🧵 Gauntlet Homage Project
Anonymous at Tue, 27 Aug 2024 22:02:31 UTC No. 993391
To reset this thread.
This game Gauntlet Legends (and Dark Legacy) is an early 2000's era 3D arcade game with an exceedingly simple game design formula.
I am making the whole thing on my own, first and foremost, but I thought it would be fun to open the doors to anyone on /3/ interested in making some assets.
Here is the old thread. It has some screenshots and webms
https://eientei.xyz/3/thread/988930
here is the playable demo
https://mega.nz/file/ENpgUZDA#C-5Cq
Anonymous at Tue, 27 Aug 2024 22:04:57 UTC No. 993392
Here is an updated Demo that features a more authentic level as well as the hub world.
Anonymous at Tue, 27 Aug 2024 22:12:17 UTC No. 993393
>>993392
https://mega.nz/file/wYhETJKa#r3DuD
man. today's been rough
Anonymous at Wed, 28 Aug 2024 04:13:57 UTC No. 993440
I still believe in you homie.
Anonymous at Wed, 28 Aug 2024 05:21:32 UTC No. 993443
>>993440
Thanks.
And BTW someone mentioned a github would be a good idea, and I agree. Now Ive used it a little bit before but I'm not familiar with how to set it up to work for a project like this, but I made the repo at least. So it is made.
https://github.com/QuadrillionGames
Anonymous at Thu, 29 Aug 2024 00:46:54 UTC No. 993570
>>993443
Link dun't werk.
Anonymous at Thu, 29 Aug 2024 04:07:53 UTC No. 993588
>>993577
doesn't work for me either, seems like it may be a private repo
>QuadrillionGames doesn’t have any public repositories yet.
Anonymous at Thu, 29 Aug 2024 04:08:54 UTC No. 993589
>>993577
oh, and it even has a Private tag in your screenshot
Anonymous at Thu, 29 Aug 2024 21:21:32 UTC No. 993665
>>993589
ok ok its public now. its empty so inguess it doesnt matter. i just wasnt trying to invite the whole world to the project.
i looked it up and it looks like i ould have to invite people indovidually to keep it private. i thought i couldnshare an invite link like a googledrive but whatever. its public now
Anonymous at Fri, 30 Aug 2024 00:39:18 UTC No. 993689
>>993665
It's probably okay public. Just remember you don't have to tolerate any bs in your game that you don't want. So you can ignore resources that "fix" "problematic" cleavage and the like.
This is the first I've seen of your project, I'm about 1/4 through your first thread. Keep it up, I have your stuff bookmarked, I'd like to contribute. GDL was one of my favorite couch co-ops, along with BG: Dark Alliance.
Anonymous at Fri, 30 Aug 2024 02:07:31 UTC No. 993697
>>993689
Awesome! Can't wait to see!
I just uploaded my own personal IP, the Mad Scientist, to the git. I fully expect within 24 hours there will be a dozen indian shovelware games starring my boy.
The file just shows how I did the animations. You just animate them all in a row however.
Anonymous at Mon, 2 Sep 2024 08:31:57 UTC No. 994035
>>994023
the naruto running is hella kino, but imo you have to account for turning and body leaning to that direction
Anonymous at Mon, 2 Sep 2024 15:49:15 UTC No. 994062
>>994035
i may compromise and not make him lean so far forward. if the ninja gets extra turning animations then EVERY character needs them.
Anonymous at Mon, 2 Sep 2024 17:38:54 UTC No. 994068
>>994062
>if the ninja gets extra turning animations then EVERY character needs them.
but that's communism?
kek, jk, I think the ninja needs it way more than the rest since its animation is the one that looks off due to this condition
Anonymous at Mon, 2 Sep 2024 19:13:33 UTC No. 994078
>>994068
well im making a modular set up so content can be dropped in very easily. the scientist was the first one where i had to make everything. the dancer next to set up the drop on ability of new models. the ninja was the test to see if it works and it does. aside from he time modelling and animating him, actualy putting him in the game was very easy. part of that is every character has standard animations. for the ninja to have an angled movement animation inneed to make a slot for that animation. once theres a slot there has to be an animation in that slot for every character.
this exagerated ninja run looks bad without the turning but i have to go in thenother direction to fix it. compromise the animation rather than add animations to all current and future characters.
