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FFXI: Soldier - a playable Unreal Engine projectFollow

#1 Jun 27 2013 at 9:25 PM Rating: Decent
Download and play the latest version here: http://www.soverance.com/soldier-alpha/

http://www.youtube.com/watch?v=we5dAmMmFUw

I am Scott McCutchen, the CEO of Soverance Studios and a student at the Art Institute of Atlanta.

This is a project I have been working on for about a year, which I have affectionately dubbed Final Fantasy XI: Soldier. It is a derivative work of the major Square-Enix MMO, Final Fantasy XI, and therefore uses many of the assets (mostly 3D models, music, and of course inspiration) from that game. I chose to go this route as I am simply not the best artist, and wanted something familiar to work with, as I've been a player of FFXI and leader of a top linkshell in that game for many years. I would like to one day move this project away from FFXI, and into an original IP, though I'll need to find some people to work with first!

I started this project knowing absolutely nothing about UDK, or really game development in general. I think it's come a long way since then, especially for a solo effort.

View README
View Design Documentation

Again, you can download and play the latest version @ http://www.soverance.com/soldier-alpha/

#2 Jun 27 2013 at 10:43 PM Rating: Good
I actually did laugh out loud at the Behemoth/Khimara (hard to tell what it was) just floating around.

Is there a first person perspective to this?
#3 Jun 30 2013 at 9:00 PM Rating: Decent
No first person, I've entirely rewritten the code to accommodate only the third person perspective.

I'm currently building a functional drop and inventory system, that will allow for equipping visible and functional weapons and armor. It's about 70% complete, and should be fully functional by next weekend.

I've also slowly been working on original animations for the player's pawn, and the HNMs, in preparation for building combat and spellcasting.
#4 Jun 30 2013 at 11:28 PM Rating: Excellent
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This is a C&D waiting to happen.
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#5 Jul 01 2013 at 10:25 AM Rating: Decent
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It got a laugh out of me, especially the whole walking around like he is holding an invisible gun...

It's a nice idea, and i really do like it, but given the immense team that Square has and the time they put into this, it's going to be a long while before this is in a decent playable (model-wise, area-wise and motion-wise) shape. Honestly, outside of how it might be a personal challenge to make something like this, i just dont see any point to it. Wouldnt your time be better spend on something else?

Not trying to shoot you down. It's an accomplishment and you seem very skilled, but recreating FFXI with physics just seems strange to me.
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#6 Jul 01 2013 at 3:30 PM Rating: Good
Raelix wrote:
This is a C&D waiting to happen.


I wonder about that. So long as it's not being sold for profit and does not attempt to integrate any other parts of XI besides character models and zone names, it's more of an animated work of fanart.

If the OP tried to sell it, or even solicit donations for it, then yeah, SE would probably smack him down hard.
#7 Jul 01 2013 at 8:36 PM Rating: Good
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Raelix wrote:
This is a C&D waiting to happen.


Doesn't have to be, though. Scrub the project of trademarked terms (starting with terms like "Final Fantasy" and "FFXI"); references to the game should be indirect or obscured.

Basically, you want to avoid implying any official relationship or endorsement from SE.
#8 Jul 01 2013 at 10:46 PM Rating: Excellent
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Google "Chrono Resurrection" to see how SE deals with nonprofit fanmade games.
#9 Jul 28 2013 at 11:48 AM Rating: Decent
http://youtu.be/7Q7oyfGub1w

Yes, that is definitely Bahamut =P

This level showcases some of my first attempts at custom rigging and animation... including the character pawn's run and idle animations, as well as the flapping of Bahamut's wings. They're pretty rough, but not too bad for a first attempt, right??

Maybe more interesting, is that the level shown in the video is actually running in the Oculus-ready version of UDK, meaning you could theoretically play this with an Oculus Rift. However, I do not yet have my device, and therefore can't really test it.
#10 Jul 28 2013 at 1:32 PM Rating: Good
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While your it's clear you've put a lot of work into this, and it's just for education purposes, I'm curious what you're ultimately trying to accomplish. Personally, when I'm looking through art/dev applicants, the first thing I toss out is all the applicant's who use use copyrighted work in their portfolios.
#11 Jul 28 2013 at 2:04 PM Rating: Good
It could be like fanfiction or fanart. Yeah, you can't use it in your original portfolio, but it's good practice for the original stuff you do later.

