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Below are the 13 most recent journal entries recorded in Making Zeliard 3D's LiveJournal:

Monday, August 11th, 2014
12:53 pm
[watchful_shadow]
Wednesday, March 26th, 2014
2:37 pm
[watchful_shadow]
Tuesday, March 27th, 2012
7:23 pm
[watchful_shadow]
3 years since last checking in here.

actually had absolutely no time for this so far due to multiple activities elsewhere. but, well, I'm still trying.
Tuesday, May 5th, 2009
9:05 am
[watchful_shadow]
well, I dunno if anyone else still reads this, but here I go again, trying my way through the sea of unknown :))

as a matter of fact, more and more often I run into the fact that I don't know some low-level basics everyone is aware of, it seems. so there's a helluvalot of a problem to find the needed info sometimes.

then again, Blender is fantastic in that sense, that, since its developement is a permanent go-on, a lot of noob-4-noob info surfaces here and there, solving a lot of troubles.

for instance: http://wiki.blender.org/index.php/Doc:Tutorials/Game_Engine/YoFrankie/A_Low_Poly_Tree - a pretty sweet video tutorials for making a low-poly tree.

http://www.blender.org/documentation/htmlI/x3363.html - symmetrical modelling. quite a torturous thing unless you know how it is done.

http://www.blender.org/development/release-logs/blender-242/mesh-tools/ - nifty tools for merging.

ok, enough of this, we're mostly talking about Zeliard here.

it is a truly fascinating game$ even now, 21 years after its initial release it is surprisingly detailed, which is especially astonishing if you know how limited were graphical abilities of PCs those years. Still, using only 64 colours and extremely low-rez graphics, Game Arts produced an anime-styled game with a very distinct feel and atmosphere, and surprisingly catchy characters, even those townfolks, those seem to be below 1000 pixels (not polygons!) each :)



The same is about monsters and bosses.

Caverns are heavily populated, but it seems only Peligro features more than 4 strains of monsters (there's an 'extra' monster - a magical bat), so its bestiary isn't too large.

for now I'm focused on modelling monsters.

any kind of help is dearly appreciated ;)
Friday, May 1st, 2009
12:25 am
[watchful_shadow]
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Tuesday, April 28th, 2009
12:14 am
[watchful_shadow]
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and back in 1987 it was...

Saturday, April 25th, 2009
9:57 pm
[watchful_shadow]
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Hello?..
Sunday, February 10th, 2008
2:30 pm
[watchful_shadow]
Thursday, February 7th, 2008
12:39 pm
[watchful_shadow]
Wednesday, February 6th, 2008
1:50 am
[watchful_shadow]
Tuesday, February 5th, 2008
4:29 pm
[watchful_shadow]


Remember those idols at the sides of the screen?

than you'll probably recognize thisCollapse )
Thursday, January 31st, 2008
12:00 pm
[devil_orion]
Ok, now we have a community here :)
Few words about the engine...
Since there's still no suitable engine for our demands, I decided to try XNA framework to build our own. XNA is a powerful and easy-to-use framework based on C#. It supports all dx9 and dx10 features, so I guess it's a pretty good candidate.

We are making our first steps. It's hard, but 'no pain, no gain', eh? ;)

Now the sad part: we desperately need creative people. HLSL programmers, 3D modelers, character animators and texture artists. Without them - we're pretty much screwed.
So if anyone can help - you're welcome!

Models supposed to be anime-styled, cell-shaded. That's our vision of the Zeliard world.

Well, I guess that's all for now.
Wednesday, January 30th, 2008
11:43 am
[watchful_shadow]
First Post
Hello, world.

As you may see in our profile, that be da relaunch'd project of RE:making an ol' love classic game Zeliard, bringing its glory to 3D.

Have you ever beaten Jashiin?

Well, despite the project was initiated in 2005 (quite long ago), little success had been known so far.

Anyway, here go some of the examples of previous attempts.

Using Heretic II engine (with Quake Army Knife):

HereticCollapse )

'Twas really easy and fun to work along with it, however, Heretic II doesn't support alpha-channel textures (16-bit colour only), which makes it quite useless for our purposes, since those underground forests near Bosque village would surely require alpha-channeled leaves textures.

Frustrated we moved on to try the fate with Quake III engine, which proved to be way more advanced - and way less handy:

QuakeCollapse )

However, it wasn't really enjoyable to work with Q3, since its possibilities are now looking too discouraging, so we're looking for alternatives, while studying the other necessary tools such as Blender3d.

Any assistance is extremely welcome.
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