assets you will never see)

https://dl.dropboxusercontent.com/u/158971/The%20Sanctuary%20Wide%20Shot.png
https://dl.dropboxusercontent.com/u/158971/The%20Sanctuary%20Far%20Shot.png

It is still a Work in Progress, just need to texture the shoji screens and add props like weapons and other relevant items. And speaking of Works in Progress, we need a separate forum here for that smile

Re: Project Champion

Those are some nice looking stages! smile

Share

Thumbs up Thumbs down

Re: Project Champion

Thanks man. I should be done with it by tonight. Gonna do another pass on this,  adding rot and dust on the wood. In the shrine, I'm going to add a paper torch for some added contrast and interest. The shoji screens in adding later will have holes in the to add to the age.

Re: Project Champion

Hey guys... quick favour... could this be moved to the showcase? I have a lot more to show than characters...? Thanks...

Re: Project Champion

Good morning guys... been away for awhile and I have made some visual improvements to my game level...  and started work on the Fight UI... which is awesome.

Screenshots:

https://dl.dropboxusercontent.com/u/158971/Project%20Eternal%20-%20Sanctuary%20-%20SceneCamera%20-%202016-06-10%2009-54-49%20-%201920x1080x1.png
https://dl.dropboxusercontent.com/u/158971/Project%20Eternal%20-%20Sanctuary%20-%20Fight%20Camera%20-%202016-06-10%2009-55-08%20-%201920x1080x1.png
https://dl.dropboxusercontent.com/u/158971/Project%20Eternal%20-%20Sanctuary%20-%20SceneCamera%20-%202016-06-10%2009-55-00%20-%201920x1080x1.png
https://dl.dropboxusercontent.com/u/158971/Project%20Eternal%20-%20Sanctuary%20-%20SceneCamera%20-%202016-06-10%2009-58-35%20-%201920x1080x1.png
https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-06-10%2009.46.40.png

Now I need to add one more fight meter which is for the characters inner abilities... like in Killer Instinct, there are two meters... is it possible for us to add a second meter... and also I would like this thread to be moved to the showcase... thanks guys

Re: Project Champion

there is a way to add an additional meter but its very tedious and mildly difficult if you dont know what youre doing. but the first step is going through every single code doc (you need source) and make copies of each time the current gauge is referenced and change the copy to your secondary meter.

the only problem is knowing how much needs to be copied ive almost figured it out. i have my moves editor wndow to show my secondary meter but i cant get it to fully wor without error. but im very close.

Eternal Rift Studios
    Current Projects:
         Destined Soels
Always happy to help when possible. If its something pretty minor ill just help you out. But i do commissions as well. Hit me up if you need a commission.

Share

Thumbs up Thumbs down

Re: Project Champion

I am also doing my UI from scratch... using the scripts from the UFE folder, but I can't get any of this to work sad... is there something I am doing wrong? Here is my finished Main Menu UI, and I am adding other UI stuff... just need to get it all wired up...

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-06-10%2020.03.22.png

Re: Project Champion

Whats the problem? they dont work when you click them?

Eternal Rift Studios
    Current Projects:
         Destined Soels
Always happy to help when possible. If its something pretty minor ill just help you out. But i do commissions as well. Hit me up if you need a commission.

Share

Thumbs up Thumbs down

Re: Project Champion

Unfortunately no... even when I hit play in the editor to test it... maybe it will work once I get all of the UI up and running... I am using the scripts that were in the samples, but using my own assets smile

Re: Project Champion

use the ones from the templates folders. it works for me

Eternal Rift Studios
    Current Projects:
         Destined Soels
Always happy to help when possible. If its something pretty minor ill just help you out. But i do commissions as well. Hit me up if you need a commission.

Share

Thumbs up Thumbs down

Re: Project Champion

Yep, I'm using the scripts and have my ui prefabs set exactly as I want...(I reverse engineered the ui prefabs and repeated in my own UI how it was made) and I learned that UFE creates a canvas for you at runtime... just sweet. So I will have to fix my UI a bit.