Edited, Jul 28th 2013 4:24pm by Catwho
#12 Jul 28 2013 at 2:34 PM Rating: Decent
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Soverance wrote:
On a personal note, the entire purpose of this project is for my own personal education (learning to use Unreal)

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#13 Jul 29 2013 at 9:50 AM Rating: Decent
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Learned enough about how to use UDK so far, now needs to learn creativity.

This isn't a disparagement. He's missing a solid half of how to actually do anything with UDK by not having his own assets to rig and place. I'm working on a UDK project also, and since I'm also a self-described terrible artist I've taken to developing style over fidelity (and abusing the CustomLighting material input). Missing out on specular/emissive masks, animation blending beyond eight-way-run; probably still doing things in kismet instead of script. I bet he's having trouble working out a melee system too (it requires a lot of tracing and prediction to get 'right', Chivalry is not what I consider 'right', but multiplayer is a different story entirely).

If you want to get serious in the industry, you need to sh*tcan this and do your own work. Dom is right on: Work with copyrighted assets earns you no points.

Also don't call yourself a CEO. That's a real job title with legal responsibilities and whatnot. If you don't even have a business license, though, it doesn't matter because then it's all just make-believe.

It was cute at first, now you're just wasting time and effort.

Edited, Jul 29th 2013 9:30am by Raelix
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I've seen things you people wouldn't believe. Airships on fire off the shoulder of Bahamut. I watched Scapula Beams glitter in the dark near the Three Mage Gate...

Nilatai wrote:
Vlorsutes wrote:
There's always...not trolling him?

You're new here, aren't you?
#14 Jul 03 2013 at 4:07 PM Rating: Good
Honestly, I am fully expecting to be served with a C&D at some point. Though history would lead me to believe that this would not happen until much later into this project's development, assuming it got to a point where this game could theoretically impact revenue generated from the FFXI property (which was the case with the Chrono Trigger fan-remake). At my current rate of development, I'd expect this project to not reach that point for another 2-3 years. This logic comes from having studied Fair Use law in regards to this project in particular. I ran through the Fair Use checklist, and I was pretty much favored for Fair Use until I posted it on the internet and made it freely available.

However, it should be taken into account that this game does not seek to remake or replace FFXI, nor does it seek to emulate it. Soldier will be more of an action game than an RPG, and it probably won't even be multiplayer. It will be quite a different experience from FFXI. Not to mention the title will be 100% free of charge.

It should be noted that the project's README blatantly states that I am in no way affiliated with Square Enix, and in fact is written to retain their copyrights. I also collect ZERO revenue from any source related to this game. The software is free to download, there are no advertisements in the game or on my website, and I do not accept donations. In fact, I've actually spent quite a bit of my own cash to get this project up and running, most of that in the form of multiple FFXI subscriptions and other software/asset purchases.

Square Enix would be well within their right to send me a C&D order, to which I would of course comply. At that point I'd go into overdrive searching for an artist to bring this game into an original IP, which is the ultimate goal anyway. When or if that day arrives, swapping out all the FFXI assets won't take very long, as it's essentially just a few 3D models, a couple images, and some audio.

On a personal note, the entire purpose of this project is for my own personal education (learning to use Unreal), and to add something substantial to my portfolio while I'm still in school. While I'm pretty decent at writing code, I'm simply a terrible artist, and this leaves me with limited options when it comes to quality assets that I can use. I don't necessarily enjoy using copyrighted material in this manner, but it's really the simplest option for me right now. I don't have the cash to spend to hire an artist, nor do I have money to buy a ton of pre-made, royalty-free assets. So I'm doing what I can with what I have available to me.

If you'd like to see more of my FFXI-related work, go check out this 2D fighting game I made last year!

http://www.soverance.com/games/final-fantasy-xi-fighter/



Edited, Jul 3rd 2013 7:04pm by Soverance
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