EFFING DEAD - New Ragdoll Video Test

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alexiusnexus
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EFFING DEAD - New Ragdoll Video Test

Post by alexiusnexus »

Good news, everyone ;)

Some infos:
we are TheShortAndTheTall, a small indie italian team and we are proud to announce our first survival game: Effing Dead.

UPDATE(Oct 2013): Ragdoll test video below ;) [v-0.8.9]
[youtube]Ri4jUJUglHA[/youtube]

[s]UPDATE(Jun 2013): this is the link to DOWNLOAD our FREE BETA V0.8.8. please tell us what you think and help us to improve our game[/s]

Last game-play WIP video [v-0.8.8]:
[youtube]ozKZBQjXUnM[/youtube]

For more material, screenshots and more information about Effing Dead or our team, please visit http://theshortandthetall.com/

Minimal Ogre-related info: the application began unconsciously approx four years ago, literally playing with the various demos provided by Ogre.
About a year later we decided to create a gamedesign that quickly became a real project: started as hobby it became Effing Dead.
Simultaneously two friends became TheShortAndTheTall.

Please, Let us know what you think: any opinion is welcome :)
Last edited by alexiusnexus on Sun Oct 13, 2013 1:32 pm, edited 8 times in total.
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drwbns
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Re: EFFING DEAD

Post by drwbns »

Pretty cool looking, first thoughts are the sounds seem a little lacking in realism :)
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Re: EFFING DEAD - first trailer

Post by alexiusnexus »

@drwbns @areay
thanks for the kudos :)
drwbns wrote:Pretty cool looking, first thoughts are the sounds seem a little lacking in realism
(again) thanks for your comment, we will get more attention on audio track in the next video

stay tuned ;)
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Re: EFFING DEAD - first trailer

Post by mkultra333 »

You seem to have a lot done. Shadows and lighting look good, and I like the hud as well. I think the textures look a bit too simple though, they could perhaps use more normal mapped detail. And the ribbons from when you swing the weapons could use some more sections so they look a bit smoother, not so jagged. But it looks like it's developing well, combat has a bit of a Dead Space feel to it.
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Re: EFFING DEAD - first trailer

Post by Jabberwocky »

Nice job with the synched animations when you get grappled by one of the enemies.
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Re: EFFING DEAD - first trailer

Post by pinaster »

wow! un progetto impegnativo! :D
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Re: EFFING DEAD - first trailer

Post by alexiusnexus »

mkultra333 wrote:You seem to have a lot done. Shadows and lighting look good, and I like the hud as well. I think the textures look a bit too simple though, they could perhaps use more normal mapped detail. And the ribbons from when you swing the weapons could use some more sections so they look a bit smoother, not so jagged. But it looks like it's developing well, combat has a bit of a Dead Space feel to it.
Thanks, and yes: the engine is (almost) done, now we are mounting graphics and planning last stages ( someone can give us time to sleep :P )
we think we have good shaders, but the game needs more work on illumination: our engine handles light really good so far, but (even talking about texture) we need more graphic work :|

About the "Dead Space" feeling I have to admit I never played Dead Space, we love Resident Evil 4 and we put on our game all we love about that game; we tried to add more quest/puzzle, without no idea how to show those features on first video :P
Jabberwocky wrote:Nice job with the synched animations when you get grappled by one of the enemies.
Thanks for kudos :) ..BUT i have to say the video doesn't show everything about what enemies can do..
maybe we are not so good as "video editors" :D
pinaster wrote:wow! un progetto impegnativo!
Grazie per il wow, e grazie per i kudos :)
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Re: EFFING DEAD - trailers

Post by alexiusnexus »

Good news, everyone! Please, see above the first post: we uploaded a new gameplay trailer!

enjoy :)
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Re: EFFING DEAD - trailers

Post by madmarx »

Nice! My 2 cents : I think you should really improve the camera movements (rotation / jerk etc..), in case you did not feel any problem with it before.
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Re: EFFING DEAD - trailers

Post by Oogst »

Looking good and spooky already! :)

