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Project AXSX Side team! Story team Fomration a gooo !

#1 User is offline Andrew75 

Posted 27 February 2014 - 12:38 PM

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I'm looking to put together a story Team for Project AXSX. There is just so much work that needs to be done on the main project that it leaves little or no time to incorporate story elements on my own (unless I stop working on the main game).
Just looking for some key players to form that team and get story done simultaneously.
2D artists, 3D artists, animators, music guys and script guys who can sculpt some of the original story elements into something great.
may also need someone to keep things together, like a manager.
I wont be butting in much because of time constraints on my end. ( I have a feeling this is a bad idea since I wont be managing it directly ) but what the hell better than no story at all. lol (right?)



What needs to be done:
1: Chose one of the scrapped sonic X-treme stories. (Multiple if desired to combine)
2: Argue over what elements to change if necessary. Than Change them.
3: get story boards together.
4: Start modeling ( if 3D) or drawing (if 2D)
5: Music and sound FX people tie things together adding feeling to the scene!
6: good luck !
7: hope it wont get tooo crazy ! keep things simple

------------------------------------------------------------------------------
Important notes and Story Team Project status updates:
Notes Updated: 2-27-2014 7:31 PM Eastern standard time.

1: Some base reference materials have been added below to start you guys off with brain storming ideas.
2: Right now we are in the planning and Research Phase. Opinions, Ideas, and constructive criticisms welcome ! ( no fighting please !)


1: There are no deadlines or anything like that in this project, Its a go at your own pace type of deal.
2: I don't mind keeping AXSX Story team progress open for public eyes here on the forums. Just as long as some goals are set. ( I don't want to see Extravagant new ideas being implemented once the story development process leaves planning stages)
3: I really want to keep things as simple as possible. For example: Opening , Ending, and maybe a few in between level events. ( like before a boss fight for example)


-------------------------------------------------------------------------------

Okay, here are the official stories that were planned for Sonic X-treme.

Stories:

01: GamePlayers Magazine Introduction:
Spoiler


02: Sonic the Hedgehog battles Dr. Robotnik in a 3-D Virtual Reality (VR) world.
Spoiler


03: Gamebook Introduction:
Spoiler


04: Sonic the Hedgehog must try and make his date with Tiara while Dr. Robotnik tries his best to twist everything into a big mess!
Spoiler


05: Sonic poisoned 1
Spoiler


06: Sonic poisoned 2
Spoiler


07: Prison Galaxy
Spoiler


08: Gravity story
Spoiler


-------------------------------------------------------------------------
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Known Story Board:
Spoiler


More detailed look at the enemy (Ball Drone) shown in story board. ( this is pretty close to the in game sprite)
Spoiler


-------------------------------------------------------------------------
-------------------------------------------------------------------------

FMV Test:
Posted Image

Aww come on ! seriously?! This thing looks like shit ! We can do better than that !

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What shall we do for style?!

We could take 2 routs here:
(if you guys have any ideas please don't hesitate to voice them!)

A:
Do a set of 3D Pre rendered FMV Sequences. ( you 2D art guys are still useful here for text, textures, backgrounds, Story boards)
3D modelers would be recreating the player models so that they look similar to the below image. ( This model was used to generate the player sprites, its to bad we don't have it)
I think it best to base our model on this so that we have consistency in artwork. ( that's just my opinion)
Posted Image

or

B:
Totally Hand drawn Sonic CD styled FMV sequences. ( maybe with some 3D elements tossed here and there)
( This is the official Sonic X-treme Boxart sketch)
Posted Image

-------------------------------------------------------------------------
-------------------------------------------------------------------------

Some Requirements:

Since were going for an oldschool look and feel, one requirement that is a must, the final render size should be 480 x 270.
I know this is a widescreen resolution and that its not exactly 1000% oldschool, It will still appear to have an oldschool look and feel because of the low res.

Making it oldschool example:


Render size at 480 x 270
Posted Image

And below....
This is how it will look scaled up by engine to display at 1920 x 1080 (1929 x 1080 is an example)
Spoiler


Some notes:
1: For people who don't have widescreen, bars will be automatically added to the top and bottom of the screen via game engine functions.
2: We could also add some grainy compression artifacts if we wanted to take things further. ( in post production )
3: The working resolution can be larger than final render size, We can always scale it down later to 480 x 270 to give it that pixelated look and feel during Post production.
4: Flash can be used for the final in game cinematic format (the images wont get filtered, and we can have easy control over it via UDK's scaleform features)
-------------------------------------------------

Tiara B. concept art A
Spoiler


Tiara B. concept art B (Another style)
Spoiler


Tiara B. concept art C
Spoiler


Tiara B. concept art D (Looks like an animation sequence of her smashing a small Badnik with a hammer! ( Amy anyone?)
Spoiler


Tiara B. concept art E (Various poses ( one with the badnik)
Spoiler


Tiara's Enemy
Spoiler

This post has been edited by Andrew75: 28 February 2014 - 09:02 AM

#2 User is offline Aerosol 

Posted 27 February 2014 - 01:19 PM

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That sounds like fun for those that get involved.