20 (edited by KRGraphics 2016-06-11 19:43:51)

Re: Project Champion

I fixed the issue I was having... when I created my UI initially, it had a canvas scaler on it, and I just deleted it...

Now I am trying to put the post effects back onto my UI, but it is currently impossible...

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-06-11%2020.39.37.png

On the original setup, I had posteffects and was gonna add particles... is there a way I can get my post effects back?

Re: Project Champion

Good morning guys... I am doing a test of my UI after some successful testing and when I hit play in the editor, when I hit something like options, the game will freeze... is it supposed to do that...? I am using the scripts from the folder...

Here are some more UI that I put together last night... I still have more to do, but when I test it in the editor, it freezes...

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-06-12%2002.07.21.png

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-06-12%2008.24.41.png

22 (edited by KRGraphics 2016-06-14 23:04:23)

Re: Project Champion

Hey guys... just passing through with a quick post update, getting used to setting up my UI screens... and I do have a question about custom style UI's... is it possible to set up the character select screen like in MKX with the thumbnails of all of the levels in the game...

Here is a mockup of what I am trying to do in UFE...

https://dl.dropboxusercontent.com/u/158971/ProjectEternalSelectMockup.jpg
https://dl.dropboxusercontent.com/u/158971/ProjectEternalSelectMockup2.png

Now the problem I will probably run into is the prefabs are set up based on your prefabs, and I wanted to get away from that... so will be easy to pull off in UFE? I'm playing Dead or Alive... and now I am inclined to use a full screen image of the level with a mask as a border with the icons... kinda like this:

https://dl.dropboxusercontent.com/u/158971/20160614_234853.jpg This is a capture of Dead or Alive 5
And with the ability to select variants of a level such as weather and fog...

How easy will this be to assemble...?

https://dl.dropboxusercontent.com/u/158971/Select%20Screen%20Mock.png

I kinda like this one.. now will this be possible with UFE? Trying to get away from the street fighter feel

23 (edited by KRGraphics 2016-06-18 06:17:19)

Re: Project Champion

Good morning guys... just taking a moment to figure out where the ground should be in the fight arena since this isn't explained well in the manual. On the right screenshot, I had to pull the entire level down until the grid in Unity could be seen (which I think what UFE is expecting). Originally I have this thing raised above the grid which is realistic if I were building a world... my question is, if I run the game, do I have to do this for EVERY level I build, make sure that grid is showing (which is very constricting design wise) or is UFE looking for that ground plane mesh with the collider? I have very detailed levels that are built to scale and it would weird to have to force all of them to make sure that grid is showing at 0, 0, 0.

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-06-18%2006.36.32.png

And here is another level I am putting together, where I had to move the entire thing to ensure the fighters stay within 0, 0, 0... perhaps we could have a feature that allows for grid offset... and unless I know that UFE is looking for that ground plane, I will have to keep moving this around.

This is a WIP of the Immortal Valley level... I am still modeling the rest of the level which looks vast and huge... I will add the other side of the mountain and start detailing it... I also had to change the camera height on this level, but I assume ALL of the cameras in the UFE world has to be set this way. Is it possible to add a positional override for the game per level, or will I have to model my levels around this too... also how do you handle larger characters? (take for example, Aganos and General RAAM in Killer Instinct who are REALLY BIG guys and the camera is pulled back slightly to fit them in. My games' tallest character is 7'4")
https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-06-18%2006.47.34.png

Thanks

Re: Project Champion

I do believe the ground plane needs to be at 0,0,0.

Share

Thumbs up Thumbs down

25 (edited by KRGraphics 2016-06-18 10:24:46)

Re: Project Champion

If that is true, this complicates my level design. Start points are always on X, and I would have to make sure that all of my level geometry is always zeroed out and the fight origin is at 0, 0, 0. I will have to move entire levels to work correctly

Edit: This also means placing my ground collider at 0,0,0 and modeling around that