May 23, 2010

Helicopter - Hellfire Rounds Update

After continuing development on In Light of Darkness, Turmoil Studios has accomplished a great deal since the last update and this is a showcase of a few of the things we have done.

Firstly, the Nocturne Pistol as been re-textured using UV maps to be much more visually stimulating. We incorporated a number of different layers including: diffusion, specularity and normalization as well as a mask layer to provide the glow for the Demonic script along the barrel.

At this time, we have no idea why or how the Shock Rifle fire trail is occurring but we are working diligently to fix it.

In this update we showcase the helicopter, Demonic door and Hellfire Rounds for the Nocturne Pistol. It may be difficult to see, but the pistol has a number of major changes to it. These changes include: custom sounds for equip, fire and impact as well as a custom modeled projectile, impact explosion and fire trail. The weapon was modeled, textured and coded by myself. This includes the weapon itself as well as the projectile it fires, the Hellfire Round.

Both the helicopter and Demonic door were modeled in house by Timothy Lewis and textured by myself. They include diffuse, specularity and normal maps to create the complete effect. The helicopter uses a mask on the spotlight but it's rather obscured in this video.

More updates on the way as In Light of Darkness continues in its development

Nathaniel Kirst
Turmoil Studios

May 10, 2010

Nocturne Pistols ~ The Beginning

We finished the first stages of adding the first weapon, the Nocturne Pistols, into our game. It took a bit of ingenuity to get the models to load correctly and in both the correct scale and position, but it was achieved.

Below is a video showcasing some of the things we've completed so far in regards to the weapons. We're hoping to have a second pistol implemented so the player can effectively dual-wield the guns, firing them in tandem, as well as an alternate fire mode.

More progress to come,

Nathaniel Kirst
Turmoil Studios

May 6, 2010

Introduction ~ Level One Design Video

Hello everybody,

My name is Nathaniel Kirst and this is the first post for Turmoil Studios. We are a small group of students currently enrolled at the New England Institute of Technology in the Bachelor degree program for Game Development and Simulations Programming. The entire team has received an Associate degree in the same technology program and has a great deal of experience in a number of programming and design applications.

Currently, Turmoil Studios is developing a game to complete our required education and graduate with a Bachelor degree. The game is currently called: In Light of Darkness. The game began development almost two years ago with a great deal of research and documentation to solidify the game's features, style and content.

The premise for the game centers around a character named Ferox who has been awakened from an icy prison beneath Antarctica after centuries of stasis. Following his awakening, Ferox is met by a mysterious figure and receives a means of summoning weapons into the material plane, known currently as: The Gauntlet. Antarctica is the first area that the player will interact with and is also the setting for the current prototype.

The game is primarily story-driven with a heavy emphasis on being able to make choices that are not limited to simply good and evil. The primary storyline follows Ferox as he attempts to discover his identity and understand the confusing situation surrounding him.

The enemies range from the Legions of Hell to the Armies of Heaven. The Legions of Hell are comprised of a multitude of demons including Flesh Hounds, Incubi and Succubae as well as a number of fictional demons that include the Cruciatum and Shades. The Armies of Heaven include the different Spheres of Angels including Thrones, Seraphim, Cherubim and Powers.

There are also a number of important names from both sides. These include Lucifer, Leviathon, Lilith, Gabriel, Raphael and Michael. Each of the important figureheads plays a vital role in the story and interacting with each of them in different ways will alter the way the game is played.

The game is being developed in the Unreal Development Kit. A working prototype will be completed by the beginning of June with a second version being completed towards the end of August.

Included below is a video of the level design for the first area of Antarctica where Ferox emerges from his tomb to meet the mysterious figure.

We are looking forward to sharing more content as it is completed and any feedback will be greatly appreciated.

Regards,

Nathaniel Kirst
Turmoil Studios