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Help Wanted > 3D Artists wanted for homebrew Zelda game

#131153 - zeruda - Mon Jun 11, 2007 5:55 pm

So, I've like decided to make a Zelda adventure game for the DS. I have the 3D game engine mostly done(including input, camera, animation, collision detection etc) however I have very limited artistic skills. So I need some modelers to help out. Oh, if you're a budding musician you too can help with sounds effects and BGM.

If you're interested you can drop me a line here or email me at c_darkmane@ yahoo. co.uk

#131155 - NeX - Mon Jun 11, 2007 6:26 pm

I can do you some 2D, eg the HUD.
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#131160 - gauauu - Mon Jun 11, 2007 7:14 pm

Is there a demo somewhere? That usually helps generate interest.

#131667 - ScottLininger - Mon Jun 18, 2007 11:46 pm

Also, what format(s) does your engine support, and what kind of polygon count are you looking for?

-Scott

#131704 - zeruda - Tue Jun 19, 2007 5:30 am

Quote:
Is there a demo somewhere? That usually helps generate interest.

Well, I don't have the art assets for a demo really. Although I suppose I could cobble something together.

ScottLininger wrote:
Also, what format(s) does your engine support, and what kind of polygon count are you looking for?

-Scott


Well, right now I convert 3DS files to my own custom format(putting them into a precompiled display list is high up on my todo list). As for polycount, probably around 500 polygons for a character, give or take a couple hundred.

#131705 - tepples - Tue Jun 19, 2007 5:39 am

zeruda wrote:
As for polycount, probably around 500 polygons for a character, give or take a couple hundred.

Given the DS's limit of 2000 front-facing triangles per scene, that'd be 8 characters per scene without any landscape. Is this what you mean?
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#131706 - zeruda - Tue Jun 19, 2007 6:15 am

tepples wrote:
Given the DS's limit of 2000 front-facing triangles per scene, that'd be 8 characters per scene without any landscape. Is this what you mean?


Well, no. The 2000 limit is for what's on screen at any one time, stuff just outside the screen doesn't count. So what it means is around 3 to 4 characters on screen at any one time with a landscape. Of course you could have a scene of 10 or 20 characters or more, but they would have to be carefully placed so that not too many are seen at once. And of course you could have just one giant boss of over 1000 polygons or many smaller characters at once(like say a squad of ninja chickens).

#131707 - Ant6n - Tue Jun 19, 2007 6:41 am

500 polygons means 250 frontfacing ones. doesnt sound too bad to me.

#131708 - keldon - Tue Jun 19, 2007 8:08 am

I always remember Link having around 250 polygons on the N64!

By the way where is this polygon count documented? I was trying to find it to provide a citation for the Nintendo DS wikipedia entry.

#131754 - ScottLininger - Tue Jun 19, 2007 7:47 pm

Google's 3D warehouse has a bunch of free SketchUp models that one can use for a demo. (The pro version of SketchUp is available as a trial version, and with that you can export 3DS.)

I'm kinda interested in helping out, but I need more info on what you need. Are we talking about characters with bones, or static walk frames, or what?

-Scott

#131757 - NeX - Tue Jun 19, 2007 8:18 pm

It is not a polygon limit. It is a vertex limit. With some creative coding, you can get more polygons from the DS - eg making the skybox from two quads and a quad strip.
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#131764 - Eclipse - Tue Jun 19, 2007 11:09 pm

I am also very interested by why a zelda game? the chances of getting a cease and desist is soooo high that your progress would get ruined, why not just start with an original character and world and game that plays similar to zelda?

#131798 - zeruda - Wed Jun 20, 2007 5:14 am

Quote:
By the way where is this polygon count documented? I was trying to find it to provide a citation for the Nintendo DS wikipedia entry.

Well, I think the official line is 120,000 polygons per second, which at 60fps works out to 2K per frame. This is a hard limit which I think is defined by the fact that there is specific polygon RAM that holds this amount. I think Gabebear posted about this in this forum.

ScottLininger wrote:
I'm kinda interested in helping out, but I need more info on what you need. Are we talking about characters with bones, or static walk frames, or what?


Yes, it's using skeletal animation with bones. I can extract the animation from 3DS, but I've also mostly written my own keyframe animation tool(which I may port to the DS).

Quote:
I am also very interested by why a zelda game?


Because Zelda's my favourite series. Besides, it makes it easy for everyone to understand and thus more chance of attracting interest, and it saves me having to write an entire novel to explain the concept.

Quote:
the chances of getting a cease and desist is soooo high that your progress would get ruined, why not just start with an original character and world and game that plays similar to zelda?


Well, it's to be an entirely original game, not a remake. Really, the difference between Zelda game and something else is just changing the main character from an elf named Link to a dwarf named Bizzle. And vice versa, so a C&D isn't really an issue.

#132150 - default - Sat Jun 23, 2007 10:20 pm

hey, you still interested in this right? if so check your emails.

#137500 - zeruda - Sun Aug 12, 2007 6:03 pm

Well, it's been a while, but a fair bit of progress has been made. There is even a demo now, which you can grab at:
http://www.4shared.com/file/21887545/e6918cc9/zdemo.html
http://rapidshare.com/files/48567052/zdemo.zip.html

Just extract the zip file to the root of your card. Then go into the alpha folder and just run the zdemo.nds file. You may need to dldi patch it first though.

But anyway, if anyones interested in working on this project just give me shout.

#138935 - steve343 - Thu Aug 30, 2007 11:57 pm

I've just finished an animation degree in uni and am looking for some stuff to increase my portfolio particularly with games.

Unfortunately the only 3d program I know well enough is blender although I am desperately trying to learn maya it will still be a couple of months before I know it well enough.

I am inexperienced when it comes to practical application of 3d work in games but I have done low-poly work before. If you could help me with the technical aspects and if blender is capable of exporting in format usable to you i'd love to help.

As I say i'm inexperienced but I do know enough to know that this (like your programing) is no small task
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#139438 - zeruda - Thu Sep 06, 2007 6:02 am

I know Blender has lots of export formats so I'm sure it won't be much of a problem getting assets from it working. Just send me an email maybe with some examples of stuff you've done and I can then reply with more details.

#139460 - default - Thu Sep 06, 2007 1:49 pm

i hope i'm not imposing, but and what we need most right now is an animator. we currently have a lead/world artist, character artist, and 3D generalist, and all we're missing is that animator. oh, and Maya is a great app to learn, it's my software of choice. i'll post some examples of the quality we're looking for once i get the ok from zeruda.
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#140613 - Ruzzy - Tue Sep 18, 2007 9:03 am

This is Ruzzy from gamedev.net. I would like to model buildings and props if I can. Is there a development forum I should go to?
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#140618 - laos - Tue Sep 18, 2007 11:32 am

Hey, I Hate to burst Thy bubble, but that person from earlier is right,

a cease and desist would be likely if you dont end up putting a TM under each name as the character plays ingame, and rights info at the beginning or end of the game. To be honest, it isnt that hard to generate a base storyline, I've done it, Zelda series has done, everyone who made a game has, it can be simple and straightforward, or highly detailed and in depth
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