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Ex-T

WFG Retired
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Posts posted by Ex-T

  1. Reverie World Studios

    To get things started, first major news from us in over a year - we changed our name to Reverie World Studios. -http://www.reverieworld.com/.

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    I copied our press release here:

    Reverie World Studios INC. has officially changed their company’s name. Formerly 'Reverie Entertainment LLC', Reverie World Studios INC. has also shifted their base of operations to Canada.

    “Reverie World Studios is a name change that had to happen to incorporate in Canada. However, we are still the same team dedicated to the same quality and goals we have always been,” said Art & Design Director Konstantin Fomenko. “Reverie World Studios, just as the name implies, is an international development studio. We take pride in employing talented professionals from all over the world and wanted to underline this unique side of our studio with our name.”

    Reverie World Studios is developing Dawn of Fantasy, an innovative new RTS which features dazzling environments, six distinct civilizations to choose from, and a powerful yet easy to use world editor that gives players a wealth of options for creating their own worlds.

    About Reverie World Studios INC.:

    Reverie World Studios INC. was founded in November 2001 by Micah Hymer as an international team working on their first RTS title. Since 2001, Reverie has continued to work on their premiere title, Dawn of Fantasy, and has assembled a very talented team of developers from around the world.

  2. Dawn of Fantasy embassy

    Dear Wildfirers,

    First of all I want to congratulate you on your great progress. New 0ad screenshots look absolutely stunning, I am very glad to notice some top-notch Map Design work as well, couple of eye-candies there I never seen done before. Also the random shields is an awesome touch. Great work guys!

    I hope you still remember us, your sister (or brother?:P) team - Reverie Entertainment. Now renamed to Reverie World Studios - http://reverieworld.com btw.

    We just got through another development milestone and finally got some time to come out of our development seclusion.

    We`ll try to follow on our good old tradition and have this little corner in your flourishing forums to bring Dawn of Fantasy updates to you, as soon as they happen.

    P.S. Witjimaker, I lost your MSN, I wanted to talk over ideas for affiliation and co-operation between our teams. Perhaps we could test each other demos for some feedback, or just chat about the good old times.

  3. Thanks for the kind words guys.

    I am gonna have one hell of a week here preparing for my vacation, so here`s this week`s preview, bit early.

    Ok, I must mention that this is still a WIP. We are rushing to meet our beta deadline so all of our new textures are not final and will be improved and polished in the future.

    High Elven Defender

    "This guy looks cool, this guy looks like he means business. Someone took his lunch money and hes out to get it back... with interest!"

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    RPG-3rd Person view

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    Top-Down view

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  4. Just got a look at your latest two roman screenshots - great work guys!

    Not sure if`s the art, the map design or the both but these screenshots really have the antique look to them! Awesome work on Roman buildings.

    Glad to see you are really catching up to us, looks like even with our half a year head-start both 0Ad and DoF will be ready about same time (keeping my fingers crossed)

    We have been pretty quite our self, as we are going for a beta build of the game and updating all our in-game art to higher resolution textures and few extra polys.

    After Jan 1st, as promised before, we hope to unleash new Dawn of Fantasy screens and videos from the beta campaign.

    From now on though we`ll be showcasing units, buildings and different playable races. Lets start with a sample of new sweet unit visuals. Bellow are actual in-game units. 450 polys, 512-512 textures.

    On the left we have one of Wooden Elf units. Elven race is a duo of 'Wooden' Elfs – tree houses, and 'High' Elfs - breathtaking marble citadels.

    On the right is one of the upper class Orcish units. This unit switches between bow and a two handed Axe-Hammer.

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    More coming next weekend...

  5. Nice Article Paul, although it would be insteresting to see the numbers (especially these suggested by Herodotus) to show how much of an underdog Greek were.

    The army Xerxes brought to Greece with him numbered @ 1.300.000. (H) Which greatly ounumbered Greeks, and during battle of Salamis Persian fleet (Greatly reduced by storms and previous engagements) still outnumbered Greek almost 2 to 1.

  6. Nice concepts guys! Hats off to your artists. You have a great visual theme going for ya.

    Thanks Jason! And right back atcha, the concepts you guys been showing look absolutly professional!

    And yeah, I think we finally got our art department moving as fast as programming and design, can`t wait to see Elfs and Orcs in-game. Gonna post some screenies here as soon as we do. I think we all are getting bit tired of seeing same old humans on all the screenshots:)

    Here's a (possibly silly) question for you: Are you gentlemen working on this full time at the moment? I can't seem to find an answer on your website.

