Mediécross (final release)

August 14th, 2010

The Contest

This game was made for a one month contest held by the website TigSource.com. The topic of this contest was to create a game inspired by a so-called “fake game cartridge” of the Japanese Famicase collection.

Our game takes place in a world made of clay, similar to what is shown on the cartridge below :

The graphic style is all in 3D, trying to mimic the clay atmosphere, the lighting, and the color scheme of the original cartridge, as much as possible.

The Game

The game design itself is loosely based on the original arcade game ‘Metrocross’ by Namco. The player must run in a corridor, avoid the obstacles (barrels, slowering tiles…), jump on the bumpers, get some items for extra-time, reach the end of the corridor.

Screenshots


Video Capture (720p)

Win32 Binary of the game

Download the Win32 Binary here.

Staff

3D art        : Francois Gutherz
Animation     : Ryan Hagen
Engine & code : Emmanuel Julien

MediéCross.

August 3rd, 2010

The project :

Make a game for the AGBIC Contest on www.tigsource.com. Every contestant has one month to make and finish a game. The theme here is to get inspiration for an imaginary Japanese game cartridge.

I choosed this one, for his nice orange clay look :

Preview :

Here’s a small peak of the game, so far :

This level was designed with www.gamestart3d.com , as usual, with the assets below :

Outdoor scene (update)

June 23rd, 2010
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Trying to model an outdoor scene.

June 23rd, 2010

All these dark level designs I previously started made me feel a bit gloomy… Going outside for a bicycle ride, and visiting the huge city of Berlin, I felt I should imagine something less confined, so I started to doodle this open air design.

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I tried to imagine some sort of lost ruin, up in the sky, that the player would reach through a long way made of traps & elevators.

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The screenshots were grabbed directly from the engine, with infinite shadow maps & SSAO, yaye :)

Into the sewer …

June 21st, 2010

Going further with the experiments in GameStart, I started to design a room with a typical “sewer atmosphere” … It was rather promising, then Emman added a water reflection FX on it, and then it looks really awesome.

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Another realtime lomography screenshot…

June 15th, 2010

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Screenshot from GameStart framework …
Trying to mix the post process, so that it looks like a vintage photography.

First test of level design …

June 14th, 2010

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Once all the (old) assets where converted to the new engine, I tried to assemble that and design some rooms, with gates, elevators, and levels.

The main idea to far is to design an acceptable gameplay, and not to polish the graphics until there’s something funny to play :)

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Testing the 3D tiles …

June 10th, 2010

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From 3DSMax to GameStart.
I made a few tiles, ground pieces, small & large walls, angle tiles, columns… and arranged them using the snapping mode.

Made this in a few minutes. It seems to work ! :)

Reopening old files …

June 6th, 2010

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Nothing amazing yet. I just have to see what can be optimized, cleanup, and re export it in the newest version of GameStart.

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Silent Expedition, food for inspiration.

June 6th, 2010
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There’s a university in my hometown. A small part of the former facilities is somehow abandonned.

It always makes a nice sunday expedition … lurking in the realm of “Silent Hill” :D