Anonymous at Tue, 3 Sep 2024 09:25:58 UTC No. 994136
since this isn´t really a comercial thing, how original do we have to be? there´s an OC i´ve seen recently which I want to try modelling but can´t really post it, so i was thinking i could use it for this. it´s weebshit though
Anonymous at Tue, 3 Sep 2024 11:32:46 UTC No. 994146
>>994136
anything at all. im not errecting any barriers to entry.
Anonymous at Mon, 9 Sep 2024 22:27:27 UTC No. 994841
>>994834
NEAT!
Anonymous at Tue, 10 Sep 2024 14:34:01 UTC No. 994903
>>993391
This is sick anon, did you read any particular docs on getting your models "game ready" or did you just freeball it/go off past experience? I've fucked with Blender a bit, never exported for game use, and like Gauntlet and would be happy to contribute somehow
Anonymous at Tue, 10 Sep 2024 22:41:41 UTC No. 994948
>>994903
Yeah I have experience freeballing it. Ive been working with unity for a few years. This project is the 4th actual game you can really play I've made. I'm also the anon that was posting pic related in the WIP thread.
But that particular question making your models "game ready" For me the most important thing was stripping down the hierarchy to the absolute barest minimum for the model to work. Clean out all my empty transform nodes. No leftover du-plicated meshes. And none of my animation controllers. I have a seperate maya scene with the IK controllers and other stuff I need, and I will do a SaveAs with it and give it a new name if I need another animation file. The models Ive been makign for this project are very lean. Each one took about 5 hours from concept to mesh with animations. Deliberately very uhm lazy. So all of these animations have almost no rig. The legs have IKs and otherwise I've been animating the bones directly.
Anonymous at Wed, 11 Sep 2024 00:30:32 UTC No. 994953
>>994948
Did you finish that coomer game?
Anonymous at Wed, 11 Sep 2024 01:06:21 UTC No. 994957
>>994953
nah. it has a closed gameloop but its un polished and buggy.
Anonymous at Sat, 14 Sep 2024 04:10:42 UTC No. 995228
A look at Level 2. The current plan is to follow Gauntlet. 4 levels then the boss fight per world.
In level 2 we've left the village and are following a forest trail up the mountain to the castle. And I hope a better exhibition of the ninja's animations.
https://files.catbox.moe/mn8xaq.web
Anonymous at Sun, 15 Sep 2024 14:55:40 UTC No. 995334
>>993391
How the fuck did i miss a thread like this before the purge? This actually looks fun.
I'd like to do something but i only have an idea for a hero, not a theme. Might post the sheet later.
Anonymous at Sun, 15 Sep 2024 16:50:11 UTC No. 995348
>>995334
hey do whatever. as little or as much as you want. maybe someone likes to make meshes but not uv map, but someone else doesnt mind it.
Anonymous at Sun, 15 Sep 2024 17:00:30 UTC No. 995349
>>995348
I actually might make the model and maybe animations since it doesn't really look that hard, but right now i am somewhat lost on what the project really is. Probably need more sleep.
Anyway, here's my slapped together idea for a character.
Anonymous at Sun, 15 Sep 2024 17:09:14 UTC No. 995353
>>995349
the project is a new game made from scratch which copies the game design principles of a game made in the 90s. the point is that this game was very simple and very fun. easy to replicate. that game is Gauntlet Dark Legacy. it was like a moba but you cobtrolled your character with a joystick. there were several player classes to pick from which were mostly just cosmetic. every character could shoot, do melee combos, and had AOE abilities. "get to the end" style levels.
Anonymous at Sun, 15 Sep 2024 21:13:48 UTC No. 995373
cool project man, love the janky walk animation for hte ninja. I think when the other anon said the github didn't work, he was expecting to clone it and access the actual project files. Why not make the project fully open source? Either way very cool and I'd contribute if I was skilled enough.
