[WIP] Emergence Day

Varine

And as the moon rises, we shall prepare for war
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http://www.moddb.com/mods/emergence-day

This forum seemed the most relevant to post this, sorry if I got it wrong.

PROGRESS
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Release Date: TBA

Emergence Day is a Starcraft II map being developed by Varine, co-executive producer & lead programmer, Aeternal Designs, LLC.

ÆD

Emergence Day (E Day) is SCII mod under development by Æternal Designs (well, by me and I'm putting ÆD's name on it), set in Epic Games' Gears of War universe.

E Day is a cooperative horror-survival game, similar to maps such as NotD from Warcraft III. It is a third person shooter, and in the early stages of development.

As it stands, I'm not horribly familiar with the SCII mod kit having never used it before a couple days ago, so it will likely take another couple weeks before I get much done in the game itself. I'm imagining it's going to have limitations that I am not expecting or didn't think of so I am going to refrain from posting much on the gameplay mechanics until I have a firmer understanding of the extents I can take it. I am currently intending on releasing it as open source upon completion.

This is being done in my free time (I have other projects that take precedence) so it will likely be some time before it's completed. Mostly I'm just making a few little mods to promote AED, planning on making a template for an FPS as well as a few other things.

Please post any questions or comments.

http://img190.imageshack.us/slideshow/webplayer.php?id=wretchq.jpg
 

Varine

And as the moon rises, we shall prepare for war
Reaction score
808
[YOUTUBE]q8Hlco6u32o[/YOUTUBE]

Animation for a wretch screaming. ~7,000 polygons, only diffuse map applied.
 

2-P

I will work hard tomorrow
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Cute! I hope that's not the lowpoly version, isn't sc2's average polycount around 1000?
 

Varine

And as the moon rises, we shall prepare for war
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808
I'm not sure. I believe that most of them are between 1,000 to 5,000, with a few (like Thor) being at ~10,000. However I haven't applied the normal maps yet as I haven't really looked into the ones SCII uses yet, other than what someone told me on THW. I'm guessing that they aren't very good given that it's an RTS and the camera isn't close enough to get see details anyway, whereas this is a lot closer so the resolution needs to be significantly higher. However, there will be a lot less on the screen. You can easily get, say, seventy five, a hundred units on screen at once. 1,500 polys each, 112,500 to 150,000, at least. I will have maybe twenty or thirty, and I'm sure I can throw a lot more at the rendering engine than the standard game does. Plus I can further optimize everything static by dividing them, as you can only see half of a building at once it doesn't need to all be be rendered together. I could get meshes like this to work in Warcraft usually, but I was also restricted to a four megabyte filesize so you really didn't have much choice but to bring it down to a couple thousand at most so that it would only be a few kilobytes.

Working on the Corpser right now, it's the last Locust model I have to do. Then I can do COG and optimizations, and I'm working in the editor to see if I can get it to do everything I want. Once I get what that working I can go into what the gameplay will be like and work on specific animations and estimate the alpha release. Right now I'm hoping this summer, it'll coincide with the estimated alpha of Wardawg and then probably get this released a few months before we start doing advertising for Wardawg and AED will maybe be popular in the SC world.
 

Varine

And as the moon rises, we shall prepare for war
Reaction score
808
Added images of finalized Locust models and updated moddb page.














 
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