Posts Tagged ‘Rook’
Rooks Keep Released from early access!
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Hail, mighty gladiators!
I bring good tidings, we’ve released Rooks Keep good and proper out of Steam Early Access and into the main fray of the Steam arena. Still only $14.99, so be sure to check it out if you like swords and decapitation, and lets face it, who doesn’t?
-Buy from here-
-Or Buy on Steam-
We’re currently working on getting Steam Workshop setup for it and for Viscera Cleanup Detail, so that should follow soon, or early next year.
Until then, keep hacking apart the traditional sacks of meat that wander about the arenas!
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Beasts Update: Rook and Pawn
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Ok, the Rook and Pawn meshes for the Beasts side have been finished for a while and sitting around begging to be shown, so I finally decided to finish off the HD renders and actually post them.
here we have the finished Ogre (Rook) HD mesh:
This guy has all the finesse of a drunk elephant. He’ll obviously enter into diplomatic discourse and use that menacing club to outline all the important points.
Next up, you can see my the next installment in my ongoing quest to master muscles. This is the Pawn. You can call him the “Ratman”, but he doesn’t really like that.
Well, there you have the the first three beasts. It was quite a bit of work (learning more about muscle structure, especially on the forearms), but it got more fun as I learnt. Hopefully you like them.
Here are some shots of how the initial meshes were built:
Next up, the King and the Bishop…
Can anyone guess what they’ll look like?
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Rooks Keep: Fighting-game/Strategy
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It’s a dark, gloomy night, and more unsettling secrets are escaping the confines of Rooks Keep.
Perhaps you thought Rooks Keep was just Chess with some fancy moving pieces and gore?
Well, we’re pleased to squash those fears (or dreams) and introduce the other side of Rooks Keep, the fighting game! It will indeed feature an expansive, interactive combat mode, where players will take direct control of the pieces and fight in pitched battles for victory.
In a variety of game-modes players can battle through fights with interactive combat, using quick and slow attacks, parrying, dodging and counter-attacks to out-maneuver the enemy. Players will be able to engage in this fighting game during standard Chess, or simply play with traditional rules. The attacker will still have an advantage, but a skilled fighter may actually fight back against the attacker and if victorious, the opposition loses their piece.
Rooks Keep will offer a selection of game-modes, including, Arena, Chess and Tournament modes to test your fighting prowess and more. We’ll be sure to detail the various modes in due course.
So there it is! And just to be clear, Rooks Keep will feature traditional Chess, various fighting game modes, Chess with fighting and more. It’s more of a strategy/fighting game hybrid inspired by Chess and set in gothic universe.
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Chess Monsters forged in the dark
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Its 3:30 AM in the cold dark night and like any mad indie developer (or mad scientist), instead of sleeping, I’m hard at work on some diabolical creation.
This time, I’m crafting the grotesque creatures that hail from the darker recesses of Rooks Keep.
In Rooks Keep players will get a selection of chess sets to play as.
While our previous set of characters were all a bit cleaner and outfitted with metal suits of armor, these beasts have a different style. Their bulky bodies are bulging with muscle and while some of them use only their natural claws or blades. They all wear minimal armor and what litte equipment they do have is crude and worn.
If you stretch your mind a bit, you might notice that the monsters of Quake 1 lent an inspirational hand to their design.
BE WARNED: What you are about to see includes graphic representation of endevours not entirely finished, one might even call them work-in-progress…
Knight
This friendly customer is going to be the Knight for the beasts side. It will joyfully hack its oppoents with two big sharp implements.
As you can see it doesn’t have textures yet and the materials are not the most fancy. This is the high-detail sculpted mesh with about 8 million polygons. As you can see I’ve been having lots of fun with muscles and trying to get a reasonable skin on him.
We’ll be sure to post some updated shots when SB gets to work on the textures.
Here are some shots showing the early construction of the mesh. Now you can see how I used box modelling and took it from that initial, basic “box chicken” to the snarling beast at the end. I then stuck a piece of armor on top and moved on to the high detail work.
To get it to this stage took about 5 hours.
Here is a shot of the state it was in just before sculpting.
I did the armore and it’s straps in high detail and prepared the rest of the mesh for scuplting by applying smoothing. I also cut some extra loops into the teeth and spike to retain their shape when smoothed.
Ogre / Rook
And then there’s the next one! Right now, I am working on the brutish ogre that will be the Rook on the beasts side!
He’s not done yet. I am in the middle of sculpting my way through the various pieces.
As you can see I’m getting lots of practice on muscles. Its tough, but its getting easier. I think I am getting better at them with each mesh. What makes them even more fun is that there are slight differences on every reference I’ve got.
And for good measure, here are some earlier shots.
That is the LD mesh and the other is the other is the partial HD mesh just before going to sculpting. Notice how the hard ‘mechanic’ style parts have been detailed out while the organic pieces are just smoothed out.
Ok, enough for now. When I’ve finished this little bugger, I’ll fire off arender or two and post those along with some shots of the initial progression.
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