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Hello everyone. First post in this forum :)

So, I'm a big fan of RotH, and my passion is level design. I've been using the Unreal Engine for quite a while now, and I finally decided to take the plunge and try my hand at remaking Realms of the Haunting. I am in talks with a programmer to make game logic eventually.

Here is a screenshot of progress. It's not even an alpha (only the mansion is barely done - as you can see, there aren't any doors!), more like a proof of concept, but it is something I think I'll be devoting a lot of time into. If there's enough interest, I'll be updating this thread weekly with progress on the remake.

Tentative name: Realms Of The Haunting: Timeless. I like the ring of that. So here it is:
Attachments:
untitled.jpg (350 Kb)
Looks very nice, a remake with modern graphics would be great.

Are you plan to make the FMV cutscenes in 3D also?
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Ingsoc85: Looks very nice, a remake with modern graphics would be great.

Are you plan to make the FMV cutscenes in 3D also?
No, that would be impossible for my skill set. I can at the most remake the levels and model some things, but animating is out of the question. However, creatures and weapon animations are contemplated waaaay down the road if this thing takes off. Who knows, maybe people in this forum is willing to spread the world and this will reach to some animators? As for the cutscenes, it's possible to import video as a material in the Unreal Engine 4, so it should be an issue of converting the video and scripting it in, so at least it should be possible to have them.
The screenshot looks very promising, I really hope you can uphold the motivational spirit to pursue this heavyset endeavour! Kind regards from Germany and please keep us updated on your progress!
Post edited November 11, 2014 by Kohde
Fantastic work. I wish I could get the original masters of the filmreels. Some greenscreen post production......
Looks nice, but way too bright. Gotta use live cutscenes though, I'm sure you could gather some Youtubers who would be interested once the game's halfway done or so. Good luck!
Why there are no shadows on reflected floor?
RAAAAAD! I work at a video game company in SF, but unfortunately I'm not a 3D artist/animator, just a lowly concept artist. But I'll ask around if anybody would be willing to help out for nostalgia's sake. Super stoked if this thing actually takes off tho!
As you are already a fan of the game, you are doubtlessly aware that this is a MASSIVE project to take on.

All the best to you on this. I'd certainly be interested in following along as development continues.
Hello guys! Just checking in.

So, to answer about the brightness of the light, well, Realms of the Haunting uses tons of tricks to light its levels, starting with the infamous "light aura" that many games of that era used. But also, the lighting was heavily exaggerated. The room in question was lit only by 5 light sconces, the chandelier and a couple of candle stands. Given the quality of candle light, and the size of the sconces cnad chandelier, it would be much too dark compared with the original.Still, that kind of fixes are just tweaking t he lights value so there will be a pass in the end to even out those things :)

As for cutscenes, as stated, I will be using the original cutscenes streamed as video in the game (since UE 4 supports it), so don't worry, we will see David Tuomi and Rebecca Powell still.

On the shadows theme, they are there, take a look at the chair on the right side of the image. On the other hand, i haven't placed cubemaps yet, so the reflections aren't as accurate as they should.

And indeed, it's MASSIVE. But I do have time and the will, and I thank all of you for your support.

However, there will be a brief hiatus while I finish my final exams at college. I will resume approximately on December 15th. Meanwhile, here are three screenshots in editor of the level. It's unlit, since the areas are too dark yet. Hope it's enough to tide you over. I'll be checking in from time to time to answer any questions or simply talk about anything you feel like. Cheers.
Attachments:
capture.jpg (162 Kb)
capture2.jpg (174 Kb)
capture3.jpg (161 Kb)
I'm excited to see this! The game engine for the original is extremely dated, but the game itself is astoundingly good.
It looks awesome, thank you for your work.
I would suggest a darker setting though, as I think it suits the game better.
I have never messed around with the UDK, but this project fules my motivation to learn!
I will get started ASAP on learning to do this and do minor scripting and the like to various triggers.
Considering the style of game, it isen't awefully complex in the scripting if we assume to use UDK.
Most a trigger based.
Like when player enter "zone" it triggers the spawning of monster or triggers a movie.
Activating "zone" (such as a button) triggers such and such event.
There is like only 5-7 areas in this MASSIVE game that actually have timed events.
(Including the inf-spawn areas)
The A.I. for the monsters are rather simplistic too, and should be faily simple to script too.
I'm at a school where i'm learning to script

My only concern, after seeing some of your screenshots,
is that some of the rooms are perhaps a bit to small compared to the actual game.
Or maybe it's just the dang small FOV set in the game.

My whole family have played ths game, and are big fans and support this idea.

And as stated above, once i get into understanding the UDK's map making and other things, i will be able to help you out!

BUT NO PROMISES!
(Also, gonna play through the game again, after reading this very thread, just to get in the right mood)

Oh and also, If the development gets so far; maybe make a way to make the hunt for the brains easier, as it's the most slowest spot in the whole game. And without a map to tell where the brains are, then one can get stuck at that spot in the game for HOURS (or even days...)

Another awesome thing: A 1:1 remake in 3D would be a waste of time, Adding a few things in certain rooms, make the place look more ravaged and deselate and maybe even tell a few extra GREAT fan-made stories through the place would make this game even more memorable.
There are WAY to many open empty areas that could use some extra decor and clutter.

Anyways, that is my small opinions and offers.
First things first: Play through RotH, Learn UDK, Aid in development.
Secondly: Get lost in my closet, wake up in a strangers bed wearing a tutu. Wonder why i wrote this.
I'm glad the project is finding support :)

Anyways, as for the lighting issue, as stated before, it's just a first pass. I'm mainly aiming for accuracy in the geometry and texturing first, then comes the polish :D

And Kobold, I'm really happy that this fuels your motivation! I was thinking along the same lines as you in terms of scripting, since these ancient engines only have that type of scripting usually (along with quest states, but that doesn't need to be hard scripted).

As for the other concerns, the rooms are a bit small indeed, but I have done so intentionally because many of the spaces in the mansion are unrealistically big, like a huge empty room with a tiny little chair in the middle. Also, most of the spaces are pretty much surreal, in the sense that there are a lot of rooms that doesn't seem to have much purpose other than having the table that has a key, dead ends and stuff like that. Therefore, reducing the megalithic scale a bit helps ground the mansion. As for the rest, of course, the game will be much more populated, that's one of the advantages of using a new engine.

I have the intention to go through with this, but I foresee at least a couple of years of work ahead. I am just one person, and RotH was a difficult game to make by every standard in its own time. Right now there are a myriad tools, but unless I can get some help, I'm afraid we won't see a vertical slice in quite a while. I, for one, can do all the geometry and texturing, perhaps some of the scripting, but I guess I'll have to outsource creature modeling and sound. That's why all help is appreciated :)

I'll resume work on the 15th, as soon as I'm done with finals.
Okay guys, resuming work :)

I'll be posting progress shots every other friday. Don't expect huge leaps, it's more of a way to get feedback and show things than actual reports.

Cheers.