SFFC ROM patch released!
After much work by z80 and further efforts from the peeps at Shining Force Central, we are now able to enjoy the goodness of a translated Shining Force: Final Conflict!
For more information, please refer to this page!
After much work by z80 and further efforts from the peeps at Shining Force Central, we are now able to enjoy the goodness of a translated Shining Force: Final Conflict!
For more information, please refer to this page!
I created a new section on my website, dedicated to my shining force type game project. The picture shows my plugin for Softimage XSI. More details: here
Just posting an image here to peek your attention ;).
Be sure to check even more pictures and a detailed explanation of them in the Dark Resurrection thread! :)
I’m lazy and can’t be bothered to re-type everything, so see this topic for details.
Here’s what Peter wrote in company of the screenies:
Hi Peeps,
Everything is going well with Dark Resurrection. I have lots of experience with Cartography Shop. It’s really a great program to work with, once you get used it. Very HappyGamespace is going well too. I’m busy watching the video-tuts for skinning and rigging. It LOOKS easy, now to do myself :(
So far I have:
- 11 multitextured maps (for outside locations: hills, mountains, cliff, rivers, etc)
- 4 maps (inside locations: inn’s , houses, churches, storage rooms )
- 15 different pieces of furniture ( chests, barrels, tables, chairs, vases, pots, cupboards)
- 3 different house types
- 11 tree-types
- 3 grass-types
- 2 rock formations
- 6 weed formations
- 1 windmill
- 1 cave-entrance
I also have a double layered skybox (both have the same dimensions, but you can only see one of them , the other one is hidden and is used for switching textures, then the hidden skybox slowly fades in, while at the same time the visible skybox is slowly fading out.) It can be used up to 5 different transitions right now.
There’s also a multilayered (and lightmapped) sewersystem that consists of a number of modules. I’m using modules because copying/building is faster than a loading a complete level, and lightmapping it afterwards. (btw: All sewerparts are loaded at the start of the game).
Very soon I’ll send some other screenies of the outside world.
That’s it so far , next time I will post some ideas about how the game will look and play.