Hey all,
After many months of performance optimizations, OS/X drama, and bug squashing, I'm proud to announce Underworld Hockey Club version 1.0! At this point, the game is in public beta, meaning anyone can download it for free with no obligation. I am fairly confident that it will work on most high-end computers. You don't need a brand new video card for this game, but a dual core CPU is a must. There is a high fidelity physics simulation used for goalies, slapshots, etc.
Here's the trailer for UHC 1.0
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Here's a list of some of the features that have been added since 0.8:
OSX SUPPORT:
UHC now works on OSX, making the total support list:
Windows, OSX, Linux 32-bit, Linux 64-bit
BOSSES:
Now if you make it to the final bracket of a tournament, you will face off against a boss. Defeat the boss to gain access to more advanced tournaments
PERFORMANCE:
The graphics & physics performance have increased dramatically and the ragdoll effects are much improved.
CHECK THROUGH GLASS:
You can check someone through the glass. The glass will shatter and the person will be knocked out for a short period of time.
STATISTICS:
If enabled in the settings, anonymous statistics will be collected and they can be used on the website to see who has scored the most goals, made the most checks, etc.
HELP SYSTEM:
There's now an interactive help system to guide newbies through the major parts of the game.
INSTANT REPLAY:
In between plays, instant replays will be shown highlighting exciting moments during the play. During an instant replay, you can hit F11 to capture the instant replay to an avi file on your PC.
*NOTE* VIDEOS NEEDED
I'm making a submission video for IGF that will include in-game footage. If you capture some exciting UHC moments in the replay tool to file, send them to jgmath2000_at_gmail.com . You might see your video in the IGF submission
If you would like to get UHC, check out the download page:
http://www.underworldhockeyclub.com/cms/index.php/download.htmlPlease post any bugs/feedback, thanks!
Regards,
Digitalghost, lead developer & designer
Underworld Hockey Club
Comments
I am a hockey fan. I do not mind when some games go overboard with physics or are simply arcady, but this is something I simply can't see to have come out of anyone who has a basic understanding of the game.
I think it's coming along quite nicely. Hopefully you will find a good fanbase to help support your game in the future.
I wish him the best of luck in his development though. I may check out his game this weekend.
BTW, there's a teaser render of my game's main character, an airship pilot, with his normal map in the 3D thread! Can't show more than that, because we are pre-release, but they said you guys could see this. Keep it on the down-low for now, K?
edit: I have a few comments, based on the trailer:
1. Better textures. I don't know how many newbie 2D and 3D artists I have seen doing this, but 100% Saturation blue, green, and red are not the way to go. Grunge it up a bit! I can give you a bunch of free rusty, dirty, gritty, metal textures more befitting to the Lords of the Underworld, to make them not look like Playdough.
2. Are all the characters animated procedurally (I know you are using ragdoll physics for the collisions and such). If not, you really need to work on your skate cycle. The knees are bent all the time and they look like they are kind of floating across the ice, or skating in place with no real relation between forward propulsion and their leg movements. If you watch vids of hockey players, you can see them pushing off and that push off having an effect. Make the cycle a little bit zippier if you know what I mean?
3. Particle effects - for your smoke, fire, or blood, make animated spites or change the size and opacity of the sprites over time, so it doesn't look like one picture repeated over again instead of smoke. It's really obvious.
4. How are your characters rigged? How many polygons are there? I want to know if it would be possible to swap out these models for ones that are better articulated and don't have sausage link arms.
5. What engine do you use, and what programming language?
1. I agree that better textures are in order. The color of the uniforms has to be based on the player's team colors, but that doesn't mean that I can't add a multiply texture to add some grain to the textures.
2. The skate cycle is pretty bad. I will try to redo and make it more realistic.
3. I do change both of those, but the problem is that the rate of the smoke does not depend on the velocity of the puck. As a result, the smoke looks bad when the puck is not flying towards the goal. I can change the rate of the smoke based on the puck velocity and I think it will look more appealing.
4. It would be easy to swap the models out, but I don't know of anyone who wants to make models for the game. I think the skeleton models are pretty good, but the demon models need a lot of work.
5. It's a homebrew engine, c++.
Thanks for finding the bug.
A music video of some guy doing skate drills.
a few things that will make your animation cycles better:
1. When you push off with one foot, you body leans in the opposite direction. Your feet do not just go back and forth to provide forward motion, but out to in. The body stays low, and does not bob up and down, but the knees do extend.
2. The lean on the turn: The body leans in the direction that the skater is turning.
3. The cross-over - when a player goes sideways, the opposite foot from the direction you are going will cross over. (Go left, right foot crosses)
What program do you use to model? What format does the engine use(.FBX or .OBJ etc.)?
What I recommend is putting your post on a 3D art forum, as opposed to your own game. Places like 3dmd get thousands of really talented users, and usually there is a thread for collaboration.
some sites I hang out at, where you will find happening forums with cool artists:
1.Renderosity
2. Conceptart.org
3. CG society
4. 3Dmd.net
I also always thought that Brodeur looks like the fucking devil himself.
The current characters have a few thousand tris, but anything that isn't obscene would work fine. The game is relatively light on graphics. The only requirement is that the model must fit the rig that I've created, because it took a lot of work to sync the skeleton animation to the physics and I wouldn't want to go through that again :-P
Here's a link to the skeleton model .blend file so you can see what the rig looks like: http://www.underworldhockeyclub.com/UHC/Humanoid_LowPoly.blend
I'll def. take your advice and post on those forums asking for help.
By the way, I just released UHC 1.1 which has ambient occlusion and a new skating animation cycle, check it out or let me know and I'll post a video. I think it still needs some work, but it looks like an improvement.
I'm going to map this skeleton for you. Game developers take note: make a nice UV layout, or your texture artist will murder you in your sleep!
Yeah, I was lazy with the UV map for the textures that I haven't done yet (which is most of them).
The skates are textured and so their UV map actually makes sense, but all of the other UV maps are autogenerated.
I didn't think you were actually going to use any of my assets besides the rig. Sorry, I'm embarrased =(
Leaving out the skeleton player (which is done, I think, besides not being mapped?) you need what?
• Demonic Goalie (I'm getting a Hellboy as goalie kind of vibe here. Post Pics Later.)
• Demon Referee (Is that that thing that looks like a dragon?)
• Demon Player (I know you've already done him, but I think he needs a bulking up and a good paint job.)
Also, I think if you do that opening with Satan, you should get someone to draw illustrations, rather than those renders with the speech bubbles.
Some stylistic inspiration.
If you can't tell, I'm obsessed with a certain big red guy lately.
I suggest a ghost referee. It's white, which is the right color. It's also intangible, so the puck and players can go right through it. It requires less animation, because it floats. And you won't have to do any smart code to make it move out of the way of players. It can just hover around always keeping it's eye on the puck. The hard part I imagine is to prevent it from blending in with the white ice.
Steal from the forgotten masters.