Mist of Stagnation

Discuss modifications and also recruit team members.

Mist of Stagnation

Postby DonPunch on Wed Dec 29, 2010 3:47 am

We have all been very busy since our last update, and we want to share with you our progress.

We have added some new people to the team, and we are moving along nicely. 1st I would like to show you some of the new assets the team has been working on.

I want to start you all off with some new music written and performed by our talented secretcaptivation. Enjoy it as you browse through this news post.

http://www.youtube.com/watch?v=5hgjK0HtItI

With the addition of DavidUnlocked, our weapon modeling & animation have been moving ahead very quickly.

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concept by RagTag

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Models by DavidUnlocked, texture and skinning by cheesemcboots


This should be a favorite among many. A heavy damage weapon with splash damage, and a slow rate of fire. Ammo will be limited on this monster of a weapon.

This is an example of our upgrade system for weapons.


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For the initial beta, there will be 3 upgrades to the shotgun:

The sights for improved accuracy, the Drum system for extra ammo, and the full auto upgrade for rapid fire.


To complement our maps, we have also made a variety of map models, but this one deserves a little bit more attention than the rest.

Ladies and Gentlemen, I present the SS Maria.

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Model & concept by DavidUnlocked, Texture by cheesemcboots.

Artwork

Our character artist Cormac ‘Mac' Langan has been hard at work too with some very nice concepts for us. He has been very patient with me and is truly one who can take notes, and take them well.

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Cheesemcboots has also been very busy outside of texture mapping our models, and giving us mappers a bit of inspiration.

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Mapping


Last I would like to show you the background menu map we have been working on.

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http://www.youtube.com/watch?v=cAIWx8SLgdw


We have also started our weekly ‘Meet the Team' news posts on the official MoS forums. Get to know some of the lunatics making this mod, you might just find some extra goodies along the way.


We are currently looking to expand our team in the mapping department. If you are interested, please contact DonPunch on Moddb.com or on mistofstagnation.com.




*Needs to be a self motivated individual with experience in multiplayer mapping (TF2, CSS, DoD:S, etc).

*Ability to work with and without provided concept art.

*Have released finished maps in the past.

*Be able to spend at least 10 hours a week on level design.



Moddb Page: http://www.moddb.com/mods/mist-of-stagnation
Offical Site: http://mistofstagnation.com/
Offical Forums: http://mistofstagnation.com/forums/
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Re: Mist of Stagnation

Postby Ark11 on Wed Dec 29, 2010 5:57 am

Nice work! But the Grenade Launcher looks to similar to the TF2 demoman's pipe bomb launcher.
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Re: Mist of Stagnation

Postby DonPunch on Fri Apr 08, 2011 7:51 am

As you probably guessed, we made the big move! Well 2 big moves really, 1 from Mod to a full fledged Indie, and thanks to INtense! for some help in moving our profile (and watcher!) over to indiedb.com, we are here to stay. The second HUGE move was from the Source Engine to the UDK (Unreal Development Kit). This was a rather large decision made by the team, but ultimately the right one.

Moving over to the UDK will allow anyone and everyone to play the game, as it will be a standalone. Another huge reason for the move is the abundance of documentation on the unreal engine, and the next-gen features that it offers. As of now we are using the March 11' build of the UDK which does mean we will be using DX11, and all the features it has to offer, but will still have scaling available to those who are not running DX11 graphics cards.

I'm sure some of you are wondering if this means we are going to sell the game now. Well my friends, we can honestly say that we have no plans on selling this game. We as a team are all united that this is portfolio work for us, and an amazing way to build a company from the ground up. Which brings me to my next point; we have decided to get official and use a company name, for this & future productions, Osiris Studios.

Now for the fun stuff:

As per tradition, have a listen to the newest track from Secretcaptivation while looking over the rest of our media release:

http://www.moddb.com/games/mist-of-stag ... -ballerina

With the help of DestroOmega, we have gotten the back storyline and faction stories nailed down with something that is fitting to the environment we are creating.

The 1st faction is the Iron Masons

The Iron Masons, one of the oldest of the surviving factions, is also one of the strongest. This stems from their militaristic nature, and heavy industrial background. They believe that the way to bring humanity back from the brink of extinction is by returning the world to what it once was. They are willing to stop at nothing to achieve their goals, and have the manpower and technologies to do it.Originating from a closed society known as the Freemasons, the Iron Masons have very clear cut ideals about leadership and patriotism. Traitors are very rare, and if it occurs, the perpetrators are punished to a degree that would give most nightmares.