    Nope, I am guessing we are like twins with Wildfire in our work-habbits. All the work if part-time, not-payed. We would LOVE to work on the DoF fulltime, and during holidays or some summer weeks it actually looks like many ppl from the team are working full-time. One of the main reasons besides us looking for funding, is that it`ll allow us to forget about these low-wage part time job, and spend all our time on finishing DoF.

  7. Hard at work on getting Elfs and Orcs in-game, and somehow we didn`t get to record that video, well, we will soon, but for now here`s what we been up to.

    Lets start with some Orc units by Asela. Savages and barbarians, Orcs live in deep, remote forests and badlands, in large tribal communities, battling wild beasts and hunting to survive. Orcs are very war oriented civilization. Their worker primary is a melee warrior, and even their portable resource drop-off unit is a powerful battle unit. Many Orc units wield two weapons, both melee and ranged. Orcs are also unique from other 5 races, thus they employ many different creatures and beasts in their army. From huge Ogres to tiny, sneaky Goblins, and lets not forest the forest beasts. Here are a few concepts:

    We expect to have all Orcs in-game by the end of June, so expect some in-game Orc screenshots early July.

    Here`s Orcish Warlord, the toughest and the strongest. Two weapons of choice, many special moves, can even learn few elemental spells.

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    Here is the Ogre Mover, he is used to carry huge quontities of resources from workers back to base.

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    Here we have the Orc Marauder. Armed both with a bow and a scimitar.

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    Here`s is a sneaky Goblin Warrior, Also can become Goblin Archer. Cheap, weak, fast and sneaky.

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    Here we have the Wolfbear rider. Rides one of the Forest beast whom Orcs employ. This forest beast can be used with or without a rider.

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    And now, The Elfs. Most advance, most pure. Unlike any other civilization in the game. Champions of nature, elemental magic. Masters of bows and martial perfections. Bellow are some concepts and in-game Elf buildings. Bellow are several concepts by Michael and in-game object, by Riaan.

    Elfs live in giant enchanted forests, where trees at 50 men tall. Elf, tree and nature coexist in perfect balance. Here`s a concept on the enchanted tree.

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    Elf buildings are built on the Enchanted Trees, which are sometimes hollow inside, and become something like a large apartment building. Here`s an in-game object, Tree Dwelling (something like human House, a place where a large Elven family would live.

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    Enchanted forest would be a dark place, thus the trees cover most of the light. Tiny spirits, or are they tiny insects? bring light into the darkness. Here`s c concept drawing of Elven Dwelling on a large Enchanted Tree.

    6.JPG

    Expect Elf settlement and Enchanted forest screenshots as early as next week.

  8. We`ll have a gameplay video out in a day or two, but for now here are some screens from the upcoming video.

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    Oh, and before we get flamed, these screenshots feature old, very simple animations (we have these remade now). The new grass system is not in-yet, so the map is pretty much bold. And map design is far from done (no eye-candy)

  9. Hey guys.

    Resuming the good old Embassy tradition.

    And I want to mention that we are very happy to see your progress, course it`s been so long since u guys release any screenshots, and we really didn`t know what was happening with 0ad. And these two screens you posted thus far look very impressive.

    Best of luck to our sister projects, the revolution of @ home development begins here:)

  10. It`s our own export utility by Nikk.

    Hmm...iF we were to convert CS models into regular 3dmax stuff it would be a two-step process 1-convert the biped to a native bone setup, 2-then convert physique to a skin modifier...it would have to be done simultaneously, and we cant find any google links on that...

    I dunno if CS has an option like that - like a "convert to 3dmax native bones/skin" button.

    I guess we`ll keep on looking, or just rework the utility.

  11. Hey guys!

    We are having a major 3d MAX technical crisis with the Dawn of Fantasy, so I figured where else to go for help than here. Our two lead artists are away and the rest of the team been trying to solve this problem for a couple of weeks now...to no end though.

    Here`s the problem:

    We have all Men civilization animation done in .bip (Biped) format. But, our exporter tool (Maxscript kind) can`t process biped animations. And so we need to convert our biped animations into regular max animation format with bones and meshes and stuff, so that our exporter would be able to process it into our in-game format. Would any of you guys know anything about this?

    we would really appreciate if someone could explain the process or help us convert from biped into this regular max format.

    Cheers from the DoF team.

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