1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

GoW Artus

Discussion in 'Content Releases' started by piranhi, Feb 24, 2010.

  1. piranhi

    piranhi New Member

    Joined:
    Sep 2, 2009
    Messages:
    24
    Likes Received:
    0
    Hey guys and gals :D

    Artus, is the name of the game which I'm creating for my final major project of university. What I'll be actually making from my game, will be the first level plus the hub level of the game, a church, which the player returns to after every mission. The first level consists of a railway station, a government building and a hospital including a morgue. You will notice a big difference in settings in the two levels, this is an effect that I wanted to go for to help differentiate the pacing and nature of each of the locations.

    The name Artus is the name of the city where the game takes place, and it means 'limbo' in Latin which is 'The edge of hell'. I'm not a religious person myself, however some biblical stories and events from other religious literature have some amazing stories and settings which I don't think are fully explored / expanded on in games. So I decided to try and include some religious undertones in my game as well as add some tangential learning, however these aren't fully featured yet as it's still 3 months from being finished.

    The church, like I mentioned earlier is the hub level of the game. The player returns here repeatedly and has the ability to interact with a host of NPC's. They will help tell the story to the player, reveal the game/city's history, restock the players supplies and give player missions, both major to the plot and minor. The Church will change throughout the course of the game depending on certain actions or allegiances the player takes as well as how far the player is through the game itself. The church will lose it's orange/yellow morning sunrise colour scheme and it's feel of 'divine protection' and instead will become worn down and a sense of danger/anxiety will show it's face. Actions the player takes throughout the game will alter the populous of NPC's in the church, such as the appearance of certain characters and their mood towards you of, plus the ratio of faction members.

    Anyway, I feel I've blabbed enough, if you want to know more about the games story you can always check out my blog and remember that this is a WIP :)

    Any feedback is always appreciated!
    Cheers.

    Church Level - Opening Sequence (short) - http://www.youtube.com/watch?v=QPls_Yh37pA
    Level 1 - Part 1 -http://www.youtube.com/watch?v=PCTi0BRmKNQ
    Level 1 - Part 2 -http://www.youtube.com/watch?v=3QowI06meRw
    Level 1 - Part 3 -http://www.youtube.com/watch?v=uByNyhlF3xs
    Blog - http://project-artus.blogspot.com/

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  2. Shivan Hunter

    Shivan Hunter New Member

    Joined:
    May 29, 2009
    Messages:
    75
    Likes Received:
    0
    Don't see why no one's commented. Looks good IMO.

    It seems a bit too orange in some areas. That may be the effect you're trying to create, but it looks a bit stuffy- you might try increasing the contrast.

    :)
     
  3. piranhi

    piranhi New Member

    Joined:
    Sep 2, 2009
    Messages:
    24
    Likes Received:
    0
    Cheers bud :) Yeah I'm looking into the contrast a bit more.

    The GoW mod scene isn't really big, in fact it's tiny. I got some great feedback on the official forums but I was hoping to get some more here.
     

Share This Page