And then there is the Northland Pirates

A relatively recent addition to the power on earth, the Northern Pirates are a group of scavengers and survivalists, looking to make their way in the wastelands of earth. Lacking advanced technologies, they make up for it with ingenuity and knowledge of their surroundings. Living in harmony with their environment has taken its toll on their social structure. As a collective whole they act more like a pack of wolves then human beings. Prone to internal conflict, they are feared on the front lines of battle.


Art:We have a lot of new art to show off this month, some of which has already been created, and some are keeping our modelers cranking away.

Environmental Art:

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Concepts by CheeseMcBoots

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Concepts by Spiffy - Blackburnart.cardonmade.com

Character concepts for the Northland Pirates:
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Concepts by Cormac ‘Mac' Langan - http://www.ifchucknorriscoulddraw.blogspot.com

Equipment concept art:

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Be sure to give us your feed back and let us know which ones you want to see in game!

Concepts by Cormac ‘Mac' Langan - http://www.ifchucknorriscoulddraw.blogspot.com

Models:
We have been real busy with some of these modes, keeping up with a high level of detail is no easy tasks, but the guys on our team are determined to amazing me.

Livewire has moved from mapper to modeler with our shift to UDK, and he is here to impress. He has taken it upon himself to remake our weapon models to a higher level of detail.
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He has also been working on various map models and modular designs for us to use in game. These can be viewed in the media gallery on http://www.indiedb.com/games/mist-of-stagnation/images

Hairyburger has also been working like a steam engine and bringing our characters to life.

Soldier model:

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Commander Model WIP
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We also upped the poly count on the airship to smooth it out some
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Model by DavidUnlocked

Level Design:

In the meantime, I have been taking on various roles of development, mostly in the management arena. I finally finished up our 30+ page design documents (actually it's not even really finished yet, but it's almost there!). I took the time to learn some basic animation techniques so that I can speed up some of the development with simple things such as animated map props, and I have also remade the title map and ported some of the models over to the UDK.This is still a work in progress:

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I would also like to note that to speed up the development process, we will be using a handful of models and texture from turbosquid.com, but those models will never be showcased on IndieDB.com. The artists who created any of the models we use from there, will receive proper credits when the game is released. I think I have found everything that is useable to the standard we want to keep, and at this point it stands at about 4 models (rocks mostly).

We do have our timeline for release somewhat finalized, but we don't want to jump the gun and say anything about that just yet, but I will say we are looking at an '11 release.Until next time, thanks for stopping in to see us and be sure to keep your goggles on tight.

*Be sure to help support our artists by clicking their links!

IndieDB - http://www.indiedb.com/games/mist-of-stagnation
Offical website - http://mistofstagnation.com
Offical forums - http://mistofstagnation.com/forums
Last edited by DonPunch on Fri Apr 08, 2011 3:33 pm, edited 1 time in total.
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Re: Mist of Stagnation

Postby Plague on Fri Apr 08, 2011 2:28 pm

one thing to note, You have appeared to have put two entire copies of your text into your post.



Medical Equipment:
I think in terms of practical use, the roll up kit seems like something you would see on the field.
Also the Mario reference there is awesome.

Grenades:
I think they all could serve a purpose, but they would need to have unique gameplay purposes.
I like the idea using the hammer on a grenade.


Also the soldier model is looking badass.





Other then that its looking great, Can't wait for a demo or something!
Best of luck and good to see you guys moved to the indie scene.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: Mist of Stagnation

Postby Mr. Happy on Wed Apr 13, 2011 3:53 am

Wow the rate of progress and openness and quality with the updates is great
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-You've just been happified!?
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Re: Mist of Stagnation

Postby Gradius on Wed Apr 13, 2011 5:59 pm

How will this absolutely amazing work be financed? Just by donations to the team, or are you going to sell the final product?
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Re: Mist of Stagnation

Postby DonPunch on Wed Apr 13, 2011 11:37 pm

No, its going to be a free game. We do have regular team meeting to keep progress on track, and do have a timeline for production, but we all do work on this in our spare time. I personally put in about 30-40 hours a week or more, and I know a lot of our team puts that kind of work in it too.

We do have plans to make the prequal to this game (depending on public feedback after it is released), which will be for sale. Until that day, we have no plans to go commercial from this game. We want to make sure people will play our game for free before we think about charging for it.

Thanks to everyone who gave feedback too. Be sure to track us on Indiedb.com.
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