Originally Posted by Fallen Guardian
This looks very good! Nice work.
I'm not very skilled in programming outside of some scripting for KotOR (and I often end up banging my head on something over that), and my time's a bit limited, but if I can help in some way I'd love to.
hi, thanks for the offer! let me steer the conversation in a more technical direction and talk about what's behind this proof of concept.
But before anything else, I want to make sure that the following is clear: the visual components used in this proof of concept are not done by me, they are extracted/reverse engineered/ported from other games, and the copyright owners of these games deserve all the credit. The 2-D background is from Kings Road, and the Jedi with a light saber is from KOTOR. I had to use these resources as a temporary placeholder to make a point: that a game like KOTOR Online is doable.
now back to the technical conversation. This proof of concept uses Actionscript 3 as the backend programming language. currently this project is done in Flash Builder 4.6 from Adobe
It also uses Sea3D framework for the 3-D models. Sea 3-D framework is an extension of Away 3-D framework.
For the 2-D side of this concept I'm using the Starling framework. The background in this proof of concept is a 2-D layer made of a matrix of 16 images 4 x 4 grid, and the Starling framework is used for GPU rendering of these images.
Currently the 2 existing layers ( Starling 2-D and Sea3D) are sharing the same Flash Scene3D which is possible starting with flash player 11 and up.
As you can see, the 3-D layer is rendered on top of the 2-D layer, and this is how the Jedi 3-D moves on the path 2-D. I plan to add another 2-D Starling layer as the UI, where the talents, character customization, etc. will take place.
Sea3D framework is the one that allowed me to create the material for the 3-D model of the light saber to be rendered in a browser. The team behind this framework should get credit as well :-)
so I guess actionscript/Sea 3-D/away 3-D/Starling knowledge would be very helpful for anyone who wants to participate. Also artists who can create new custom visual 2-D or 3-D components are definitely welcome to join, this way we can stop using other people's copyrighted work
and, I guess a manager would also help to turn a group of people into an effective team :-). By manager I don't mean a power-hungry person who likes to push people around, but someone with decent interpersonal and organizational skills :-)
on my immediate to do list I plan to:
1. migrate all the animation sequences, about 230 of them, roughly 15,000 frames. The way I'm currently doing this it's a very manual slow process, but it has to be done. The source of these animation sequences is S_male02 model from obsidian KOTOR2, which includes navigation sequences and combat sequences for all the weapons except Saber staff
2. create some rudimentary UI, mainly for the powers bar in game, as icons I would most likely use SWTOR icons, I wrote the script to download them, I had no idea there are over 50,000 of them, it took about 15 hours to get them all, but now I have them, and I would probably try and identify the most interesting, beautiful and relevant ones and see if I can use them in my proof of concept. It is likely that I would use as inspiration a reversed engineered powers bar from Dragon age journeys, so I take this opportunity to give the team behind this game proactive credits