Post by Garden Variety Zombie on Jul 13, 2017 14:21:58 GMT
Looks really interesting, though yeah.... C&D huh? We'll see I guess.
One thing I would mention at this early stage is that the footstep sounds are WAY too busy, I mean they've tried to incorporate gravel, bone movement, armour shifting about etc. but it's just too much noise and too many sounds for a single footstep sound.
"We's afraid the Master of the house is out at the moment trying to plunge the land into eternal night, but come on in, and make yourself at home" - Zarok's Entrance Hall Gargoyle
I like the atmosphere (even though it could be a bit darker in my opinion) and the skybox. The walking animation and Dan's head movement is funny, but I guess they are far from the final version. The running animation is okay.
Post by Targiom Aiogi on Jul 13, 2017 22:24:05 GMT
Greetings, MediEvil Community! My name is Targiom Aiogi, Alessio Zoccheddu in ordinary life, and I am one of the founders and game designers of NuraxInteractive, the indie italian development team behind Dead Man Dan.
First of all, I want to thank you, from the depths of my heart, for the attention you are paying to our project: it means a lot, to us. I have been asked by the administrators of this forum to post here updates and information about the project, so let's start with a description of Dead Man Dan.
Dead Man Dan is meant to be a very close remake of the original MediEvil. Despite our willing to get the original taste, atmosphere and gameplay, we are also working on a complete Game Design Document, defining the mechanics, updating them to the current possibilities allowed by technology without going too far from the original game, and figuring out some other new features. Another important addition we would like to implement, in a future moment, is about some extra narrative, gameplay and levels, and before this, an expansion of the original levels.
The general idea is to bring the original Dan back to life, but also give him some new stuff to do, to see, to discover and to live in the land of Gallowmere.
At the moment, we are working on the level and narrative design of the game, along with the graphics for the first game level. An important clarification: what has been shown so far is a mere prototype totally made by me, and I am not a 3D artist, nor an animator, nor a sound designer, nor a programmer. I started the project, and what has been shown, when I was the only member of NuraxInteractive, and now that we have another great designer, a programmer and two 3D artists, they will start from my ugly prototype and work hard to make it look like a great tribute to MediEvil. We only ask you to be patient about the updates: we all have ordinary jobs and other games to work on, but "nice graphiks" and stuff will come.
Stay tuned and, again, thank you for your support.
Best wishes, Targiom Aiogi, Game Designer NuraxInteractive
To be honest I've seen this project before on youtube. But it was only trailer, not gameplay. Nice to see now this game also here
If I had to say something about it, I think that scene looks too dark. I mean there's too big contrast between light and shadows areas. Anyway, looks promising. I'm really curious how this project will evolve. Can't wait to see next update. There's never enough MediEvil fangames Good luck!
Post by Targiom Aiogi on Jul 14, 2017 10:10:45 GMT
Hello, werck. At the moment we do not need help, for the soundtrack. Moreover, we are still far from that point of the development. We are planning to make a brand new soundtrack set, because recomposing the original one would be a clear copyright infringement, something that Sony could easily and immediately use to shut the project down, if the usage of the original concept and visual style and character design does not work by itself.
mortus, yes, that scene has a horrible lighting set up, but our 3D artists will repair what I messed up, there Cheers!
An important clarification: what has been shown so far is a mere prototype totally made by me, and I am not a 3D artist, nor an animator, nor a sound designer, nor a programmer. I started the project, and what has been shown, when I was the only member of NuraxInteractive, and now that we have another great designer, a programmer and two 3D artists, they will start from my ugly prototype and work hard to make it look like a great tribute to MediEvil.
That does put things in perspective. I'd say you've done very well in that case! By the by, mind if I make a page for your project on the Fanon portal of the Gallowmere Historia?
Post by Targiom Aiogi on Jul 14, 2017 12:34:14 GMT
dansdaughter, I am looking forward too Just to say: right now our organic 3D artist is completing the high poly definitive model for Dan by adding the textures. Let me say that it looks hypingly beautiful.
Right now, I cannot show you the model but, if it can be appreciated, I can post here the t-pose concept art
Post by Targiom Aiogi on Jul 14, 2017 12:42:23 GMT
At the moment I am working on a tombstone for the Graveyard, and I do not know much details about the pipeline our 3D artist followed modeling Dan, but I will try to answer as I can About the t-pose: how can I post it here? I cannot figure it out.
Post by Targiom Aiogi on Jul 22, 2017 21:07:35 GMT
Greetings. Here are some updates about the development: we are working on facial expressions and textures for Zarok's model. The set of tombstones will zoom be ready to be shown as well, while Dan's model is under retopology. Cheers!
Post by Targiom Aiogi on Aug 12, 2017 23:06:01 GMT
Greetings! Sorry for the long silence, but I am far from any stable wi-fi and could not upload anything. Currently, we are working on the material for the recreation of MediEvil intro, in which Zarok is shown while studying his sorceries, traveling to the Village and setting up his evil plan. Zarok's model is ready to be animated (it only needs the location). His trident is ready too, like his desk and his book (I will show some screenshots of them when we will have some more of the location: they need the right light, the one of the original cutscene). I am personally paying attention to atmosphere and colour palette for that stunning view of Zarok's castle in the twilight landscape. Everything is in early development stage, but feedback and advices, especially on the look of all this stuff, are appreciated.
Post by Targiom Aiogi on Aug 13, 2017 21:31:00 GMT
Hello, everybody. Here is a quick comparison between the original MediEvil view on Zarok's Lair at the twilight and an updated version of ours. What are your thoughts? I can see the colour palette is not the same, yet, but is it going in the right way?