One thing that I think would improve the graphics a lot, is to add rim lights to the characters. The whole image is a bit bland/darkish at the moment, and judging by the genre I suppose you don't want to fix that with bright lights. Unnatural rim lights on the characters are a nice way to solve that: for each character, there is an extra light behind him (from the view of the camera), a bit off, for example to the top right. If such light is bright enough, you get a nice outline from the lighting which I think would add a lot the visuals in your game. Team Fortress II used this trick of adding unnatural rimlights. This could look something like this:

http://3.bp.blogspot.com/_EaAEqZ_hdV8/S ... erPees.png
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Re: EFFING DEAD - trailers

Post by alexiusnexus »

madmarx wrote:I think you should really improve the camera movements (rotation / jerk etc..)
Yes, sometimes the camera movements are a pain in the @## :shock:
Anyway, while playing the game, camera movements are not so annoying, we had to record the video using joypad instead of the keyboard: we would have had even smoother movements.
Oogst wrote:One thing that I think would improve the graphics a lot, is to add rim lights to the characters. The whole image is a bit bland/darkish at the moment, and judging by the genre I suppose you don't want to fix that with bright lights. Unnatural rim lights on the characters are a nice way to solve that: for each character, there is an extra light behind him (from the view of the camera), a bit off, for example to the top right. If such light is bright enough, you get a nice outline from the lighting which I think would add a lot the visuals in your game.
excellent advice :)
..was in the todo list .. then I wonder why it has disappeared .. (seriously! :|)

Thanks everyone :)
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Re: EFFING DEAD - trailers

Post by madmarx »

I think you should really improve the camera movements
Sorry, I didn't mean the control. For example, in the last video of your first post, between 1.13 and 1.14 there is a pan, and the camera "jumps" (raycasting problably) instead of making smooth transitions.
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Re: EFFING DEAD - trailers

Post by chaosavy »

Zombies sure get hungry... Very cool.
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Re: EFFING DEAD - trailers

Post by alexiusnexus »

Oogst wrote:One thing that I think would improve the graphics a lot, is to add rim lights to the characters. The whole image is a bit bland/darkish at the moment, and judging by the genre I suppose you don't want to fix that with bright lights. Unnatural rim lights on the characters are a nice way to solve that: for each character, there is an extra light behind him (from the view of the camera), a bit off, for example to the top right. If such light is bright enough, you get a nice outline from the lighting which I think would add a lot the visuals in your game. Team Fortress II used this trick of adding unnatural rimlights.
Some pics:

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Image
Image
Image
Image
Image

You were right! (I think ;) )
Last edited by alexiusnexus on Mon Jun 10, 2013 12:21 am, edited 1 time in total.
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Re: EFFING DEAD - trailers

Post by holocronweaver »

Will there be a first person mode? That could potentially be terrifying. Imagine you are walking down a dimly lit corridor and a muffled moan from behind you reaches your ears just as you are pulled backwards into the black marble eyes of a nightmarish horror. That fraction of a second when you are being spun around to face the creature would induce panic in the user as his mind screams, "WHAT IS MAKING THAT NOISE!?!?!!?!?!??!" In third person the user would get a glimpse of the approaching creature prior to being fully rotated, which would deaden the impact since the user has already has gotten a good glimpse of the monstrosity.
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Re: EFFING DEAD - trailers

Post by alexiusnexus »

holocronweaver wrote:Will there be a first person mode? That could potentially be terrifying. Imagine you are walking down a dimly lit corridor and a muffled moan from behind you reaches your ears just as you are pulled backwards into the black marble eyes of a nightmarish horror. That fraction of a second when you are being spun around to face the creature would induce panic in the user as his mind screams, "WHAT IS MAKING THAT NOISE!?!?!!?!?!??!" In third person the user would get a glimpse of the approaching creature prior to being fully rotated, which would deaden the impact since the user has already has gotten a good glimpse of the monstrosity.
No, unfortunately it is not in our plans.

Your idea is good, but would take longer in development.
Hope you will try our beta when (soon) will be available. maybe you'll find something good even in the third person about the "scary" impact ;)
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Re: EFFING DEAD - New Ragdoll Video Test

Post by alexiusnexus »

Update: new ragdoll test video WIP below ;)

[youtube]Ri4jUJUglHA[/youtube]

Any feedback will be appreciated :)
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