Better Soshiant Videos
Here are two higher-resolution in-game videos from Soshiant: one (~90MiB) and two (~86MiB).
Here’s another video (~71MiB) showing some characters from concept, through modeling, to animations.
Note that our engine is not even in alpha. There are many bugs present, most of with are level design bugs due to our rush for the exhibition (camera placements and transitions, characters occasionally going through walls, Soshiant’s hand not being aligned with the ledges he is hanging from, etc.) But there are some engine bugs too, like the character’s hair getting stuck in a wall or ground, or the character jumping from one position to another, or the shadows poping here and there. All you see is subject to improvement, change or both.
Also, these videos are compressed with the irreplaceable Xvid codec. The third video, which is the only one with sound, features one of our original sound-tracks, composed and played by our multi-talented concept artist Soheil Danesh.
I would be very happy to hear your feed back on any and every aspect of these videos.
Hence I can’t download the videos due to my holy lightning dial up speed, I’ll watch them via a friend or to finally, but I’ve seen it and I already appreciate with every pixel of me.
You and your work is like a motivation for me, I’m constantly thinking about your game and that drives me into going forward, working [hard] and trying to catch up with you people.
This blog is such a hard stone on my back, constantly reminds me of how bad my English is and how ignorant I am of C++ (that I shouldn’t be) and the things that I should do and I don’t due to procrastination or other demons and darkness of my soul.
Thanks.
lol part: I was checking the referrer links to my blogs that I saw someone searched the term “soshiant game” in google and came into my blog, I wow’ed and typed ” soshiant game” (of course without quotes!) and I saw that my blog is listed on the results! (due to the post I wrote about your game, the night after I met you guyz at the expo)
addition to lol part of previous comment:
if you google soshiant game, it won’t bring your blog, but mine! L0L!
Ehem!
http://i34.tinypic.com/2iql3lc.jpg
I’m writing this for the whole team, so pass it on to whole it may concern.
The music is great! When I first read you had original music going on, I was wondering how you can get good game music with an Iranian theme. He deserves credit for that, big time.
Having said that, when I saw these videos in HD, I was amazed (and amused) by the detailed graphics works going on. Not to look down on the work of the programmers, but you guys are doing a professional job. Those sketches reminds me of the “making” videos of heavy weighted games.
And I was looking at the Ogre thread, reading the responses to your post. I don’t know about you, but if ever got anything like that on my work, I would cheer up in each and every cell.
Keep on good work.
Few points (you probably find this more useful than what I said above):
- Collisions need more tuning with different characters
- I looooooooove the passive moves on attacks. Maybe it’s just me, but I love it when he stabs the bad guy in the back on the ground and the bad guy’s hands/legs move slightly. The same goes when the big monster smashes him on the ground
- Long vertical jumps are sexy in games, the more the better
- I didn’t see any guard moves (protective moves against enemies’ attacks). Or maybe I missed them.
- This is not just with this game, but rather with almost all the games that I’ve ever played: You can start running at the full speed starting from an still position. This makes the moves rather unnatural. For instance, you can see a sequence of stop-run-stop-runs at 2:50 of the first video here. I’d rather see some momentum or a transition phase (even if only for a fraction of second). It’s not just the speed, but rather with the style of “starting to run”. Sorry if I mumble too much, I just hate this in all games. The same goes with “stopping”, there is usually half a step forward after you decide to stop (with a small tilt of the body). Anyhow, you probably get what I mean.
Again, keep on good work and good luck.
MatGill,
..
Thanks for pointing out about the jerky movements from idle to run, yes that would be something that we would need to take care of soon. That part of the video is on my nervers too
@Aidin:
You are setting wrong goals for yourself. If you try to catch up with me, when you do, you will be about 30 and you will still be trying to become something (like I am.)
@MatGill:
About the music, wait to hear the rest of the tracks! Of course, this one piece here will probably be our title/signature music, and will represent the “Soshiant theme” (probably.)
Well, obviously I am (and we are) happy about the response from the OGRE community (specially since the most experienced OGRE developers praised our work.) However, for me this happiness is balanced out by the limbo we are in right now. If we can secure enough funding, the development will rage on and everything will be as good as we can make them (there’s still the issue of time, but that’s an issue for everybody!) But OTOH if we fail to find people/organizations/publishers to fund our game effort, we will return to the old part-time style of game development, and who knows what happens then. In our state, if we lose even one of our team members (most likely to the Holy Conscription Service) we’ve lost a team lead, and indeed an entire team (since each and every one of the guys is a team onto his own.)
On to collisions. You are right in your observation, but the fix is (hopefully) just a matter of enlarging some bounding boxes (four pairs of fingers crossed!)
We do have guard moves, and a whole lot more combos and “finish him” moves. Maybe we should have put more in the demos.
About stop-run transitions, well, “Amir H. Fassihi” said what needed to be said. But just let me add that putting an smooth transition before starting to properly run or before coming to a standstill after running, in my opinion, may cause a feel of clumsiness and slowness for the character, which may in turn disrupt the flow of the game.
About the rest, thank you and I agree!
Finally, I’ve download the movies from university. It was so great, The only thing which doesn’t look good enough to me was the delay in changing camera position, but the rest was great. I couldn’t believe that such a high quality game can be developed in Iran. Congrats =D>