Anonymous at Sun, 15 Sep 2024 21:23:49 UTC No. 995375
>>995353
Cool.
What are the requirements for a model? Like, how many animations it needs, what format, what's the general direction for it and whatnot? I might give my golira a try.
Anonymous at Mon, 16 Sep 2024 01:32:45 UTC No. 995400
>>995375
i wrote some animation guidelines in the original thread.
every player character needs these animations
>idle
>run
>light shoot
>heavy shoot
>light melee 1
>light melee 2
>light melee 3
>heavy melee 1
>heavy melee 2
>heavy melee 3
>half turbo
>full turbo
>pain
>die
>level entrance
at first i made them different lengths but the best standard is every animation should be 1 second. i animated in 24fps for the scientist and 60fps for the ninja. i dont rhink it matters. certain animations will have their speeds changed with scripts like the running or shooting to acomodate different character stats.
>>995373
i am willing to share project files with someone who contributed a lot, knew what they were doing, had some special reason. maybe id make the whole project ooen if i were convinced it was necessary. right now its just me and the whole project is my IP. idk what im gonna do with it. i will take, at most, the parts i made personally and make a portfolio with them.
i think it could be neat to make a "make your own gauntlet" kit and then weirdos could just make their own spins.
Anonymous at Mon, 16 Sep 2024 02:06:05 UTC No. 995411
>>995400
k goodluck getting free models for something you won't share the code for
Anonymous at Wed, 25 Sep 2024 15:27:31 UTC No. 996425
>>995411
Relax broheim. I said from the beginning that I WILL share the project. I'm sharing it with frens on 4chan. Not the infinite public of github. Which I'm also concerned with everyone else's IP too. I dont want anyone else's models getting yanked anymore than I want my code yanked.
So we'll do this. IF you are interested in participating in the project go ahead and just develop your models on your own. Keep them on your computer. Share pics. We can talk about them yada yada. When the time comes to consolidate we'll figure it out.
Anonymous at Wed, 25 Sep 2024 17:23:09 UTC No. 996446
>>995228
Ok anon, I'm going to need the following, for science purposes obviously.
Take the coomer ballerina, make her emit clouds but out of her ass and make them green. That's all.
Anonymous at Wed, 25 Sep 2024 17:26:33 UTC No. 996447
>>996446
sheesh. the dancer DOES need a particle effect to go with her moves but KYAMOHN!
Anonymous at Wed, 25 Sep 2024 17:39:12 UTC No. 996448
>>996447
just for science, it obviously doesn't have to go into the game, just for keks with the anons. As for the dancer's particles, blow dust with her lips off her hand just occurred to me
Anonymous at Wed, 25 Sep 2024 22:01:39 UTC No. 996479
>>993391
Protip: don´t never, ever make a game/movie/animation/comic/whatheve
Anonymous at Wed, 25 Sep 2024 22:06:16 UTC No. 996480
>>996479
Well yeah I understand that which is why I am not replicating the story or the content of the game. This is a new game with it's own content.
Anonymous at Fri, 27 Sep 2024 23:38:34 UTC No. 996662
>>996474
G O L D
Anonymous at Mon, 30 Sep 2024 16:59:26 UTC No. 996918
Finally got around to making some animations For the wolfman. They are terrible due to my hastily made rig. Either gotta unwrap all these rotations within unity, or make the rig better and remake the animations(the right thing)
Anonymous at Tue, 1 Oct 2024 21:11:20 UTC No. 997079
>>996923
>>996922
>>996787
>>996786
i find it really hilarious how high definition the wolfman looks compared to everyone else
Anonymous at Tue, 1 Oct 2024 21:17:33 UTC No. 997080
>>997079
lol yeah i put more oomph into him than the other models. each one has been an experiment in the work flow. also maybe wolf man will have uses outside this project. idk.
Anonymous at Sun, 13 Oct 2024 21:03:33 UTC No. 998209
BTW this isn't abandoned. I'm working on something else ATM
Anonymous at Wed, 16 Oct 2024 08:18:24 UTC No. 998527
Sounds interesting!