#3 User is offline TheKazeblade 

Posted 27 February 2014 - 03:05 PM

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PM'd you :)

#4 User is offline Andrew75 

Posted 27 February 2014 - 03:55 PM

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View PostTheKazeblade, on 27 February 2014 - 03:05 PM, said:

PM'd you :)/>/>/>/>

Thx for the PM

Just want to mention.
There are no deadlines or anything like that in this project, Its a go at your own pace type of deal.
I don't mind keeping AXSX Story team progress open for public eyes here on the forums. Just as long as some goals are set. ( I don't want to see Extravagant new ideas being implemented once the story development process leaves planning stages)
I need to get some starting point reference assets together, so please bare with me a little longer.

Right now we are in the planning and Research Phase. Opinions, Ideas, and constructive criticisms welcome ! ( no fighting please !)
This post has been edited by Andrew75: 27 February 2014 - 03:58 PM

#5 User is offline Vampsonic 

Posted 27 February 2014 - 04:20 PM

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I'd join in as a 2D artist, but I'm not too confident about my skills and currently my tablet just wont cooperate with my new laptop.

#6 User is offline Andrew75 

Posted 27 February 2014 - 05:24 PM

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Content from this post Moved to first post.
This post has been edited by Andrew75: 27 February 2014 - 06:58 PM

#7 User is offline TheKazeblade 

Posted 27 February 2014 - 05:50 PM

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As I said in the PM, I can whip up a story proposal this weekend, and I can definitely see what I can do in the way of 2D art once we get a direction!

EDIT: Animation itself is a bit out of my skillset, but fonts, sketches, textures and whatnot I can definitely do.
This post has been edited by TheKazeblade: 27 February 2014 - 05:54 PM

#8 User is offline Andrew75 

Posted 27 February 2014 - 06:26 PM

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View PostTheKazeblade, on 27 February 2014 - 05:50 PM, said:

As I said in the PM, I can whip up a story proposal this weekend, and I can definitely see what I can do in the way of 2D art once we get a direction!

EDIT: Animation itself is a bit out of my skillset, but fonts, sketches, textures and whatnot I can definitely do.

Cant wait to see what you come up with!

Don't worry about not being able to animate, I'm sure there will be someone to jump into that..

I think everyone has a skill that they could use to contribute to the project.
Also every contribution goes a long way , no matter how small! This will be a team effort ! :P

View PostVampsonic, on 27 February 2014 - 04:20 PM, said:

I'd join in as a 2D artist, but I'm not too confident about my skills and currently my tablet just wont cooperate with my new laptop.

That'd be great !
This post has been edited by Andrew75: 27 February 2014 - 06:44 PM

#9 User is offline Andrew75 

Posted 27 February 2014 - 07:18 PM

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Updated the first post with Tiara B's concept art.

#10 User is offline Falk 

Posted 28 February 2014 - 12:42 AM

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Interjection here- Totally go for widescreen. A lot of games from that era had FMV that was letterboxed for a film look, and a widescreen video in a 4:3 window is a dozen times more 'acceptable' than a 4:3 video in a widescreen window.

#11 User is offline winterhell 

Posted 28 February 2014 - 03:15 AM

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I'd prefer prerendered FMVs. The consistency with the actual gameplay would help with the Suspension of disbelief.

That video resolution may be low even for Saturn's standarts.
As for video scaling, its unusual to use nearest neighbor filter(aka no filter). This is how the same video would look in a regular player:
Spoiler


#12 User is offline Andrew75 

Posted 28 February 2014 - 08:12 AM

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View Postwinterhell, on 28 February 2014 - 03:15 AM, said:

I'd prefer prerendered FMVs. The consistency with the actual gameplay would help with the Suspension of disbelief.

That video resolution may be low even for Saturn's standarts.
As for video scaling, its unusual to use nearest neighbor filter(aka no filter). This is how the same video would look in a regular player:
Spoiler


Yeah I think that the FMV would be best.

Flash can be used for the final in game cinematic format (the images wont get filtered, and we can have easy control over them via UDK's scaleform features)
This post has been edited by Andrew75: 28 February 2014 - 09:03 AM

#13 User is offline Andrew75 

Posted 28 February 2014 - 08:50 AM

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Lets Go ! !


#14 User is offline Andrew75 

Posted 28 February 2014 - 09:15 AM

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What do you guys thing about this?
1920 x 1080 while in production, so that we can have a High res version to show off on youtube, while keeping the game Res at 480 x 270.
This post has been edited by Andrew75: 28 February 2014 - 09:29 AM

#15 User is offline Faseeh 

Posted 28 February 2014 - 10:08 AM

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I'd say go for widescreen too.

Andrew I'd really like to help with the music over the next week and try to make a song for you based on one inspiration. Think we could talk about this? Sorry I've not had time to do this before :)

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